Hasbro still optimistic about future
By MARC FORTIER
Essex County Newspapers
BEVERLY _ Five years ago, optimism abounded as Hasbro Inc. launched
its newest venture, Beverly-based Hasbro Interactive.
A month and a half ago, with its interactive games division foundering,
Hasbro decided to take its losses and run, selling Hasbro Interactive and
the rights of its best-known products to French game creator Infogrames
for $100 million plus future royalties.
In doing so, Hasbro, the world's number two toy maker behind Mattel
Inc., admitted its failure to turn a profit in the lucrative video game
industry.
The toy giant is not alone. Earlier this year, Mattel made a similar
decision, selling off The Learning Company, its own attempt to grab a piece
of the interactive gaming market.
Toy industry analysts say it may just be that larger toy manufacturers
are poorly equipped for the very different world of interactive gaming.
"The underlying story is toy makers find themselves fundamentally
challenged managing interactive toys," said Eric Johnson, professor
of management at New Hampshire's Dartmouth College.
The hope is that Infogrames, which makes games for PlayStation and Nintendo,
among others, can use its expertise in the video game industry to turn
a difficult situation around.
"Infogrames has always done a pretty good job of reworking companies
that needed it," said Tom Richardson, an Infogrames spokesman.
That would seem to bode well for the Beverly-based Hasbro Interactive.
But there has been no word yet on whether layoffs should be expected, or
if the company will even remain in Beverly.
A team from Infogrames visited the Dunham Road facility the week after
the Dec. 6 sale. But so far, both Hasbro Interactive and Infogrames have
been silent on the company's future.
Johnson and other analysts agree that the sale should be a positive
for Hasbro Interactive, breathing new life into a company that was in a
tailspin.
Hasbro Interactive lost about $85 million in 1999, and the division
was expected to equal those losses this year.
"To some extent it's not an easy business," said Melissa Williams,
a toy analyst at the New York investment firm Gerard Klauer Mattison. "Having
a company that is 100 percent dedicated to the business may make more sense.
"The Hasbro brands fall very clearly within Infogrames strategy,
which is to build big mass-market products. I think it's a good strategic
fit. And it helps Infogrames build their US presence."
As part of the deal, Infogrames will acquire the rights to Games.com,
Hasbro's Internet gaming site, plus Hasbro's Atari and MicroProse. It will
also gain rights for 15 years to develop interactive versions of Hasbro
products, such as Monopoly, Scrabble and Mr. Potato Head.
Jim Silver, publisher of Toy Book, a trade magazine, also thinks Hasbro
Interactive's chances for survival under Infogrames are good.
"They (Infogrames) have the expertise," he said. "This
is a different business than making toys.
"They're marketed differently, they have different life spans,
even different return policies. We thought it was the toy business. It
was a different business altogether."
Analysts also seem to agree that Hasbro did well in getting out of the
manufacturing side, while keeping itself in the royalties picture if Infogrames
succeeds in turning things around.
"I think it's a great move," Silver said. "At the end
of the day it is much more profitable to be licensing out the properties
than to be managing them themselves."
He said most of Hasbro's growth through the years, particularly in the
`80s, really came through licensing. My Little Pony in the `80s, along
with a couple of other successes, allowed it to buy Milton Bradley and
Playskool.
"The realization they have come to is that they have all these
brands and properties, they can just license out the names," Silver
said. "Profit-wise, it makes sense."
Johnson also feels Hasbro cut a fairly decent deal, getting cash and
revenue streams. "Maybe from their perspective, that whole division
was costing them 65 cents per share," he said. "They figured
they could cut this thing loose, and still profit from some of its upside
potential.
"On the surface, it looks like a better deal to me than The Learning
Company. There wasn't much left there."
Williams said the video game industry might have become a business Hasbro
just didn't want to manage anymore, and getting an expert in the field
involved may be best for all parties.
"Given the losses they've incurred in the past couple years, it
just made more sense to have someone else run it, and get some kind of
recurring revenue stream from the royalty agreement," she commented.
Dartmouth College's Johnson has several of his own theories why traditional
toy giants like Hasbro and Mattel haven't been successful in this area.
