Business Discussion

Yeah- nothing against Hasbro per se, but I think something like D&D has to be ready to operate with lower profit margins than a big company like Hasbro is willing to accept for an extended period. The push for a new edition, when it comes, will likely come from the suits that don't realize how divisive new editions are to the fan base, based on the fact that new editions sell more product (at least for a while).
Ya see, this is what I think is why these threads are generally futile because there is no way of knowing if the above statement has any basis in reality.

Also in spite of all lists of product and divisions of Hasbro we do not know if Hasbro expects the same margins and return on investment across all divisions and industries, in fact we know very little.
We know Hasbro owns WoTC and that WoTC rarely rates a mention in publicly released (and as far as I can tell, also in info released to shareholders)
We know that Magic is much bigger turnover than D&D for WoTC.

Pretty much anything we say is pure speculation with no basis in any reality.

My own suspicion is that book publishing on the scale Wizards does it for D&D is not prifitable and they need to move to another business model and content delivery mode. Hence the push in to subscription and digital delivery.
 

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2009 Annual Report - Part 2

Four PRIMARY product categories:
1) boys' toys
2) games and puzzles
3) girls' toys
4) preschool toys

Games and Puzzles category includes several well known brands, including Milton Bradley, Parker Brothers, Trivial Pursuit, Cranium, Avalon Hill, and Wizards of the Coast. These brand portfolios consist of a broad assortment of games for children, tweens, families, and adults. Core brands include (a bunch of games not from WoTC - Monopoly, Battleship, Scrabble). Wizards of the Coast offers trading card and roleplaying games including M:TG, Duel Masters, and D&D. We seek to keep our game brands relevant through sustained marketing programs, such as Family Game Night, as well as offering consumers new ways to experience these brands.

Three principal segments:
1) US and Canada
2) International
3) Entertainment and Licensing

The US and Canada segment egnages in the marketing and saleo f our product categories in the US and Canada. This segment's streategy is based on promoting our brands through innovation and reinvention of toys and games. This is accomplished through introducing new initiatives driven by consumer and marketplace insights and leverageing opportunitistic toy and game lines and licenses. This strategy leverages off of efforts to increase consumer awareness of Hasbro's core brands through entertainment experiences such as motion pictures, television, and publishing. Major brands included Transformers, Littlest Pet Shop, Star Wars, Nerf, Monopoly, Playskool, Play-doh, Marvel, M:TG, GI JOe, My Litlle Pony, and Furreal Friends.

Our entertainment and licensing segment includes lifestyle licensing, movie, television, and online entertainment operations. This segment seeks to promote our brands through the out-licensing of our intellectual properties to third parties for promotional and merchandising usess in businesses which do not compete direclty wiht our own product offerings. Our digital licensing category encompasses applicatons on mobile phones, personal computers, and video game consoles. This is done primarily through long-term strategic alliance with Electronic Arts (EA) which provides worldwide rights to create digial games for most of our toy and game intellectual properties. Movie and television segments niclude a strategic relationship with Universal Pictures, and a 50% joint venture with Discovery Communications to form The Hub. Royalty revenues from licensing is included in this segment.

The toy and game business is characterized by order patterns which vary from year to year due to differences each year in the degree of consumer acceptance of product lines, product availability, marketing strategies, and inventory policies of retailers (timing of motion pictures, economic conditions overall). Retailers are timing their orders so that they are being filled by suppliers, such as us, closer to the time of purchase by consumers. 2010 strategies are substantially the same as those of 2009.

R&D
Our success is dependent on innovation, including both the continuing development of new products and the redesign of existing products for continued market acceptance. Our toy, game, and puzzle products are developed by a global development group and the costs of this group are allocated to our selling entities. In 2009, we spent $181,195, much of this work is performed by internal staff of designers, artists, model makers, and engineers.

Marketing and Sales
In 2009, net revenues from our three largest customers were:
1) Wal-Mart (25%)
2) Target (13%)
3) Toys R Us (12%)
In the US and Canada segment they accounted for 74% of our net revenues.
In 2009 spend on advertising, promotion, and marketing was $412,580, compared to $454,612 in 2008.

Manufacturing
In 2009 substantially all products were manufactured in the Far East, primarily China. Most products are manufactured from plastic, paper, and cardboard. Some require the use of electronic components.

Employees
In December 2009, Hasbro employed 5,800 persons worldwide, 3,100 of whom were located in the United States.

