Hasbro laying off Wizards of the Coast staff is baffling
geekwire.com
geekwire.com
They also sell so many overpriced kits with not much going on in them (just a few pieces of paper, not enough dice, sub par instructions ). Or really expensive character toys.
D&D has undoubtedly gotten more popular, but I wish it were under the stewardship of someone more deserving, like a geekier board game shop than greed-enthralled Hasbro. They've become the Disney of board games, all quantity and profit and no real concern for a high quality gamer experience. I bet someone like Larian (Baldur's Gate 3) would've taken better care of the IP and rulesets (and they're working on a Divinity tabletop game!)
For me this is the most telling part that Hasbro doesn't quite get what you're actually selling if you have a tabletop company; it's not the ruleset, that will be leaked as soon as you sell a single copy and people actually play the game. It's instead ideas and world building visions from the people who were directly involved in creating the world and rules the company tries to sell to people. People are creative, but even the best story tellers wouldn't turn their nose up at some lore to help spark creativity, long as the lore isn't needlessly restrictive.
I understand that groups generally have one DM and 4 players, do if you include player options you might sell 5 books instead of one. But that's the shallow, cash-in-now-fuck-next-decade mentality.
Meanwhile they haven't put out a decent adventure in a decade. The internet is awash with people trying to glue their ramblings back into coherent campaigns and running D&D (always a huge time sink) is becoming a worse experience every year as they keep flooding the market with crap.
I love running games but I've come to the point where I'm not really interested in starting a D&D group anymore because of all the bullshit.
WOTC: support your DMs or die.
Lost Mines of Phandelver, the adventure from the intro box, is pretty good (except when it switches to "every room has a monster" later on). It's very big for an intro adventure and there's tons of stuff in it.
But it's quite possible that it's the only good one they made.
I would love to see WotC publish more adventure booklets of comparable quality.
Cases in point, for the unaware: https://thealexandrian.net/wordpress/44214/roleplaying-games... https://thealexandrian.net/wordpress/41217/roleplaying-games...
good thing WotC isn't the only company writing adventures for D&D 5, then?
No Steve, you cannot be extra-planar half-staplerkin half-mongoose demi-lich paladin/sorcerer with a lemming patron. I don't care what Tasha's Bulging Cupboard of Crap or Volo's Yard-sale of Absolutely Everything has to say about it.
Yes, but someone needs to impress their boss/shareholders this very Quarter, and then the next, and then the next. Planning for the long haul requires a vision and patience that is not on the table. Hasbro mentality is (probably) "release the game mid-December, let it sell tons for Xmas, rake it in, start planning for next Xmas release".
I don't know if 'slow burn' is in their scope. It would be interesting to hear from them on this.
I still play in one D&D campaign, but it was started before the fiasco, but I have already decided that at least I won't be running another D&D game.
Personally, I'd love to see more systems that are less "wargaming" oriented than D&D but with a focus on long term play and, where possible, player growth.
Did you actually mean player growth? I'm familiar with Player Character growth, but fostering the growth of the player (at least beyond simply a growing familiarity with the rules) is a new idea for me, although I'm not sure why the notion of helping players become more skillful at role-playing (if that was what you meant) was surprising to me.
- Blades in the Dark: Players are members of a thieves guild. Focus on pulling off heists, creative ways of solving problems, and providing a spectrum of outcomes (e.g. "success but with consequences" or "failure but without consequences" instead of a binary pass and fail).
- Heart: Sort of a psychedelic cosmic horror take on underground adventuring. Has an interesting level up system where at the end of each session you tell the DM something you want to have the chance to accomplish in the next session in order to gain a level. Character classes are crazy (e.g. one revolves around sharing a connection with a hive mind of transcendent bees). Each class's tenth level ability is incredibly overpowered but renders the character unplayable (often dead but sometimes it's something like ascending to a higher plane of consciousness by becoming one with the previously mentioned bee hive mind). For example, there's a class that revolves around communing with a demonic subway system. Their tenth level ability summons a subway car to bust through a wall and destroy everything in the area including the player.
- Electric Bastionland: Set in nearly infinite city of Bastion "the one city that matters" in a society that's similar to a late Victorian era take on sci-fi. This one's difficult to describe because it's more about the vibe than the rules. The players are attempting to pay off their debt to a kafkaesque bureaucracy. The layout of the city changes daily. The Underground can be used to travel anywhere quickly, but it is controlled by sentient Machines that require the players to complete "tests" in order to pass. Sentient muppets are a canonical player race. The best comparison that I can give is if you've played Fallen London or Sunless Seas/Skies.
Ugh, I play games to get away from sprint planning...
As always, getting a good GM and a well-composed group is very important for how your experience will be.
All in all I feel like D&D has too many rules (but crucially not enough to not leave details up to interpretation) and too many artificial limits on the characters one can play. The good thing about D&D is that many people are familiar with it, but again in various degrees, which will often (at least in my tables) leave into unexpected outcomes when either the GM or the player is not familiar with all of the nuances of the system. Ranging from simple stuff like using wrong skills for actions (using perception to find a hidden door instead of investigation) or having/expecting spells to penetrate walls when a foot of stone i.e. any stone wall will block most magical effects.
Aye, that was my feel, and why I gravitated to other systems. GURPS for example lets you do basically anything (albeit by making it complex as hell), and things like FATE, or Powered By the Apocalypse games, just abstract or simplify it.
Cy_Borg is also a Mork Borg cyberpunk spinoff which was kinda cool. Didn't get around to playing it but enjoyed the book. Like MB it went hard on the style.
If you want to stay close to the D&D experience, the big alternative is Pathfinder of course. Pathfinder 1 was basically an expanded/fixed version of D&D 3.5, but Pathfinder 2 is really its own thing and possibly a better direction than D&D5 is. But more importantly, Pathfinder is legendary for its massive thematic campaigns. (There are some duds, and none are perfect, but many are quite good and there are a lot of them to choose from.)
Another option is 13th Age, by Jonathan Tweet, one of the main developers of D&D 3.x, and according to some people, it's the system that D&D should always have strived to be. (I don't know it myself, though.)
Then there are tons of retro-clones trying to bring back the experience of older D&D editions, including:
* Dungeon Crawl Classics
* OSRIC
* Labirynth Lord
* Swords & Wizardry
* Old School Essentials
* Whitehack
And many, many others.
Some modern narrative-style systems:
Dungeon World uses the Apocalypse World system to simulate the D&D experience.
Apocalypse World itself is a post-apocalyptic Mad Max style game, with a very different, light-weight, narrative-focused system that's great at simulating different genres. There are spin-offs for almost every property imaginable, including Cthulhu, Star Wars, Cyberpunk and many others. The game itself is not generic, but specifically tailored for a specific feel, but the same approach can be used to create games tailored to different genres.
Blades in the Dark is a bit like that too, in that it's been modded for all sorts of different genres. It is however specifically tailored for heists. The original is a kind of pseudo-Victorian fantasy.
