Why are toys such a bad business?
diff.substack.com
diff.substack.com
Insightful post. This succinctly explains why most toys are movie-related. It's the easiest trend to predict.
EDIT: This article keeps getting better and better. I had no idea Skyrim was almost set in Game of Thrones. https://www.tor.com/2011/09/16/how-skyrim-was-almost-set-in-... It left me wanting more.
The author is apparently Byrne Hobart, and they've written a variety of things: https://diff.substack.com/people/112633-byrne-hobart Looks like I'll be spending too much time reading them.
They also write a post ... double checks ... every day?! For a week straight, sometimes? Wow.
Sadly, most of their work appears to be locked behind a $20/mo paywall. It all looks very interesting though: https://diff.substack.com/p/dropbox-information-asymmetry-an...
A blockbuster movie was like a 3-4 year marketing event.
I wonder if there was something fundamentally different about that property or if there were just fewer options?
If people are still buying tons of Star Wars stuff, and mostly just Original Trilogy stuff, that’s a very different situation.
Also explains the sequelitis of the video game industry: while new ideas/IP can succeed, it's a risk. People really want more of what they know. Consider a random platformer, or the exact same game reskinned as Super Mario.
Why would you rebrand Starcraft if the players only want a reskinned version of Starcraft 1? There’s probably not much new you can invent by trying a totally new RTS anyway.
We don’t reinvent football for example. Reinventing it would get rid of the whole industry around the watching of football.
“Battle royale” is simply a recent development because up until recently we barely had any 3D shooters which had maps huge enough to allow for this style of play.
It's often surprising how long it can take for things to become mainstream. The first Battle Royale mod dates from 2013. And Planetside supported hundreds of players in a single match back in 2003.
Particularly since the movie Battle Royale had a mechanic that filled the same role (sectors of the island were declared off limits to force students to encounter each other.) Not quite the same implementation, but I think basically the same idea.
Multiplayer Bomberman had this back in the 90's! I loved that game in high school.
But yeah, combining it with putting 50 people in a FPS deathmatch came much later. In video games a whole lot of innovation is combining a few ideas that already existed somewhere else. Well, not just in video games, really....
That’s why they first experiment and develop a lot of game ideas looking for the most fun mechanics. Then after something is shaping up into a great game, they look at the IP catalogue and see what skin to put on top.
Edit: In general, but not 100% of the time. The Zelda team is mostly consistently the Zelda team and does set out with intent to make the next Zelda game, for example.
I think you undersell this comment: it’s far more than a tangent.
Nintendo and Bandai the only companies I’ve worked with who I’ve Consistently heard the term “fun” discussed at the executive suite level, or a level below. Back in the Ken Kutaragi days at Playstation (SCEI in those days) this was true as well.
Hasbro seems to value playfulness, but in my more limited experience The higher up the chain the less relevant it was. Could be that the execs took it as a given?
Never came up in any AAA titles I talked with folks about at the companies (but big disclaimer: I never worked on one!)
You don’t have to be Marvin Acme, but “fun” seems like a pretty basic value, while objectives like “engagement” I’d see as a consequence,not a primary goal. I think understanding this is what has made Nintendo so successful for decades, and has allowed them to survive flops.
Also, very interesting to hear your experience with the other companies.
As a kid, I always marveled about video games. The wizardry behind it was always fascinating to me. And Nintendo elevated video games to an art form.
Decades later, I finally built my own basic video game, and I finally unraveled the mysteries behind it all. It's like you finally saw the true structure of the The Matrix in its coded form. And you said to yourself, there is no spoon.
However, Nintendo has always done a phenomenal job in reinventing their franchises - sometimes to the dismay of fans of that franchise. For example, take the 3D Mario games. They have continually reinvented the series, from Mario 64, to Mario Sunshine, to Mario Galaxy, to Mario Odyssey.
Or take Zelda. Breath of the Wild is a massive departure from the traditional Zelda formula.
An example where they've reinvented to fans' dismay has been Paper Mario. After Paper Mario: Thousand Year Door, fans just wanted more of the same formula. Unfortunately, they've often take the series in a direction that long time fans don't appreciate.
