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ICv2 Interview: Greg Leeds on the Game Market and Wizard of the Coast
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<blockquote data-quote="pemerton" data-source="post: 6188798" data-attributes="member: 42582"><p>I thought this was interesting:</p><p></p><p style="margin-left: 20px"><strong>We recently did an interview about The Sundering and how it’s going to be playable with 3.5, 4 or Next rules and your folks made the comment that they’re disengaging the narrative from the rules so you can play however you want all around the same narrative (see "Exclusive Interview on The Sundering"). Can you talk more about that interesting strategy?</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The idea is that we don’t want any of our audience split based on the rules they’re familiar with and like to play. We want to offer an opportunity for whatever your rules choice is so you can enjoy the narrative that’s coming up and the characters in the story lines that will excite the fan base in the future.</p> <p style="margin-left: 20px"> </p> <p style="margin-left: 20px"><strong>Is that the strategy going forward?</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Yes, absolutely. That’ll be a strategy you’ll see for years to come.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">The second thing I’m excited about is the rejuvenation of Dungeons & Dragons with the digital games that we have coming out and the new philosophy we have on our RPG rule sets which I think will pay huge dividends for Wizards of the Coast and for the industry, but most importantly for all those current and future D&D fans.</p><p></p><p>Also this, about growing the gaming market:</p><p></p><p style="margin-left: 20px"><strong>One of the surprises to us is that the market seems to have been able to absorb two new successful CCG launches, but in recent years there were a lot of CCGs launches that crashed and burned in a year or less. What does that tell you about the market?</strong></p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">What it tells me is what I’ve believed, which is that the hobby gaming industry competes in the general entertainment industry. When you think of that, it means that we are only capturing a small percentage of the total entertainment leisure time and money that our potential consumers have. So our opportunity in the industry is to build way beyond where we are today.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">It’s not about trading share among the industry players or how many TCGs can exist. We think more and more TCGs can exist because there is so much time and money being spent on things outside of our industry that could be moved over if the fans get the experiences they deserve. That’s what we’re doing at Wizards of the Coast; that’s what other companies are doing; so I think there’s lots of room in the market for more TCGs and other hobby game experiences.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">. . .</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">Our primary strategy on Magic: The Gathering, like the rest of our business, is to create great in-store experiences that rival any other type of entertainment our fans could have outside of the store.</p><p></p><p>They are seeing hobby gaming as entertainment, not lifestyle. That has implications for the design of D&D, relating for instance to the comments Mearls was making last year (or earlier this year?) about 1-hour adventures.</p><p></p><p>There's also some amusing banter about the D&D film rights.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6188798, member: 42582"] I thought this was interesting: [indent][B]We recently did an interview about The Sundering and how it’s going to be playable with 3.5, 4 or Next rules and your folks made the comment that they’re disengaging the narrative from the rules so you can play however you want all around the same narrative (see "Exclusive Interview on The Sundering"). Can you talk more about that interesting strategy?[/B] The idea is that we don’t want any of our audience split based on the rules they’re familiar with and like to play. We want to offer an opportunity for whatever your rules choice is so you can enjoy the narrative that’s coming up and the characters in the story lines that will excite the fan base in the future. [B]Is that the strategy going forward?[/B] Yes, absolutely. That’ll be a strategy you’ll see for years to come. . . . The second thing I’m excited about is the rejuvenation of Dungeons & Dragons with the digital games that we have coming out and the new philosophy we have on our RPG rule sets which I think will pay huge dividends for Wizards of the Coast and for the industry, but most importantly for all those current and future D&D fans.[/indent] Also this, about growing the gaming market: [indent][B]One of the surprises to us is that the market seems to have been able to absorb two new successful CCG launches, but in recent years there were a lot of CCGs launches that crashed and burned in a year or less. What does that tell you about the market?[/B] What it tells me is what I’ve believed, which is that the hobby gaming industry competes in the general entertainment industry. When you think of that, it means that we are only capturing a small percentage of the total entertainment leisure time and money that our potential consumers have. So our opportunity in the industry is to build way beyond where we are today. It’s not about trading share among the industry players or how many TCGs can exist. We think more and more TCGs can exist because there is so much time and money being spent on things outside of our industry that could be moved over if the fans get the experiences they deserve. That’s what we’re doing at Wizards of the Coast; that’s what other companies are doing; so I think there’s lots of room in the market for more TCGs and other hobby game experiences. . . . Our primary strategy on Magic: The Gathering, like the rest of our business, is to create great in-store experiences that rival any other type of entertainment our fans could have outside of the store.[/indent] They are seeing hobby gaming as entertainment, not lifestyle. That has implications for the design of D&D, relating for instance to the comments Mearls was making last year (or earlier this year?) about 1-hour adventures. There's also some amusing banter about the D&D film rights. [/QUOTE]
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