More traditional RPGs:
Shadowrun is cyberpunk + fantasy. Near future, dragons rule the boardrooms, corporate mages defend their employer's interests. And for plausibly deniable direct action, they hire teams of mercenary criminals (the players) who basically do heists. Violent, rich background, complex system, poorly edited rulebooks.
Cyberpunk 2020 and Cyberpunk Red: the system the Cyberpunk 2077 CRPG is based on.
GURPS is a system that's able to handle any genre (or so it claims, at least). Very generic, and if you want to mix cyborgs, wizards and superheroes, in space, this system can do it.
Savage Worlds: also generic, but lighter than GURPS and optimised for mass combat. You can have massive battles in this system while still remaining playable. But it's mostly used for pulpy action.
Star Wars. Of course there are several Star Wars RPGs, but the best ones are the original WEG d6 Star Wars (which created much of the expanded universe lore of Star Wars; Lucas Arts loremaster Pablo Hidalgo got his start there) and FFG Star Wars (Edge of the Empire, Age of Rebellion and Force and Destiny, uses weird custom dice, but great system).
Traveller -- the original SciFi RPG. Must be up to about a dozen different editions by now. 11,000 worlds, millennia of history, aliens, spaceships, but often ends up focused on trade. In the original edition (and several others) you could die during character generation.
There's hundreds more. I'm not going to list them all; this is just a random sample.
How would you teach a newbie the game(s)?
To give you a small sample, some older non-dnd classics are Pathfinder and Call of Cthulhu, but there are even some really awesome niche systems that you should consider like Symbaroum. It depends what you and your eventual group want to play.
Hmm, according to wikipedia Hackmaster 5 was rewritten and is a "serious" game - which sounds like much less fun, even if it is more playable!
Forbidden Lands: This is a whole old-school D&D exploration-based game. It's a big, huge setting with a lot of content to explore. Characters are simple to make, the rules are light, and it's easy to run with many groups or players dropping in-and-out without ruining the continuity of any stories.
Microlite20/Microlite70: These are super-small, cut-down, and free revisions of the old-school D&D style games. The rules fit in a couple of pages. It's all compatible with the enormous library of OSR content out there. And it's straight-forward to hack into your own setting, add your own house rules, etc.
Torchbearer: If you like the idea of down-on-their-luck mercenaries out on the edges of civilization robbing ancient tombs and hunting down relics for rich patrons in order to make a buck and scrape by; this game is great. It has the classic D&D feel of regular people picking up a sword and heading into the wilderness with plenty of story-telling hooks. Gameplay is much more structured than in Microlite* games but it's also very easy to prep for as a DM.
Burning Wheel This is the grand-pappy of Torchbearer (and other games made by the same publisher like Mouse Guard). It's a crunchier system than most as it has rule systems for debates, all kinds of combat, etc. However this game is more of a world-building toolkit kind of RPG where you are encouraged to build your game world and story at the table and pick which parts of the rules will be relevant to your game. Want a game with high political intrigue in a low-tech society with no magic but faith? You can use the rules for debating (called, Duel of Wits), skip on all the magic and creatures and limit characters to humans and faith-based paths. Want a high-magic setting with monsters lurking around every corner? You can build that too.
It's a bonus that the books are handsome and well made.
Root/Ironsworn/Powered by the Apocalypse: These are all games that use the same basic mechanics. More narrative-driven and light on the rules/mechanics. Generally pretty cheap to acquire and teach.
Wraith: The Oblivion 20th: My favourite World of Darkness setting. Very much not D&D... but still a TTRPG. I tend to play Vampire more because it's more popular. However this one is an overlooked gem of a game and setting. It's all about playing as ghosts and the afterlife. However what sets it apart from the rest of the World of Darkness setting is that it's possible to transcend from the world and have a good ending. This system, I find, is pretty rules-light and easy to get into... although it's the content of the game that's overwhelming! There are a lot of options for building characters and it will take a long time before you get a grips on all the different options. However stories here tend to be dark, dramatic, sometimes hilarious... it's worth making sure you're playing with the right group that can handle the subject matter and support one another playing through it.
RuneQuest is another classic.
The classes _are_ more interesting, but you pretty much have to maximise your character's potential if you want to keep the game going or you just have to be willing to re-roll often and let characters die and just abandon quests. i.e. it is not good for heroic fantasy.
Then again Pathfinder isn't gritty enough for me to be interesting as "bunch of peasants who try to be adventurers" either.
Which is to say, I am clearly part of the problem here.
I mean 5e is less broken than 2e so maybe it would be OK (that's not a high bar, to be fair).
Hmmm, thanks for the feedback, will try to resist the urge to splurge.
Over all yes the whole thing came across as very weak and half hearted but of course it's freaking Spelljamming so it still sold very well despite being a weak product.
(It's pay what you want, so you can pay zero if you want to try it out.)
This was written by a DM friend of mine who also runs an excellent podcast, if y'all are into that :)
I've found Paizo's pricing to be much more reasonable than WotC and they work well with open source projects. I've been using the open source system for Pathfinder on FoundryVTT with Paizo's official content packs and it's amazing. My experiences with DnD in Roll20 and AboveVTT don't even come close.
???
It depends on whether you use Typescript (with tsc or tsx or esrun?).
It depends whether you use V8 or Node or Deno or Bun.
It depends whether you're using AWS Lambda or the Serverless framework or a Cloudflare Worker or a Vercel or Fastly edge function.
It depends whether you use vanilla or HTMX or React or Next or Vue or Nuxt or Svelte or Astro or Remix or Angular or or or.
Then if you go native, it depends whether you use React Native and Expo and Electron and Tauri and and and.
Somehow we went from a universal language that can run in all web browsers to a hundred mutants that each only work in some niche...
I've never seen two Javascript codebases that looked the same :/ Every one is like a new archeological dig. Sure, you can still find some identifiable generic pottery fragments and such, but somehow they managed to build an entire civilization in a totally different way from the one next to them, using technologies that no longer exist just a few years later.
Who still uses typescript? It's not the mid-2010s anymore. Plain javascript is everywhere and I'd argue using a framework implies an immature project or team.
Did I miss typings in vanilla Ecma, or...?
https://www.wired.com/1998/02/whither-crawls-netscapes-javag...
>WIRED Magazine: FEB 26, 1998 4:26 PM: Whither Crawls Netscape's Javagator? Netscape officials deny a report that work on Javagator, an all-Java version of the Navigator browser, has been suspended.
Oh, and then there's this:
Larry Ellison
Proper quality engineering is delivering good robust solutions to companies, and Java is great for that in many many aspects, moreso than most other platforms. And who steers it, that's a question I couldn't care less about, just keep it working as expected, completely cross-compatible across all platforms and all previous version (looking at ya Microsoft, that clusterfuck with 'MS Visual C++ redistributable' requiring 20+ sometimes conflicting installations, often ending up in games not working at all even if required version is present - that's just bad engineering, they don't even have solid internal registry to prevent these FUBARs requiring full clean reinstall of Windows).