I pay for two newspaper subscriptions and it’s a lot like a gym membership where I start to feel guilty if I haven’t had the time or made the effort to use it.
The Guardian, Washington Post, and New York Times are likely the closest thing we have to news worth paying for, but I just get most of my news these days from social media sites like Reddit (and their linking directly to wire services in some cases), and find their non-trial prices rather high for very little ORIGINAL content.
Essentially if this was legitimately one high quality post a day, that might be more high quality original content than most newspapers.
* Only if they allowed comments on articles that disagree with their own biases.
The Verge (Owned by Vox Media) is a great example of this.
> but I just get most of my news these days from social media sites like Reddit (and their linking directly to wire services in some cases), and find their non-trial prices rather high for very little ORIGINAL content.
The same newspaper publishers are also on social media sites as well, but link directly to their own articles and 'select' some social media accounts as sources to include in their articles that fits their narative and their own bias.
Reading multiple articles and sources from other publications will give you some good skeptisim in which either side might have missed or omitted some information in their own reporting.
The best bet for many of these types of firms is to improve processes and systems to shorten the cycle time. (Think lean manufacturing like Toyota)
In clothing retail, Inditex (Zara) [1] is an excellent example of achieving success through shortened cycle time.
> Sadly, most of their work appears to be locked behind a $20/mo paywall.
I submit that these things are related! There's so much great work because folks are paying for it. And in fact, their subscriptions help fund the public ones you're enjoying too.
Full disclosure: I'm one of the founders of Substack, the platform that this is hosted on, so I'm hopelessly biased :)
Fortunately someone already invented blocks (and construction toys) slime/goo (and science/exploration/messy craft kits) and monopoly (board games.)
Most "new" toys seem like variations in very well-established categories; something like hatchimals combines plush toys, robotics and collectibles (furby DNA apparently) along with the regrettably persistent trends of unboxing videos (youtube) and randomization/gambling (capsule toy machines, etc..)
Also, what investors mean by brand loyalty is fairly specific: A customer who buys into one brand continues to buy it for years or decades.
Kids are fanatical about the "in" brand of the month, but will drop it without a thought as soon as a new trend is "in".
How many kids are tripping over themselves to get the latest Spin Master toys? Most probably wouldn't even recognize the name. Just a couple years ago, stores couldn't keep their Hatchimals line on the shelves. None of that excitement carried over to their other products.
Or, in other words, they don't have their own version of this strategy chart: https://johnaugust.com/wp-content/uploads/2014/07/disney_cha... (Disney corporate synergy, dated 1957)
Your primary consumer has the attention span of a 10-year-old, and no disposable income. Why are we surprised this is a terrible industry?
A smarter approach would be what Tim Sweeney is talking about with Fortnite (and Amazon infamously does): you have to do everything you can to pivot any initial success into a durable advantage, by aggressively expanding into adjacent opportunities, even if they're very different businesses (e.g. movie theaters).
They've made token moves towards this with the physical toy + computer game mash-up genre, but from an external perspective I don't think any of them quite get how it's supposed to work. Efforts seem under -capitalized / -resourced / -inspired.
The adult set the budget, but as the kid I had control over how that budget was spent, unless it was a toy my parents found objectionable.
Also, good proportions of toys are not exciting to kids at all. Especially during Christmas and birthdays. They are swimming in sea of toys they will never actually play with, because it is simply not possible to play with that many toys.
For other categories, you could argue that the toy companies are selling a service: Make the kids stop complaining for a few hours. Naturally, an easy way to do this is to be the reason that the kids are complaining in the first place.
Parents and grandparents are the ones who spend the money, sure. But the advertising is directed towards the kids.
Do you have any links to articles related to that? Would love to learn more about their strategy.
Octonauts is my favourite toy franchise, they have eight characters and many vehicles with other props. Kids do not mind having duplicates of the octonaut characters. This makes no sense to an adult but a three year old thinks differently.
