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Hasbro activist begins proxy fight, urges Dungeons & Dragons spinoff
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<blockquote data-quote="Deset Gled" data-source="post: 8549414" data-attributes="member: 7808"><p>I don't think Hasbro's management had any direct input into game design. They don't care if D&D is based on a d20, if there's damage on a miss, or what's canon in the Realms. But their plans do shape the overall game design, and their management has large trickle down effects that determine how designers build mechanics, expansions, and editions/revisions.</p><p></p><p>For example, my understanding is that selling D&D as a subscription/service rather than simply a book product was a goal from Hasbro in 4e. This indirectly but significantly affected game design by making sure the game was made for use with the online tools. Also, the fact that it didn't meet Hasbro's targets as a subscription service is why 4e was a shorter lasting edition, regardless of how good the design was or how successful or not the book sales were going.</p><p></p><p>For 5e, Hasbro was specifically aiming for a longer product lifecycle. This is one of the main reasons why we have so few 5e books compared to earlier editions; it's intentionally a slow burn rather than flooding the market. I expect this is something the designers took into account for each new release. It also means that if you partially measure "success" by how long the edition lasts without a major revision, Hasbro's management decisions are a large factor.</p><p></p><p>There's also a lot of stories about how pre-Hasbro management plans shaped the mechanics and release of 3.5e. And I think it would also be easy to show that major personnel hiring/firing events are based on Hasbro's fiscal cycle.</p></blockquote><p></p>
[QUOTE="Deset Gled, post: 8549414, member: 7808"] I don't think Hasbro's management had any direct input into game design. They don't care if D&D is based on a d20, if there's damage on a miss, or what's canon in the Realms. But their plans do shape the overall game design, and their management has large trickle down effects that determine how designers build mechanics, expansions, and editions/revisions. For example, my understanding is that selling D&D as a subscription/service rather than simply a book product was a goal from Hasbro in 4e. This indirectly but significantly affected game design by making sure the game was made for use with the online tools. Also, the fact that it didn't meet Hasbro's targets as a subscription service is why 4e was a shorter lasting edition, regardless of how good the design was or how successful or not the book sales were going. For 5e, Hasbro was specifically aiming for a longer product lifecycle. This is one of the main reasons why we have so few 5e books compared to earlier editions; it's intentionally a slow burn rather than flooding the market. I expect this is something the designers took into account for each new release. It also means that if you partially measure "success" by how long the edition lasts without a major revision, Hasbro's management decisions are a large factor. There's also a lot of stories about how pre-Hasbro management plans shaped the mechanics and release of 3.5e. And I think it would also be easy to show that major personnel hiring/firing events are based on Hasbro's fiscal cycle. [/QUOTE]
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