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[Updated!] Hasbro Laying Off 1,100 Employees
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<blockquote data-quote="Trireme" data-source="post: 9220028" data-attributes="member: 7043933"><p>I think some tabletop-oriented people here may be mistaken as to exactly what this means in terms of video game development and how it's leaked out into game development as a whole, certainly for giant conglomerates such as Hasbro.</p><p></p><p>To be clear: I don't fault those people for not understanding the system, because the system is frankly demented. It leads to absolutely no continuity between teams working on the same IP over a span of a few years. Outside of a few 'activist' groups, shareholders remain largely walled off from the cause & effect of this. And the effect, often, is that the same IP follows up a smash success with a lackluster next effort that makes less money for the company. That's because the team that made the smash success is, in the best case scenario, many years employed somewhere else by that point. The new team may be great, but they're left to pick up the pieces—<em>from a success story</em>—and try to follow up.</p><p></p><p>Hire-overwork-fire is an illness of the industry. It was near-guaranteed that anyone around the D&D property would be extended out till Larian released <em>Baldur's Gate 3</em>, however tangentially they were attached, if for no other reason than control over publicity around the D&D property that was adapted. Then, regardless of its success or failure, Hasbro would march into the ranks with a scythe and start swinging.</p><p></p><p>Trying to address this at the level of what Hasbro did this year and its relative performance won't get to the heart of it. This is more than an endemic problem, too. It's the established norm in the industry, and Hasbro would look weird to both its peers and shareholders if it <em>didn't</em> do this.</p></blockquote><p></p>
[QUOTE="Trireme, post: 9220028, member: 7043933"] I think some tabletop-oriented people here may be mistaken as to exactly what this means in terms of video game development and how it's leaked out into game development as a whole, certainly for giant conglomerates such as Hasbro. To be clear: I don't fault those people for not understanding the system, because the system is frankly demented. It leads to absolutely no continuity between teams working on the same IP over a span of a few years. Outside of a few 'activist' groups, shareholders remain largely walled off from the cause & effect of this. And the effect, often, is that the same IP follows up a smash success with a lackluster next effort that makes less money for the company. That's because the team that made the smash success is, in the best case scenario, many years employed somewhere else by that point. The new team may be great, but they're left to pick up the pieces—[I]from a success story[/I]—and try to follow up. Hire-overwork-fire is an illness of the industry. It was near-guaranteed that anyone around the D&D property would be extended out till Larian released [I]Baldur's Gate 3[/I], however tangentially they were attached, if for no other reason than control over publicity around the D&D property that was adapted. Then, regardless of its success or failure, Hasbro would march into the ranks with a scythe and start swinging. Trying to address this at the level of what Hasbro did this year and its relative performance won't get to the heart of it. This is more than an endemic problem, too. It's the established norm in the industry, and Hasbro would look weird to both its peers and shareholders if it [I]didn't[/I] do this. [/QUOTE]
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