Chris Cocks was interviewed on the Bloomberg Odd Lots podcast. The D&D stuff largely starts at the 40 minute mark. I'm attaching a machine-generated transcription if you'd prefer to read it.
Here are some tasty quotes:
On layoffs:
Dan Dillon, one of the people laid off in the 2023 Christmas layoff, was a designer, not a back-office role.
On AI:
On the OGL:
Definitely some revisionist history in there. The OGL didn't allow anyone to use the D&D brand. It also began in 2002 but it was re-used for 5e in 2016, well into the huge rise of video games. Anyway, whatever, it's in the CC now =D
On Monopoly Go, Chris Cocks doesn't mention the half-billion dollars in advertisement that went into Monopoly Go. If you were on Facebook (thank the gods I wasn't) you were pelted with ads for Monopoly Go.
It also fails to mention that the company making Monopoly Go is a subsidiary of the Saudi Public Investment Fund. Yes, the mobile game "Monopoly Go" is actually funded by the third-biggest oil-producing country in the world and an actual kingdom at that!
Here are some tasty quotes:
On layoffs:
"we are going through a series of layoffs as part of restructuring our toy and commercial organizations, but that's not affecting Wizards of the Coast. They had some modest impacts, but that was actually mostly kind of in back office related roles. We really prize design talent, art talent, and generally creativity."
Dan Dillon, one of the people laid off in the 2023 Christmas layoff, was a designer, not a back-office role.
On AI:
"And we have to deploy it very, very responsibly and at a measured pace because we gotta make sure that creatives are paid for their work. You know, we're a company that values creativity, and therefore we value creatives. So we're thinking through how do we do this in a way that's ethical, that's responsible, that gives voice actors, gives actors, gives artists, gives writers their fair shake inside of it."
"Generally speaking, in our finished products, everything will be human created and human finished."
"However, when we think about AI enabled tools that kind of bring fun to life, And it enables users to be able to create things. I think we will use our art, we will use our IP, and we will try to use that to create ethically trained art and ethically trained AI tools that kind of bring imaginations to life. You know, if I just look at like my own D&D groups and I play in three different D&D groups, I can't tell you a single person around the table who doesn't use AI in some way, shape, or form to help either craft their character, help inspire an adventure, bring imagery and audio to life."
On the OGL:
Host: "I remember hearing about the open gaming license controversy for Dungeons and Dragons, and there was a lot of debate and a lot of outrage initially about some of the changes you're proposing. But since we're on the topic of, you know, user generated content and Dungeons and Dragons is famous for the amount of participation that gamers actually have in that, talk to us about.
How that controversy, like, what were the lessons learned from that? And how did it all end? Because I think it's been resolved somewhat at this point.
Chris Cocks: "Yeah, I mean, that was about a year and a half ago. And that was a serious case of foot and mouth disease. From our perspective, we did it wrong. And we apologized.
"And I think we quickly made amends. I think where we were coming from [00:46:00] on that whole thing, and the open game license for people who don't know, it was something that was established about 20ish years ago. That basically opens up the rule set and some of the core content for Dungeons and Dragons to create a lingua franca rule set and set of content for people to be able to play tabletop role playing games."
"So what we were trying to do is we were trying to evolve it because a document that was created in 2002 didn't foresee the rise of video games. It didn't foresee the rise of AI tools. It didn't foresee even things like content streaming. So our goal there was to try to protect an end user's ability to be able to make content and have fun and a creator's ability to create content and be able to make a living off of it while preventing kind of like a quick serve restaurant from using the D&D brand to sell tacos or a big video game company to be able to create a video game using the IP in a way that wasn't fair to us as the kind of quote unquote brand owners, or maybe do something that we didn't necessarily like with the brand or had content that was inappropriate."
"Which happens in, when you have tens of millions of users making content, I think we found a fair and equitable solution to it. You know, if anything, we embraced open source even more."
Definitely some revisionist history in there. The OGL didn't allow anyone to use the D&D brand. It also began in 2002 but it was re-used for 5e in 2016, well into the huge rise of video games. Anyway, whatever, it's in the CC now =D
On Monopoly Go, Chris Cocks doesn't mention the half-billion dollars in advertisement that went into Monopoly Go. If you were on Facebook (thank the gods I wasn't) you were pelted with ads for Monopoly Go.
It also fails to mention that the company making Monopoly Go is a subsidiary of the Saudi Public Investment Fund. Yes, the mobile game "Monopoly Go" is actually funded by the third-biggest oil-producing country in the world and an actual kingdom at that!
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