The octonaut characters have large heads and small bodies. Therefore they do not stand up. The vehicles are for under water so there are no wheels. This again is no problem. Scale is also variable. As is quality, some toys come for free on the octonauts magazine.
The strength of the TV show is what matters. Sony bought the rights and there is a movie and two more series in the works. The franchise is global.
I thought the trick was to do 6, so you’d have more than 100 episodes and trigger a bunch of stuff about extra royalties and syndication. At least this is what US television authors seem to see as the Holy Grail.
The rest of the toy industry has been doing this sort of combo for 30+ years with TV series, but their problem historically has been the high costs of animation. LEGO could leverage digital 3d earlier and easier than anyone else, and they did it very well, so now they can reap big rewards.
I really love that chart because it tells you so much about the company culture that drew it up. Almost any other company would draw this diagram in some depressingly corporate way, but Disney drew it as a cartoon with little characters running around. It's a corporate strategy, expressed in concrete terms, in a way that demonstrates that the company was still run by artists.
As the population pyramid changes to a rectangle, the latent toy:child ratio continues to increase.
Every day I see piles of free toys around the neighborhood being given away for free.
People with 1-2 kids are drowning in toys.
You could outfit a kid’s room with toys pretty respectably from scratch with $30-40 at the thrift store or garage sales, plus maybe about that much again at Target to fill in the gaps (bucket o’ LEGO and a base plate or two, or some dolls that still have their accessories, or whatever). Could stretch that second amount further with some good Ebaying, I bet. Drop another $30-40 every couple years (even for bikes—$10-30 at a garage sale) and you’re good until they start wanting electronics (and then you can just say “cool, get a job”)
That works fine for adults, but it's sketchier with kids. Maybe a better system would be to make them trade toys and choose which ones they keep?
We have many relatives and friends, everyone wants to gift something at every occasion (x2 kids), and several times friends gave us whole bags of toys their kids outgrew. Over time they pile up more than you may think.
And in the end - it doesn't matter how many toys they got - a measuring tape or an empty box will keep them occupied longer than any toy you can imagine :D
I'll admit that the circumstances were quite special but it seemed like a relief from the burden of all those toys we would have had instead.
They play with their iPads, watch TV, draw, paint, sculpt with clay, and poke bugs outside -- my childhood + an iPad.
Yes. Amazing how many people are content to makes presents of such dross to their young friends and relations.
Alternative approach: get the adult versions.
e.g. don't buy the $20 binoculars endorsed as 'educational'; get $40 dollar binoculars which last much longer and are actually useful
e.g. don't buy a plastic spade, give a gardening trowel instead
etc.
My preferred alternative is cash. Always cash for gifts. It’s better for the environment, and it’s better for the recipient. Either you’re close to the person you’re giving a gift to and know what kind of utility they will get from a gift so it’s not wasted, or just simple cash.
I remember when I was little, probably early elementary, my brother gave me $5 for Christmas. I thought that was really swell of him, so I went to my room and got him $5. In the end, what was the point of it? It didn't mean anything.
I give gifts when there is something I'm excited about giving. Otherwise, I just don't bother.
Well, generally, it's adults (who have cash) who give children (who don't have cash) the cash.
I've never heard of siblings giving each other cash, that's really funny. :) I mean in my family, us siblings never exchanged gifts at all until we were adults with our own income. Gifts were always from adults to kids, not kids to kids.
But when I was a kid my aunts and uncles obviously didn't have a clue what I was into or wanted. Cash would be wonderful -- the whole experience of figuring out how much, what my options were, going to the store, picking something out, having it be linked to not just one but multiple family members...
Cash as a gift, for kids, is honestly pretty great. A million times better than the usual itchy sweater and socks from grandma that I could never wear, unfortunately.
> I remember when I was little, probably early elementary, my brother gave me $5 for Christmas. I thought that was really swell of him, so I went to my room and got him $5. In the end, what was the point of it? It didn't mean anything.
This is solved by asymmetrical giving. The structure of Christmas, where everyone gives a gift to everyone else, is wrong. Compare Chinese New Year, where adults give money to children, or a Chinese wedding, where everyone else gives money to the bride and groom.
