MODERN HISTORY OF THE VIDEO GAME BUSINESS

MODERN HISTORY OF

THE VIDEO GAME BUSINESS

MODERN HISTORY OF THE VIDEO GAME BUSINESS

Gamecraft is a limited series about the modern history of the video game business.

Gamecraft is a limited series about the modern history of the video game business.

Gamecraft is a limited series about the modern history of the video game business.

Season 3

Episode 06

Hasbro and Lego

Mitch and Blake look at two of the largest toy companies in the world, Hasbro and Lego, and discuss their divergent but ultimately very successful forays into the games business as licensors of intellectual property.

Mitch and Blake look at two of the largest toy companies in the world, Hasbro and Lego, and discuss their divergent but ultimately very successful forays into the games business as licensors of intellectual property.

Your hosts discuss how both Hasbro and Lego tried to enter the games business directly as developers and publishers of digital games in the late 1990s, how they had very different experiences of success and failure, and how both decided to exit the business in the early 2000s only to return as licensors rather than publishers later in that decade. Mitch tells the story about why he went to Hasbro's private pre-Toy Fair meeting in Florida in the late 90s.

They then explore the licensing strategies of both companies in depth. They discuss the transformative partnership between Lego and Traveller's Tales, and the complexities of using IP licensed by Lego for toy sets, like Star Wars, as the narrative universes for Lego's video games. They discuss the rise of Wizards of the Coast inside Hasbro after the 1998 acquisition (culminating in the accession of Chris Cox, head of WoTC, to the CEO position of Hasbro), resulting in two defining license deals: Baldur's Gate 3 to Larian, and Monopoly Go to Scopely.

Mitch and Blake close the episode by looking at how a huge market for block-based sandbox play, which should have been in Lego's wheelhouse, was captured by new entrants like Minecraft and Roblox. They also speculate about Hasbro's challenges in replicating its recent licensing success in the near future. 

Season 3

Episode 06

Hasbro and Lego

Mitch and Blake look at two of the largest toy companies in the world, Hasbro and Lego, and discuss their divergent but ultimately very successful forays into the games business as licensors of intellectual property.

Mitch and Blake look at two of the largest toy companies in the world, Hasbro and Lego, and discuss their divergent but ultimately very successful forays into the games business as licensors of intellectual property.

Your hosts discuss how both Hasbro and Lego tried to enter the games business directly as developers and publishers of digital games in the late 1990s, how they had very different experiences of success and failure, and how both decided to exit the business in the early 2000s only to return as licensors rather than publishers later in that decade. Mitch tells the story about why he went to Hasbro's private pre-Toy Fair meeting in Florida in the late 90s.

They then explore the licensing strategies of both companies in depth. They discuss the transformative partnership between Lego and Traveller's Tales, and the complexities of using IP licensed by Lego for toy sets, like Star Wars, as the narrative universes for Lego's video games. They discuss the rise of Wizards of the Coast inside Hasbro after the 1998 acquisition (culminating in the accession of Chris Cox, head of WoTC, to the CEO position of Hasbro), resulting in two defining license deals: Baldur's Gate 3 to Larian, and Monopoly Go to Scopely.

Mitch and Blake close the episode by looking at how a huge market for block-based sandbox play, which should have been in Lego's wheelhouse, was captured by new entrants like Minecraft and Roblox. They also speculate about Hasbro's challenges in replicating its recent licensing success in the near future. 

Season 3

Episode 06

Hasbro and Lego

Mitch and Blake look at two of the largest toy companies in the world, Hasbro and Lego, and discuss their divergent but ultimately very successful forays into the games business as licensors of intellectual property.

Mitch and Blake look at two of the largest toy companies in the world, Hasbro and Lego, and discuss their divergent but ultimately very successful forays into the games business as licensors of intellectual property.

Your hosts discuss how both Hasbro and Lego tried to enter the games business directly as developers and publishers of digital games in the late 1990s, how they had very different experiences of success and failure, and how both decided to exit the business in the early 2000s only to return as licensors rather than publishers later in that decade. Mitch tells the story about why he went to Hasbro's private pre-Toy Fair meeting in Florida in the late 90s.

They then explore the licensing strategies of both companies in depth. They discuss the transformative partnership between Lego and Traveller's Tales, and the complexities of using IP licensed by Lego for toy sets, like Star Wars, as the narrative universes for Lego's video games. They discuss the rise of Wizards of the Coast inside Hasbro after the 1998 acquisition (culminating in the accession of Chris Cox, head of WoTC, to the CEO position of Hasbro), resulting in two defining license deals: Baldur's Gate 3 to Larian, and Monopoly Go to Scopely.

Mitch and Blake close the episode by looking at how a huge market for block-based sandbox play, which should have been in Lego's wheelhouse, was captured by new entrants like Minecraft and Roblox. They also speculate about Hasbro's challenges in replicating its recent licensing success in the near future. 

© 2024 Gamecraft

© 2024 Gamecraft

© 2024 Gamecraft