Competition
The volatility of ever-evolving consumer preferences, combined with the high level of competition and low barriers to entry in the family entertainment industry, make it difficult to maintain and build upon the success of existing products and product lines or successfully introduce new products. In addition, an inability to develop and introduce planned new prdoucts and product lines in a timely and cost-effective manner may damage our business.
There is significant competitive pressure from alternative products, particularly in the electronic games market segment. The challenge of developing and offering products that are sough after by children is compounded by the trend of children "getting older younger". They are exposed to and desire a wider array of entertainment products at younger ages, and as a result Hasbro products compete with offerings of video game suppliers, consumer electronics companies, and other businesses outside the traditional industry.

Risks
Part of our strategy for remaining relevant to children is to offer innovative children's toy and game electronic products. The margins on many of these products are lower than more traditional toys and games and such products may have a shorter lifespan than more traditional toys and games.

Debt
On Dec 1, 2011 and Dec 1, 2016 and holders of senior debt may require us to purchase their debt ($249k).

Corporate Headquarters in Pawtucket, Rhode Island. (owned)
Company LEASES office space of 95,400 in Renton, Washington.
Company owns manufacturing plants in East Longmeadow, MA, and Waterford, Ireland.

In contractual obligations, operating lease commitments diminish from $25 in 2010 to $6,728 in 2014.

Executives
All are based and operate in their HQ in the east. None of a tabletop or RPG, or TCG background.

Financial Performance
Over the last seven years Hasbro has improved operating margins from 7.8% in 2002 to 14.5% in 2009.

Components of sales in 2009:
Cost of Sales - 41%
Amort -2%
Royalties - 8.1%
R&D - 4.5%
Advertising - 10.1%
SDA - 19.5%
Interest - 1.5%
Income Tax - 3.8%

Net Revenues and Operating Profit by Segment:
US and Canada - $2,447mm (up 2%), $380mm (up 34%)
Entertainment and Licensing - $155mm (up 44%), $65mm (up 28%)

Net revenues in the games and puzzles category decreased slightly in 2009, primarily due to the decreased sales of traditional board games, partially offset by increased revenues from M:TG. Operating profit was positively impacted by the impact of foreign currency, increased sales of entertainment-based products, decreased SDA(selling, distribution, and administrative expense), lower shipping and distribution costs, decreased sales and marketing expenses.

In 2007 the company reacquired the remaining digital gaming rights for its owned or controlled properties held by Ingogrames Entertainment, with the exception of Dungeons and Dragons ($19k).

Games and Puzzles is $1,340,886,000 of $4,067,947,000 revenues.
 
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You mean like "T" as it was called?

Probably one that cares about the game itself and the gamers rather than the current HASBRO/WotC vying for $$$, or the Blumes/Williams combo that did the same and could have cared less about the game.

One actually interested in making the game, not just making money off the name of the game.
 

You mean like "T" as it was called?

Thanks for pointing that out and reminding me that at least some subset of D&D fans almost always hates the company producing the game. There are times when it wanes, and times (like now) when it waxes, but there's always at least a few people who will be complaining that " 'They' killed the game!"
 

Probably one that cares about the game itself and the gamers rather than the current HASBRO/WotC vying for $$$, or the Blumes/Williams combo that did the same and could have cared less about the game.

One actually interested in making the game, not just making money off the name of the game.

A business that does not want to make money does not exist. It's not like Gygax just gave the game away - he sold it just like everyone else.

You seem to think a "true artisan" who loves the game would not be interested in making money off of it. You also seem to think that the developers who made <editions you don't like> don't care about D&D and were just trying to shill it out for cash. You are incorrect on both accounts.
 

That's under their Black Line Division. They are looking to expand into racketeering, gun running, and underwriting for mortgage backed credit default swaps. Despite this, investors were concerned about the over-reaching and pushed shares down $0.16 Friday down to $44.49. ;)

After Hasbro buys Microsoft, they will combine it with this division to form Microtel. Microtel will eventually leverage an economic assistance program in South America into a virtual takeover of the continent. Later, as mankind heads into space, Microtels space operations division will become a stellar power in it's own right. That power is called VoidCorp!

That's right folks...Hasbro will spawn VoidCorp!
 
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Toys & Games Industry
Companies that manufacture toys, games, and other leisure products, primarily targeted towards children.
Toy and Game Industry Market Sector (only two real players):
Hasbro Market Cap: $6.7B (673 of 5164 publicly traded companies)
Mattel Market Cap: $8.6B (553 of 5164 publicly traded companies)


Just out of curiosity... Does Mattel do any sort of work with a rpg company?
 