Larry Ellison
Isn’t that the core business model of Hasbro?
There are plenty of fantastic alternatives, we really don’t need the DnD universe. I mean, as highly acclaimed as BG3 is, people in general seem to feel that the dev’s previous game Divinity Original Sin 2 has better combat mechanics… so idk I just think it’s time to move past wizards of the coast and embrace better systems.
I enjoyed the Original Sin series and played them for many hours,but never finished either one. The characters and stories weren't their strong suit IMO (they were kinda cheesy, honestly), but yeah, tactically they played better than BG3. That's the downside of trying to accurately transfer tabletop mechanics, I guess, and combining it with the poor UI of the BG3 series (too many different types of actions and reactions to squeeze in the toolbars). Anyway that's beside the point.
I agree new IPs would be great, but those are rare! It would be cool to see an open source fantasy world where high quality fanfic could be curated into canon.
Yes, but so are D&D characters like Drizzt and Minsc. But they come with added feel-good nostalgia.
> I agree new IPs would be great, but those are rare!
I am really enjoying "The Timescape" at the moment. It's the setting from Matt Colville / MCDM. It's used in a range of D&D supplements, streams, literature books, videos and more. And soon in a new TTRPG as well. It is more concise and less "out there" that the Forgotten Realms. And it doesn't carry 40+ years of inconsistent lore baggage.
Wizards of the Coast did a great job with the balance of customization vs simplicity of 5e and that's why DnD did so well recently. But the alternatives always were there.
Its a big community of literal house-rule makers (everyone plays DnD with their own houserules). Its a community used to making rules for themselves, buying 3rd party rules packages or discussing balance things online. The community will figure something out one way or the other.
Every character class was practically the same with the same mechanics (at will "spells", per encounter "spells", per long rest "spells") and a massive amount of repetition across abilities. As a DM, I was an over worked CPU; monsters were boring and scripted and every character class had liberal amounts of "force the monster to do x" actions that resulted in monsters having little to no agency.
I ran a few adventures in 4.0 and put the books away forever.
I don't mean role playing a flawed character for story flavor, but that in 3.5e it's way too easy to accidentally make a non viable build that's drastically weaker than other party members (and level appropriate enemies).
5e is more similar to a simplified 3.5e with a little less complexity. And rather than focusing on the tactical turn based combat of the 4e (which was often kind a drag to execute without digital DM aids and digital tabletops), they shifted the focus more to storytelling and player involvement. It was the right move, IMO, for a tabletop role playing game.
On the other hand, I don't think the 5e rules translate as well to computer RPGs. BG3 shines for its exceptional narrative freedom, but its combat is lackluster compared to Temple of Elemental Evil or even Nwverwinter Nights or KotoR, which all used 3E/3.5E to allow really cool build diversity.
They're just very different. 4 is as much a tactics game as an RPG.
While I think the combat in 5E combat in BG3 is fairly simple by comparison, DOS2 combat was definitely not better. All combat devolved into status effect versions of “the floor is lava” and a lot of builds become unviable late game.
Still, though, I loved the different builds in both games :) When Original Sin first came out, I made a wine barrel build that just had an insanely strong level 1 character with telekinesis and no other skills... he could insta-kill any enemy in a single turn just by throwing 600 kg wine barrels at them. Or in BG3 how you could have a party of shovers that just throw people off cliffs.
One of my most memorable encounters happened entirely by accident: I had just learned how to make my characters fly, and was exploring a new city by gliding from rooftop to rooftop. I ended up on top of some big castle thing by chance, and pissed off all the guards in what looked like a throne room. They chased me out onto a small patio, where I set up a perfect ambush: https://share.cleanshot.com/tPHhWk6p
A cloud of darkness blocked vision out of the only exit, with only my fighter visible at the end of the ledge. Each enemy would come stumbling out of the darkness, only to be ambushed by arrows fired from a dust cloud. Enraged, they'd run towards the ledge, engage my fighter, only to be blown into the chasm below by my warlock hiding on a tower above. Over the next couple hours, I ended up killing like 40-60 of these huge guards, a pile of bodies at the river bottom. (Apparently this was some sort of boss fight, which I had no idea lol). It was just such a perfect tactical setup to blow them off the ledge, one by one, unaware and so angry :D
One of the best moments I ever had in any video game.
My full review, with more silliness: https://steamcommunity.com/profiles/76561199138390397/recomm...
Or go back to AD&D 1e like the good lord ... err gygax intended :)
When I talk to friends who play contemporary versions of the game, even if one normalized the rules, what they play isn't what I played way back when. There's much more focus on the actual role playing & narrative/story. It tends more towards high fantasy, almost more like a superhero game. That sort of thing.
I assume it must wind up as a hybrid, and find myself curious to see what that looks like. Granted, it's easy enough for me to try it first hand and find out :)
I wish we could go back to that, because I was so excited about collecting cards back then. Nowadays I feel like unless I open a pack with a crazy reprint or a REALLY lucky list card, there are essentially no cards worth anything. I remember pulling some shock lands and even when they were only 8 bucks it felt really great, like it was gambling. Now, I only ever get packs of remastered sets, and standard sets are wholly uninteresting. I do a $40 draft and get $3 worth of cards, and it is to be seen if these EVER go up in value.
I still love the game, and I play it more than ever. But there are three groups of people: investors, people that realize it is a TCG, and people that think all cards should be worthless. The first is greedy, the middle is realistic, and the latter is idealistic. But I am solidly in the middle, and there is so much pushing on both sides that the middle group is demonized for wanting to play a game and have cards have relative value too.
What I don’t like is wotc printing new powerful cards in non-standard sets. Modern horizons, commander sets, etc print absolutely must play busted cards but the sets are limited print quantity and artificially scarce.
If it was up to me all new cards would be printed in standard sets and supplemental sets are reprints only.
2016 magic was nice because you could play reserved list cards without having to sell a kidney…
I personally think cards should be for playing, and am pretty opposed to cards being valuable if that means that playing the actual game becomes prohibitively expensive. Standard decks costing hundreds of dollars is not a good thing.
It's not that black and white. I used to play the game in the mid nineties. The most expensive card I bought back then I paid the equivalent of 5 EUR (the Euro didn't even exist yet) because I needed it for a deck but that card came out before I started playing.
I'm not an investor in MtG cards. But my collection went up in value. Nothing crazy (I don't have any of the "power nines") but with 28 dual lands, the most valuable card from Legends (The Tabernacle At Pendrell Vale) and the most valuable card from Arabian Night (Bazaar of Baghdad) and a few others, I'm sitting easily on 20 K EUR atm.
I didn't do it on purpose: I simply never got rid of my cards, not paying attention to the price. I just like my old cards and they bring me back memories when I look at them.