"There's two main themes of thought," he said. "Both
Hasbro and Mattel have tried internal development of these skills to put
together their own divisions, or through acquisitions like The Learning
Company, to acquire these skills."
But the interactive gaming market is just different enough from the
conventional toy business that they haven't been able to succeed.
The selling of video and computer games is where the big toy companies
seem to fail, he said.
"High tech toys and software are sold in slightly different channels,
and these differences seem to befuddle the toy makers to a certain extent,"
Johnson said. "Hasbro and Mattel live in a world where Wal-Mart, Toys
R Us, KMart and Target essentially make up half their sales. That's not
true for the high tech toys.
"That's been a huge issue for toy makers. It's just hard for them
to get used to that different type of mentality."
Williams thinks Hasbro's stock of popular board games just didn't translate
well to the video gaming market.
"I think the strategy was in place," she said. "But to
some extent the life cycle for board games ended up being shorter. Once
you sell one version of Monopoly for the PC, it's harder to sell versions
two, three and four."
Unlike Hasbro's traditional board game favorites, sport and action games
can be updated with new information and statistics and resold each year.
"Some games are just inherently easier to sequel," Williams
said.
The companies were also unable to duplicate the successes they've had
in linking toys with new television series or movies.
With the interactive games, Johnson said, it just didn't work, as evidenced
by Hasbro's unsuccessful attempt to link its interactive games division
with last year's big Star Wars push.
For now, it appears both Hasbro and Mattel have decided to stay away
from what they don't know, despite a long history of trying.
"I think both Hasbro and Mattel feel at this point there is room
in their conventional toy brands to find some more growth," Johnson
said. "I think what they're arguing is these other things have been
a distraction the last couple of years. Now they're going back to their
knitting, as it were."
But that doesn't mean they won't at some point try to reenter the interactive
games industry.
"I'd be willing to bet anything that both these guys are going
to be back," Johnson said. "They should be able to do it, and
it's a traditional growth segment."
Toy Book's Silver disagrees, saying he thinks Hasbro and Mattel have
been burned and won't be back.
In the end, it may just be an industry suited to smaller, more streamlined
companies that started out as video and computer game manufacturers. At
least that's what Infogrames is banking on.
"It's a perfect fit with the distribution network we have,"
said Richardson, the Infogrames spokesman. "We've been doing this
for 17 years."
Two years ago, Infogrames, the number two video game publisher in Europe
at the time, decided to increase its North American presence.
The company acquired Accolade, a mid-sized video game publisher. Soon
after it bought and resurrected GT Interactive, a New York-based game publisher
that was on a downhill slide.
The acquisition of Hasbro Interactive is just the next step for Infogrames.
"The overall goal of our CEO (founder Bruno Bonell) is to build
a family entertainment company that has a lot of offerings for all age
groups," Richardson said.
"Hasbro Interactive had a lot of great products, but it wasn't
necessarily going that wonderfully for them," he said. "A lot
of companies that weren't traditionally in our space got into it and said,
`This isn't exactly what we want to be pursuing.'"
But Infogrames feels it can take Hasbro Interactive's strongest points,
and turn the company around.
"The things they have to offer, property-wise, fit great,"
Richardson said. "We don't have a well-developed on-line gaming strategy.
And the licensing deal too. We'll be able to license stuff from Hasbro.
And this will also fit perfectly with our family entertainment line."
What this means for the approximately 200 employees at the Beverly plant
remains unclear.
The sale is expected to close at the end of the first quarter of 2001.
Hasbro spokesman Wayne Charness said last month that the decision to keep
local employees, who work on both the creative and administrative sides,
will be up to Infogrames at that time.
Infogrames was tight-lipped when it came to their future plans for the
Dunham Road plant.
"It is too early for us to answer questions about our specific
plans," said Infogrames' Padia, when asked whether any layoffs are
envisioned, or if the plant could be moved.
"(The employees) have been told that we value them and that Infogrames
is a fun and successful company," she added. "We also said that
we are looking forward to all of us together creating the world's leading
digital interactive entertainment company."
Hasbro Interactive spokesman Jason Hill said with the acquisition by
Infogrames still pending, company president Tom Dusenberry won't be available
for an interview until February at the earliest.
|