A business that does not want to make money does not exist. It's not like Gygax just gave the game away - he sold it just like everyone else.

You seem to think a "true artisan" who loves the game would not be interested in making money off of it. You also seem to think that the developers who made <editions you don't like> don't care about D&D and were just trying to shill it out for cash. You are incorrect on both accounts.

No, I just think with a company in which money is the ONLY driving force, then the game itself will not be as important as it might be those those who play it.

I thought we were talking about WotC business decisions? Gary didn't sell the game, it was taken from him by trying to get investors and selling shares of the company...he just brought in the wrong people. It isnt like Adkinson deciding to sell WotC to HASBRO.

The developers of MANY recent editions have been controlled, by those seeking to use the game for ONE purpose. Under such high stress and control, you don't expect those artisans to be at there best (See D&D books gutted and DDi scheduling/calendar changes).

I don't think some of the developers of the past, or the current ones should be anywhere near gaming. That doesn't mean others that should be have any real say or control. Didn't HASBRO force a direction of something in regards to "number of books sold" related to a comparison of children's books and the differences in revenue each was getting and D&D had to start meeting a quota?

The consumer doesn't buy things because they want to help you make money as a business. They buy things that they think are quality products. So the best way to get the consumer to willingly hand over their money so you get more, is to give them a quality product, and bean-counters look only at the revenue stream and ways to increase it rather than care if the product has any quaility.

So it has to be someone that cares about the product (not brand), in order to remove the good money after bad element.

I could mention other good examples related to banks TARP funds, etc...but that would probably divert too much into politics, but shows where the idea of a smaller group of focused people could probably do better than putting all your eggs in one basket so you save money on buying extra baskets. So it depends on what type of omelet you are wanting to make, but either way, you still have to break a few of those eggs.
 

Wizards of the Coast

Wizards of the Coast is the leader in entertaining the lifestyle gamer. After more than 15 years of dominating the tabletop RPG, hobby, and strategy game markets, Wizards is now expanding to include digital offerings by adding online options to many of its traditional games.

Wizards of the Coast Brands:
Magic: The Gathering (top of page)
Dungeons and Dragons
Duel Masters
Heroscape
Avalon Hill (including Axis and Allies)
Wizards Community (254,366 members)
Magic Online

Looking back at the last several years, export of their SKU indicate the following brands and products:
Book Publishing (213 products)
RPG (104 products, 40 in 2010)
Magic: The Gathering (29 products, 15 in 2010)
Star Wars Roleplaying (16 products)
Avalon Hill Games (14 products, 3 in 2010)
D&D Minis (12 products, 2 in 2010)
Axis and Allies Minis (11 products, 4 in 2010)
Heroscape (10 products, 4 in 2010)
Star Wars Minis (9 products)

Strategic Announcements:
Fortune Cards released for D&D (2011)
Duel of the Planeswalkers (M:TG) released for PS3 in 2011
Neverwinter in 2011 - Novel, RPG, Board Game, MMORPG
IDW Announces D&D Comic Book in 2010
D&D Boardgame released in 2010
D&D Essentials: Red Box Re-released in 2010
Wizards Community launched in 2009
Star Wars License Not Renewed in 2009
Heroscape combined with D&D in 2009
D&D Insider Launched in 2008 (Dungeon and Dragon Magazine)
D&D Encounters launched (Wizards Play Network) (2008/2009?)
D&D 4.0 Released in 2008

Two major Dungeons & Dragons franchises will meet for the first time when R.A. Salvatore’s Gauntlgrym releases on October 5, 2010. The first book in a new trilogy, Gauntlgrym introduces Salvatore’s signature character, Drizzt Do’Urden, to the renowned city of Neverwinter – from the hugely popular D&D video game franchise Neverwinter Nights.

The release of this first book in the Neverwinter trilogy lays the groundwork for a multi-platform event. Atari, one of the world's most recognized videogame publishers, and Cryptic Studios, the acclaimed developers behind City of Heroes, City of Villains, Champions Online and Star Trek Online, today announced the development of Dungeons & Dragons Neverwinter for PC, a new online-centric roleplaying game based on Wizards of the Coast's Dungeons & Dragons global property and the beloved city of Neverwinter. The PC game is scheduled to release in Q4 2011. Also in the works for 2011, Wizards will be releasing a Neverwinter RPG and board game to coincide with the PC game and book trilogy.

Recent developments:
Heroscape cancelled
D&D Minis cancelled
Products removed from the schedule and moved to digial offerings
 

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