I'm take it I'm in a third category: nostalgic people who simply like their very own (and very old) cards.
for the owl collector, who at the time of posting seems to have missed a few.
This is the fundamental scam of the game-piece idea: it kills the secondary market and basically means instead of having the option to recycle your old decks into new ones you have to always pay $50/deck or whatever Hasbro is selling decks for.
I mean, isn't that a collector? I doubt there are more "investors" than "people who thought the card looked cool". A collector might turn into an investor, but people who aren't looking to flip their cards in months time are more likely to be a "collector". So for there card and art quality is key.
If you want my anecdote: I never seriously played YGO but there was a point where I tried to get every single Blue Eyes I could grab. I didn't care about mint condition or even the dozen of rarities. I just wanted to see the different ways Blue eyes was portrayed, even if it was the same exact card with different art.
Meaning if I spend $500 on packs of cards, I should get $500 worth of cards on the secondary market immediately (or even slightly less, like $300 would be reasonable), and then if I hold that for 5 years, it should be like $700. This is how it has been for all of magic's history pre-Throne of Eldraine (nothing particular about that set, but that is the last set that I really see this happening on)
Cutting staff implies that, perhaps, they anticipate more Universes Beyond and reprints, and fewer original sets with original mechanics. Universes Beyond is great for Wizards because they don’t have to really invent cards, and fans will pay whatever they ask for cards from their favorite shows and movies and games.
This month people are losing their minds over the Princess Bride and Dr. Malcolm Secret Lair sets.
Wonderful art on the Princess Bride set.
I can't help but notice that if Inigo Montoya gets into combat with the Man in Black... he'll win.
And, if you've only experienced a few set releases, price swings will seem weird. Keep in mind that more boxes will be opened for a while, thus making more copies of coveted things available. It's a different story when a set goes out of print.
(Not trying to be snarky. Just started playing a few months ago and that seems to be the best way to make decks without gambling. What's the point of buying packs?)
Draft is probably the best MtG style of playing.
A lot of MtG turns into pay-to-win, since the best cards of the meta inevitably cost more. Drafting on the other hand, ensures that everyone has zero-cards upon the start of the draft and have to make due with the booster-cards that come in the draft.
In many ways, drafting is cheaper. You don't have to worry about making the best deck ever... instead you just have to make the best deck given the cards you draft. Then you can sell the expensive singles after the draft.
In non draft games, either self made decks or pre-cons, you can spend time studying your deck and optimizing it before actual play starts. In drafts, much of the actual gameplay IS the drafting and gambling. The actual decks that get built are usually uninteresting, just fast aggressive combos that play like starter decks.
Thankfully I discovered Commander pre-cons, easily upgraded with some cheap singles, and have a lot of fun with that. Especially in 2v2 or free for all. It's all the stuff I love about card games (the deck building and tactics) without gambling. I'd much rather spend $50 on a precon and another $20 or so on singles, knowing exactly what I'll get, than buy or draft a bunch of random packs that almost never give me a useful deck in the end.
Just a matter of taste, I guess. I wish Magic weren't even collectible, personally, but a limited card game like the Fantasy Flight ones (game of thrones, arkham, etc.)
I'm sure there's a guide out there somewhere for repacking cards you already own though. Hopefully one that doesn't need one person to do it and not play because they know which cards are included.
- A magpie, with approx $300 of MtG on my desk rn
Sure you can get a better deal that way - meaning a higher win rate deck while spending less money, but a lot of the fun of MtG is (or at least was when I played) the discovery of new cards in the set, trading cards with your gaming group(s), and trying to build the best deck(s) you collectively had access to. When people started to just look what wins tournaments and just order whole decks as singles from web stores it ruined the hobby.
A) There was less cards to go around for the rest of us
B) they were just playing something someone else designed and play tested and tuned for GP or PT
I don't know what netdecking is (buying singles to make someone else's posted deck? no fun in that). I don't play competitively and I don't care about the meta or anything, I just have the most fun arranging decks to fit some purpose without having to gamble.
For what it's worth, the decks I've built weren't really meant to win (they rarely do), but to explore some aspect of Magic I felt interesting. An example one is a Mindflayers copy deck that just spawns a bunch of mind flayers and copies them and takes over enemy creatures one at a time. It almost never works (it's easy to counter and has a slow ramp), but in the rare instances it succeeds, it's fun to watch. I only built that deck because I was really enjoying Baldur's Gate 3.
I only started playing Magic a few months ago, and the pay to win aspect had zero appeal to me. I have no interest in collecting and selling cardboard cards, I just want to design fun new decks and experiment with them. Singles and proxies make that possible.
People who play Magic the random gamble way are IMO playing a different game. That's fine, just not what I'm into :)
Prices of swaggy stuff is always irrational until the smallest attention spans have moved on.
I assume you know about Collector Packs, those are my favorites for splashing a chunk of money on a set. If I can afford to preorder a box, or pick one up on some random sale, they have the highest swag tier.
The only card I've sold in the past several years has been a copy of Parallel Lives. It got me enough store credit to cop a Chatterfang, and some other goodies to build a first Commander deck after not touching my cards in years. I had 4 or 5 copies, so it was easy to part with. I also gave one copy away to a friend who had just bought some sort of 'Hobbits and food tokens' precon deck.
If all the cards were free and we were competing for $500 instead of decks cost $2k and we're playing for a $600 card I wouldn't care. I probably would enjoy it. But we live in a society and as it is, I would rather modern cards have more value than none.
There is no "smart" way to destroy your business.
Also as a player right now is one of the worst lore breaking and general worst story related times to care in any way about these characters, assets, places or anything else.
Hasbro blows
The company is struggling and likely pulling out all the stops the avoid bankruptcy, when you need liquidity this could very much include cuts to otherwise profitable segments.
They still own the underlying IP[^1], so as long as the contract is a decent one, Paramount has to deal with the actual making/distributing the film, and Hasbro just gets the money, and a toy line off the back of the film. Feels like an easier set up than taking the risk on movie-making yourself (which they did attempt with eOne for other properties, but seemingly have decided that it's probably not a good deal with them)
[1] yes, yes, it's a bit more complicated with Takara in the mix too, but you can essentially view it as a Hasbro-owned property
Notably, the entire Death Row Records catalog, Grey's Anatomy, Criminal Minds, international distribution for The Walking Dead, etc.
I guess they don't want to be in the legacy media licensing business.
Isn't that business basically free money? The way I see it, no capital investment is needed. You just need to keep a few accountants and lawyers around to handle occasional licensing paperwork. Am I missing something?
https://www.investopedia.com/terms/p/present-value-annuity.a...
Hasbro is doing the same. Swap fifty years of slow income for instant liquidity. A company with as many steels in the fire as Hasbro should be able to use that to generate a lot more money than through legacy property.