I mean it depends on the ages of your kids... but there are very good reasons most toys are cheap plastic. It didn't just happen accidentally. It's a feature, not a bug. (Except for landfills, of course.)
i once bet my son that the toy he wanted so badly would not survive two weeks. and if i won, he'd have to promise me to never ask for junk toys again, but focus on lego and compatibles.
the toy survived 3 weeks.
he may soon be ready for a new brick set then...
There's a different problem for binoculars, Thomas the Tank Engine binoculars will cost $20 for licensing, no name but optically superior adult binocs will be $30. Of course the $400 Steiners are worth it if you're actually going to look thru them, or if you spend thousands of dollars to get somewhere to look thru them it would be nice if they actually work.
They call it self-driving, it’s all the rage.
Do kids still watch regular tv? My youngest nephews only watch YouTube and Netflix. They only want iPads and consoles for Christmas.
Also most of the good Lego sets are either cars or airplanes. This gets a little boring after giving these sets for a few years in a row. Lots of good sets become retired, which is a pity.
I think I will be moving away from Lego for my next gifts because there is only very limited choice left in the $50 price range.
https://www.lego.com/en-us/product/deep-sea-creatures-31088
https://www.lego.com/en-us/product/mighty-dinosaurs-31058
https://www.lego.com/en-us/product/underwater-robot-31090
https://www.lego.com/en-us/product/riverside-houseboat-31093
https://www.lego.com/en-us/product/outback-cabin-31098
I also used to be bummed that Lego retired their standalone fantastical space ships line, in favor of making everything about starwars, but instead they've now based their space line on actually realistic spaceships, and it feels like a much better fit. When my son builds Lego rockets now, it makes him want to learn about all the NASA missions they're based on. He ends up learning about the parts of real rockets that are reflected in the Lego models.
https://www.lego.com/en-us/product/deep-space-rocket-and-lau...
I've heard the "Lego sets are worse now" meme for so long I just assumed it was true.
But all those sets look utterly fantastic, and you're right -- even better than when I was a kid. I would have killed for all those.
Thanks for the info. For whatever reason, that just put me in a great mood to start my day. :)
I'm pretty happy with where Lego is today.
Isn't that just expression of your topical preference? The shelves are full of lego sets that are neither cars nor airplanes and I really don't know what is supposed to be wrong with them.
We tend to buy lego when there are discounts which does remove bests sets and there still seem to be enough choice.
I started hitting plastic bottles from about 30 yards away in the first couple days I got it.
If I had this when I was a kid, I would have terrorized the neighborhood fauna and my mom would have definitely taken it away. Instead, I eventually got bored and moved on to other hobbies.
HN is so resistant to change they should just call it LN.
If you’re a parent that’s good, but if you’re trying to serve market expectations of constant growth you’re always under pressure to cut corners, and thus the long-term future of your brand, since the business can’t grow rapidly without a baby boom. LEGO clearly hit escape velocity but they seem more like an outlier.
I designed a game with my brother a few years ago, and we've been growing steadily every year.
This business only required a few thousand dollars to get started. If you're a maker, go make your toy/game!
If you're an investor, go away. You'll probably ruin the business. It's so incredibly cheap to get an idea into the market place, we don't need you anymore.
I wonder how that's been in this game-changing year...
I could see kids being cooped up and bouncing off the walls generating additional demand that could offset some of the overall economic slowdown. There's also reduced competition from secondhand toys with parents avoiding garage sales.
My prediction: board game companies will do ok. All-ages board games tend to be cheap, and they give the whole family something to do for a few hours.
Starts, or ends?
I can't imagine how many extra delivery drivers they need to hire to meet this demand from last minute shoppers. Amazon would be clever to incentivize with pre-Christmas discounts (I guess they probably do that, with "Black Friday" and "Cyber Week" offers...).
and competition from "free to play" and mobile games
and they don't talk about the plastic waste from mainstream toys?
Someone should run the numbers and find out.
Just shorting toy companies would not work. Or it might work over some short period of time, but it's not the sort of portfolio you would want to construct for the long haul.