Edit: Also, this decision isn't a single data point. We can look at the track record and business trajectory to make an informed decision. I am not particularly well informed about Hasbro, but based on historical stock price, industry trends and comments here, it really seems like they are fucking up
Also it would be hard to know from numbers anyway. Maybe if they managed it better it would be up 30% Neither product has significant competition so you couldn’t even really guess by comparing to an overall market.
Broader Hasbro numbers might be a little more comparable (there is an overall toy and games industry) but still tough.
It’s often hard to tell from the numbers that a company is being ruined until it is too late.
I found out they fired a community manager... and I had no idea who that person was without a bunch of googling, which tells you a bit about how effective that spending was for wotc.
Not to say that I think wotc corporate is at all infallible, they are clearly not very good at doing anything besides designing the cards themselves, and even then, they have largely inherited a very good game rather than really doing anything amazing.
Wotc could really use a shake up that raises the standards of what they produce to the level of eg riot games, but that's unlikely to happen any time soon.
In Hasbro's case, the Chair of the Board is listed as an employee of the company and was their interim CEO. The rest of board follows what you would expect.
I approve of this unit of measure.
(I missed a chance to use "thrice".)
You should have to prove some economic need to make those kind of layoffs similarly how you have to prove economic need for work visas.
"Bill Ackman warns economy will fall off a cliff if the Fed doesn't hurry and cut rates"
The Fed isn't going to cut rates for years. They're refusing to blink. These are Volcker-sized balls on JPow.
Any rallying now is squeezing blood from the stone. Any massive layoffs, sales, mergers, bankruptcies, or consolidations is hedging for the unavoidable cliff.
These are just smart, safe moves by corporations -- getting their affairs in order, per se.
And now the workers are going to suffer because they didn't organize labor when the economy was booming and they weren't feeling the pinch. Hopefully they learn this time and don't let the unions weaken if they want to avoid being battered and left for a cheaper workforce or replaced with automation.
No comment on the rest of your post, but I suspect this particular metric has more to do with the rise of online retailers and less to do with falling purchasing power.
Layoffs wouldn't be an issue of they were respectable. Some mix of either foresight or proper severance. In reality, it's rarely either unless you're in a sector that is likely already well compensated. I think thars more in the heart of what the GP was talking about.
>And now the workers are going to suffer because they didn't organize labor when the economy was booming and they weren't feeling the pinch.
If we had good government labor laws, unions wouldn't be necessary. I don't know why everyone feels collective bargaining is the only road here. Moreover, they aren't mutually exclusive; we can vye for both unions and better government regulation of jobs and how easily you can lay someone off on a profitable quarter.
Corporate companies are totally baffling Hasbro is no different.
It is sometimes worth it to take people who are unhappy in their job and/or not performing well and give them a package when they are available. I would guess there are 20 of these people at any company of that size, not just WOTC.
I guess the equation is - people keep buying, we have market dominance, so who cares about the quality?
The comic companies started to sell a ton of variants, foils, collector editions.
They also started to do attention grabbing but bad quality storylines.
And also they started to try to cut middlemen and sell more directly to the consumer.
The end result was that readers eventually noticed quality was crap, with comics being poor products as story medium. And collectors noticed that they had a problem of no readers to buy their stuff, and that x-men #1 os worthless since it had millions of copies, unlike for example action comics #1. This led to stores losing losing money and then going belly up, then suddenly the comics companies themselves were losing money.
I say this to you as somebody with hundreds of thousands of dollars in MtG cards in his collection and I still consider myself a player first.
Comics are a complicated mess but in the 90s it was largely gimmick variants that nobody wanted -- the industry has done better in recent years with variant covers by desirable artists but in general nobody is reading comics anymore and the trade paperbacks are doing even worse. Marvel and DC just aren't connecting with their customers anymore and imported & translated manga is eating their lunch.
If quality falls but sales rise, did quality not matter? Will it not matter? Maybe we’re not measuring the right things. Maybe we have the wrong models. Maybe there is no model and you just have a general intuition that this is probably important regardless.
We tend to measure what’s readily quantifiable. But these tend to be the most basic facts of a situation. And when we make decisions solely based on those metrics, we ignore significant higher order effects — which are difficult to measure.
So we make reductive decisions.
Which is where humanity had previously evolved tribal knowledge, parables, etc — because generationally, we can learn those effects. But we threw all of that data out of our models, which are based purely on numerics.
However, the effect can be years to decades to manifest — much like modeling a farm as only basic inputs and outputs, then destroying the soil over years. (To reference another article today.)
This precisely. The spreadsheet explains your limitations, not your potential. No spreadsheet can truly predict demand. The best example is in marketing - you can give a marketing department $50 million to light on fire, or the right person in the right place at the right time can do the right thing and set word-of-mouth ablaze without spending a dime. Having a $50 million marketing budget doesn't allow you to control the outcome, it merely limits you to spending no more than $50 million in coming up with your own approach. It's not the same thing.
The other problem is that 5e supplements might be better described as pamphlets.
The box set you mention advertises itself as containing three sourcebooks:
1. A campaign setting (96 pages).
2. A prefab adventure for levels 3-10.
3. A monster manual (64 pages).
The second edition Planescape supplement lists 224 pages of campaign setting + monster manual, of which the monster manual is 32 pages.
The 3e Forgotten Realms Campaign Setting is 320 pages.
-----
Here's something that bothers me about WotC's modern quest to sell their cards at every conceivable price point:
The concept is, obviously, market segmentation. If some people have more willingness to pay, you charge them more, and you get more money! Instead of having some consumer surplus and some producer surplus, you have lots of producer surplus and almost zero consumer surplus.
The problem I see with attempting to drive consumer surplus to zero is that -- staying entirely within the realm of theory -- you end up with a customer base consisting mostly of people who are almost completely indifferent as to whether they buy your product or not.
This is not a good way to build goodwill. And, if you ever even slightly misjudge the value of your own product, suddenly you see people abandoning it in droves, because the barely-noticeable dip in value was still larger than the gap between how much everyone liked your stuff vs how much they liked the money it was costing them.
Brandon Sanderson has started writing about how much he likes WotC's model of selling the cards at every conceivable price point, and how it's inspired him to try to sell his books the same way.
But I think he's overlooking the fact that, as a millionaire many times over, WotC's highest offered price point is still insignificant to him. Things look different when you're part of the finely-segmented customer base.
Now, the environment is a neverending spoiler season that it's impossible to keep up with unless you're one of those NYC squirrels on crack. See a graphical representation here:
https://onlyontuesdays27.com/2022/10/18/30-years-of-magic-th...
Meanwhile, power creep is out of hand, which means more releases are more relevant to more formats, the quality of the flavour has progressively gotten worse. There's more and more of "millenial writing" that substitutes being good with being sassy. When the game costs an arm and a leg, why bother.
D&D, similar deal. You have a fantasy setting, which should mean different creatures. What does Wizards do? Progressively remove more and more differentiation between different races and creatures. A 3m/10ft tall minotaur and a half-orc are both defined by strength, both get a +2STR which just feels wrong. But wait, there's more! A halfling can now decide to have the same bonus. It cheapens the setting when things don't mean something anymore.
Similarily, RPGs are generally about overcoming challenges. And we get, what. Wheelchair-accessible dungeons?? Coffee shop modules for D&D, of all things, instead of doing the concept in a more suitable system like a FATE derivative? College student representation obsession's run completely off the rails, and it means the product starts failing at its core purpose.
[0] https://decrypt.co/151515/dungeons-dragons-ai-artificial-int...
So, you buy another company that can do shit, transfer the brand to the same people who can't do shit, and then fire all the people from the new company.
For a brief period, while you've got the new brand, your company can start to regain a bit of market share.
But that period never lasts, and you go back to the status quo.
Rinse and repeat.
There's a board game called "quoridor" that I've been playing a lot lately. I found 2 platforms where u can play this online, major one being BGA (boardgamearena). It was kinda sad to see a game on par with chess in terms of simplicity and strategy, being lumped into the same group as kids games.
So, I started building a platform for it myself in my free time. Still a work in progress (https://li-quoridor.vercel.app/).
The issue is that I have no clue if the game mechanics are copyrighted or not. The wiki says "By 1997, the five biggest game companies in the world (including Gigamic) American bought the copyright [clarify] of this game and released it to the world". But wiki itself acknowleges that this is a statement has no source. So, how do i go about making sure i have the right permissions to build this stuff, and will they even give these permission or not?
- Game mechanics generally can't be copyrighted. If you had a platform for playing "Prakhar's Game" that had the exact same rules as Quoridor, you'd be in the clear.
- Specific pieces of art related to the game would definitely be copyrighted. Copying the exact box art of some commercially-released version of Quoridor would be an issue.
- I think the issue to be concerned about would be whether you can use the name (which would be trademarked, not copyrighted). A quick search turned up a page from the US Patent and Trademark Office [1] showing that it's still held by Gigamic. I'd probably look for sources on that 1997 "release to the world" to see if you can find more details; looking around Gigamic's site might also turn up something.
EDIT: BGA definitely isn't just for kid's games, incidentally. Something like Ark Nova or Agricola is a long ways from Battleship or Candy Land or what not.
[1] https://tsdr.uspto.gov/#caseNumber=75334527&caseSearchType=U...
Quoridor is nice but I would not even put it in the top 10 modern abstracts, let alone on par with chess.
Legality aside, it is a bit of a dick move to reimplement a modern abstract that people can play for free, or even make themselves for a low cost, just because you don't like the (free) site it's on.
Bga has fixed set of features for all its games. And their focus is divided.
This game atleast deserves its own home.
But I think your ignorance of the hobbyist game market is revealed a bit here already (not having full context for BGA, not knowing if Gigamic still owns it - they certainly do and had a booth at Essen this year like they do every year) - and you're vastly overestimating not just Quoridor's popularity but the size of the entire market for non-chess/go/tables/poker games. And I don't just mean financially - dozens of variants are no good if there are barely enough players to match dozens of games to begin with.
Did you try contacting BGA to see if you could get the Studio files for Quoridor?
https://newsroom.hasbro.com/news-releases/news-release-detai...
Sounds like they're losing money on making media. Maybe it's Capex for a movie(s)? Maybe they're just not popular media? I don't know but that's the team losing money.
If I had to make a guess as to why, given the fact that the people they laid off were all senior leaders and the numbers are good, it would be preparing for a pump and dump.
if you want to be able to pump and dump a really strong brand then you need to be able to have leaders who don’t mind burning the brands equity in order to make money. My guess is that specifically what intending to do here.
Change the leadership, make new “sticky” products, pump revenue numbers, then spin out a public offering of the magic brand that looks like a great new reboot and refresh.
However the brand is only there to smuggle in the subscription model around new products that have strong margin. Everyone* gets rich cause they slaughtered their fattest pig and yet another cultural staple is killed.
Don’t worry, another band of psychopaths will resurrect it in a few decades like Mattell is doing with the Barbie brand currently.
*Not everyone - very few actually
That happened during the original design of the game. M:tG was one of the first products to sell you a pig in a poke. That was the concept!
I've seen people say that it would be nice to regulate loot boxes in video games, but they can't figure out how to do it without banning Magic's business model. I never understood why that would be a problem.
The genius thing about Magic is that it doesn't place individual value on a card. Even if there is indeed a "drop rate". But that drop rate doesn't always evaluate to higher value. It correlates and they try to make if so, but that's ultimately a different marketplace who externally decides what has value.
Video games don't have such safeguards. It's all on the studios servers and they can adjust value on the fly. Unless lootboxes are all cosmetics there's a more direct hand in the market that can influence value and worth. And it all comes crashing down the moment the studios decides to shut down the servers. I feel that's an intrinsic difference that places a video game closer to a casino ("the house always wins") than a TCG (throw out what you think is worth and let the community sort it out).
Not sure if they were always this forthcoming about the 'slotting', but I do appreciate it.
Re: Youtube - Tolarian Community College - which is very good at capturing the state of the ecosystem.
it points towards brand dilution and financial straw-grasping. it indicates that the stewards of the IP no longer care about the thing being meaningful and the release schedule is now no longer ordered to increase impact and brand value, but rather to extract whatever value has been accumulated via customer good-will thus-far.
you can see this trend/process occur in just about any long-standing fantasy/fiction IP.
Some IPs are built to push product. Evangelion and Gundam are designed to shove plastic toys out the door since day 1.
Some IPs slowly evolve into that product push once main-line income dwindles; those are the ones that tend to upset folks with that sort of behavior, and frankly it cheapens the brand appeal by reducing exclusivity.
In other words : niche appeal exists, and generally the move towards synergistic advertisement partnerships over quality generally signals the corporate desire for generating mass market appeal at the sake of sacrificing the niche crowd.
The other thing is that there's a certain product-fatigue and format fatigue in the community. There are so many releases each year that it's increasingly impossible to give the monetary and time commitment to follow 100% of MtG. It was never a cheap hobby, but the price increases and the proliferation of products really is noticeable.
The old-school entrenched playerbase is also noticing that the formats they grew up with are becoming increasingly irrelevant. In-person standard-events in local stores are increasingly harder to find (and even if an event is planned it often fails because not enough people show up). The competitive tournament scene is almost completely dead. The big money-maker for wizards is Commander and you are thus seeing more and more cards aimed at that format, even in standard-sets.
In short: the extended universe is not aimed at the old-school base and can be seen as an unnecessary money-grab at best or as an "they killed my preferred format for this?!" outrage condensation point.
You are seeing the same thing in the MCU: it's hard to follow /all/ movies and TV shows and even worse: some of the shows are not aiming at the classically young singe male audience and thus shows aimed at female teenagers are produced. Some part of the nerd community sees that as a direct attack on their identity.
- established players who enjoyed the theme of Magic in the first place might be turned off
- it creates an increasing number of products and therefore product fatigue, which is something I’ve heard lots of players mention and was even brought up by Hasbro themselves in a financial call
- it adds to the increasingly confusing legality of cards/formats. Some crossovers have alternate in-universe versions. Many don’t. Some are commander legal. Some are commander and modern legal. Some have their own draft environments. Knowing what cards you can play in a given format is getting obnoxious to track.
- They clearly seem to be introducing new players to Magic, but they are also clearly driving old Magic players away. The question is how persistent are the new players? Do they stick around, or does their interest wane when their favorite crossover franchise isn’t getting new cards anymore?
I personally think it’s too soon to tell, but a lot of the moves strike me as very reminiscent of the types of moves that eventually are identified as enshitificafion as management tries to extract as much short term juice as possible in a way that damages long term health. I’d love to be wrong.
It is not like the default story is terribly interesting and little more than generic, second rate fantasy.
I regularly see brand new Monopoly games for sale on clearance for $10.
Did it? If anything, MTG Modern prices were going down until the end of 2020, both in paper and online. And it's one most popular formats.
Be careful, such legislation might reduce layoffs, but might make other aspects of the labor market worse. For instance, in some European countries where layoffs are hard to pull off, companies are very adverse to hiring anyone, lest they hire a dud that they have to keep on payroll forever. Or they only hire them for fixed term contracts, so that if the economic winds change they're not stuck with a long term liability. It's the opposite in freerer labor markets like in the US. Companies are more willing to hire unproven/unconventional candidates because they know they can be easily fired if things don't work out, and they react faster to demand shocks because each hire isn't a long term liability. That's not to say we should accept people committing suicide after layoffs as a trade-off for a more dynamic labor market. A robust unemployment system and/or social safety net mitigates the negative effects of layoffs without the affecting dynamism of the labor market, and should be the solution rather than making workers harder to fire.
>Or they only hire them for fixed term contracts, so that if the economic winds change they're not stuck with a long term liability.
Games industry in a nutshell. They certainly try and they tried so hard Microsoft got slapped again for trying to have their cake and eat it too with "eternally contracted employees with no benefits".
Sounds like you can only go up, since the industry would only do contract gigs if they can get away with it.
>A robust unemployment system and/or social safety net mitigates the negative effects of layoffs without the affecting dynamism of the labor market, and should be the solution rather than making workers harder to fire.
I see nothing wrong with both.
^Companies are more willing to hire unproven/unconventional candidates because they know they can be easily fired if things don't work out, and they react faster to demand shocks because each hire isn't a long term liabilit y
In all honestly, I feel those kinds of hires are perfect for a fixed term contract first. That's just another weakness in that companies will try so hard to not convert someone to FTE even if they at some point are more productive than most of their staff. That can also be regulated. X months/years of work and you convert or walk. Worst case the employee gets a few good years of experience, of which should be more than enough experience to make the next step much easier than the first.
----
I feel like the best balance of this would be
- FTE gets a 3-6 month trial period (similar to an internship). This period can be treated as "at will" and can be let go if stipulations show they can't perform to the role. After that, you got an employee and that employee is protected in someone way.
- You need to layoff, fine. 6 month severance minimum. Otherwise the employee is either breaking the law or borderline breaking the law (e.g. sexual harassment, coercion, etc), has a significant breach of contract (breaking NDA that isn't whistle blowing, consistently is not available at agreed upon hours), or has multiple months of severe lack of productivity to give them the boot.
- contract work has stipulations as above. Enforce a decent minimum contract length, only allow renewals for some given period of time by the same company (my gut says 2-3 years of work at the company, but the exact number isn't important) before either breaking the contact or hiring full time. Contracting houses also cannot keep an employee for more than 2 of these contract lengths; we shouldn't encourage places to keep employees long long term as some mandated middleman
- in general, encourage more apprenticeships if you want to train unproven talent (and not leave it to a contractor). Don't know why these died down if companies are going to turn aroind and complain that new grads don't have the skills. They don't, but most of your stuff is proprietary. What do you expect? If you need specialized skills you gotta teach that and not expect a unicorn to master it in a month and be productive.
there can be exceptions of such a house is themself a company doing work (i.e. Not simply a middleman) or they hire very specialized talent. Main point is to not exploit new labor trying to get a break and it becomes the new normal.
What's your argument? That because it's hard to find jobs now, it can't possibly be worse? It certainly can. See US unemployment rate[1] vs spain[2]'s.
[1] https://tradingeconomics.com/united-states/unemployment-rate
[2] https://tradingeconomics.com/spain/unemployment-rate
>Sounds like you can only go up, since the industry would only do contract gigs if they can get away with it.
Not hiring and/or moving to another country is also an option, as shown above.
>- in general, encourage more apprenticeships if you want to train unproven talent (and not leave it to a contractor). Don't know why these died down if companies are going to turn aroind and complain that new grads don't have the skills.
Because you train up the employee, and then they bolt after they finished training and get enough experience, which means all the resource you poured into training goes up in smoke.
There are contract forms to mitigate this. Usually with opt-out payment clauses. Someone can pay those and you lose your investment in the person but not the money invested.
Where I live the defense industry does this for engineering hires, 2 to 4 years training, minimal service period of 4 to 6 years afterwards. Opting out basically costs you your education tuition, but not your salary. The same thing for C(+E) drivers licenses and affiliated stuff (heavy trucks and loading permits).
Your sense of security should come from your confidence in getting work if needed.
One of the reasons that a single-payer healthcare system didn't take off in the 15 years between 2008 and now has been that the current system was working well enough. I wonder if the widespread layoffs and resulting loss of healthcare access will change voters' minds on that issue.
The indignities of the system are already well-known to the majority of people who don't have 6-figure work from home jobs. You'd think a single-payer system would be more popular, but that is not what people seem to prioritize. Instead it seems that they vote ever more to cut social safety nets (though I think they really vote for cultural reasons and right-wing politicians use their grievances to serve the wealthy).
> Even on death’s doorstep, Trevor was not angry. In fact, he staunchly supported the stance promoted by his elected officials. “Ain’t no way I would ever support Obamacare or sign up for it,” he told me. “I would rather die.” When I asked him why he felt this way even as he faced severe illness, he explained: “We don’t need any more government in our lives. And in any case, no way I want my tax dollars paying for Mexicans or welfare queens.”[0]
[0]https://www.bostonreview.net/articles/jonathan-m-metzl-dying...
Publicly, though, I’m happy to advocate for layoffs to end or at least for companies to stop treating them like a fun tool.
While it is common... Why? You can employ people on a limited time or production span duration. I don't see the point in pretending to give someone a permanent job to only lay them off anyways.
On the other hand, I wouldn't exactly be killing myself to ship on time if I was going to get laid off afterwards.
My advice:
- Always be interviewing
- Never stay somewhere longer than 2-4 years
- Don't take on extra work or go above and beyond
- Try to work two or more remote jobs
- Kiss your boss' ass
- Never take a stand on anything
I can honestly say I not only don’t follow these rules, I think I follow almost their direct opposite, and despite many around me being laid off I never have been even when voluntary redundancy was being offered and applying for it, I have more than enough money to walk away from a job if I want to.
If you find every workplace so hateful that you must follow these rules have you considered that the problem might actually be you?
Always ask yourself _does my manager want this, or do I think my manager will want this when I'm done with it?_.
Also, you never take a stand on anything in the sense that _you never want to be the only person in the room advocating for something longer than a couple sentences_.
Adults are just as nasty as middle schoolers, but to your face, they won't say a thing. They are old enough to have learned its easy and feels good to shit on other people, and it is hard and feels bad to have a Discussion(tm).
Hold yourself and those around you to high standards and you’ll develop a keen sense for when people aren’t doing the same.
That helps you avoid the shitty companies and bosses that make these coping mechanisms seem necessary.
"If you stand for nothing, Burr, what'll you fall for?" (c)
What, routinely?
No.
You work too much.
TL;DR: It is theorized that the author (Robert Greene) studied classics and wanted to write a book about influential leaders throughout history, but the only way to get such a book green-lit by a publisher was to wrap the history around a "self-help for men" context, which naturally gravitates towards building empires and making more money. This is why, like many self-help books, the advice is dubious, but unlike almost all self-help books, the historical anecdotes are extremely correct.
This may be true sometimes but I have seen plenty of layoffs where whole projects/departments got axed based on not very good information. A lot of C*O people make these decisions based on very flimsy information.
D&D is the ony common RPG available these days is most of Australia - it certainly has the largest market share. As cultures go, RPG can easily rebuild itself from a fan-base. I personally liked 5th Ed core rules, yet I could be very happy to see D&D topple itself and reintroduce gamers to a new world of freshly minted RPGs.
You might not be able to wander into a store and play with randos, but if you have some open minded friends, just about any tabletop game is an option.
"Ok we have this cash cow..."
"Shoot it"
"But..."
"Shoot it, the cow accepted an open license"
"That doesn't make any..."
"I don't care, shoot the cow"
this doesn't mean video game industry is dead....just that it needs to shed it's skin and remove the profit hungry leeches....
the big names will lose lots of money and will do all they can to consolidate anything left unscathed by their ineptitude and attempt acquisitions....it is time for a new dawn....break up the corpos....I look forward to a fresh empire of creators...
there's so many indie games out there that i have not even considered buying from a corp made game for many years.
As for mobile games, it's a blight on the landscape, best left alone. Dont feed that industry, except to buy indie games that you want to support.
That's the preferred mode for a lot of managers. There are only a few company leaders who can push a company forward and keep it innovative. You could argue Apple is at that stage. Profits are strong but their innovation output is pretty low compared to the resources they have.
Anyone have an idea why?
My read: management bet the company on Film&TV in 2019, and lost so hard WoTC pays the price.
[1]:https://investor.hasbro.com/static-files/69afb88f-126e-4604-...
[2]: https://en.wikipedia.org/wiki/Entertainment_One#Sale_to_Hasb...
However! What Hasbro is doing to WOTC is tremendously short term thinking. You do not prune the organizations that are providing all of your liquidity in a time of crisis for fear of pruning the wrong branch and diminishing the growth by sending a message to key people that it’s time to go, which is always possible and arguably likely when you cut.
I believe that Hasbro shareholders should insist on making WOTC’s management team responsible for the whole company, as they have time and again been the backbone of profitability, progressive projects that actually ship and make actual money and have been doing a lot of good decision making in recent years.
Yes I’m aware of the CEO’s criticisms around short term decision making, but he’s always had to answer to the parent company and they are very corporate and MBA-logic oriented.
Now on to the answer to your question, here is the math they look at:
https://www.business.com/finance/big-tech-earnings-and-layof...
From the article:
Key Takeaways
Amazon had $2.8 million in earnings (before interest, taxes, depreciation, and amortization – or EBITDA) for every staff member they laid off in January.
Meta had $3.9 million in earnings for each of the 11,000 staff members they laid off in November. In response to Meta’s cost-cutting strategy, its stock price increased by 19 percent.
Tech giant Microsoft had an EBITDA of $98.8 billion in 2022. This means they earned $9.8 million for each person they laid off in January 2023.
Other companies’ layoffs weren’t as difficult to understand: WeWork ended 2022 with an EBITDA of -$824 million, and Spotify ended its fiscal year with an EBITDA of -$290 million.
I only skimmed the linked article, but they don't seem to bother justifying why this metric matters.
Wait, what? Aren't these the same people who tried to rug-pull the D&D license and caused a bunch of MtG drama with new cards that almost crashed the card market? Perhaps those decrees came from Hasbro, but we outsiders can't really know that, can we?
As the fine article notes:
> At time of writing, it’s unclear why Hasbro’s chosen to lay off employees at the single strongest company in its portfolio. This year, Wizards debuted a critically if not commercially successful major motion picture, earned a Game of the Year trophy at the 2023 Game Awards, and was consistently profitable, but Hasbro’s still sacking its employees. It’s the sort of math that only makes sense if you’ve got shareholders to placate.
The entire market took off like a rocketship. You need to normalize against the market (ie: calculate Alpha) to negate the macroeconomic effects.
- regarding unions is it considered a good thing? I still think of it as a crony workplace where only age is promoted and not merit. Am I wrong? Only did union job at a grocery store (UFCW)
It's also funny because this is the exact same sentiment people complain about with the corporate world, where it's more about who you know than what you know.
For most people it lowers downside risk and lowers upside opportunity.
Looks like the layoffs were pretty heavy on the art department: https://www.reddit.com/r/dndnext/comments/18ij198/list_of_kn...
Reminds me of the transition from classical animation to CGI. It used to take teams of hundreds of animators to make a film simply because of the sheer amount of work to be done. Whole career paths were made obsolete by the switch.
no not quite
you can generate cards sure
but for a set to work you need more then just random generated cards
especially if you want it to go well
or if you want to continue to have success with crossovers where the choices of mechanics should synagize not just with the set in general but with the lore from the cross over, something mtg somewhat managed to do quite well for multiple of their cross over sets in the recent years
but a lot of the current AI is really bad at getting any of this broader context right
and there is the broader balancing both for draft, commander, balancing prices, reprints etc.
Similar while there are always examples of AI are being extremely well made, most of it has subtle but clear signs it's AI art. That's not necessary bad art, but clearly different art. And a lot of the mtg players I did now over the years cared about the art quite a bit and would probably be very unhappy if it becomes AI art.
I think for a lot of magic players AI generated cards (with similar price gauging selling structures as the current cards) might very well be the last straw causing them to exit the game.
EDIT: Additionally AFIK you can't really copyright AI art in the US which would be a major problem for them.