Reactions to In-Game Advertising
by Chris Remo, Nov 30, 2005 1:00pm PSTGamasutra's latest Question of the Week deals with the growing trends of in-game advertising. As usual, the site receives comments from varied industry professionals as well as general readers. As one might expect, the general sentiment is that it is inevitable that in-game ads will become more prevalent as time goes on. One response points out, "Any time money can be extracted from a form of media, it will be." A few responses point out that in-game ads will help secure elusive funding, some condemn the presence of advertising in games altogether, but in general the concensus seems to be that considering such ads are surely only going to become more common, the most important thing is ensuring that each advertising model fits the game in which it is being used. Microsoft's Daniel Drew notes the rapidly rising costs associated with game development, surmising that many publishers may not want or be able to fund certain projects without alternative revenue schemes. "I think it will be especially important for independent developers - just as it is for websites - where selling advertising space may well be their ONLY source of funding," he states. On the other end of the spectrum, Paul Garceau of New Dawn Productions says, "Advertising should be kept outside of the video game and off the game machines. Video games are expressly rooted in entertainment, and marketing is not part of what a video game ought to be. I do not want my hard earned cash wasted on a marketing campaign that I have absolutely no desire to be exposed to." Entelepon's Ryan Bailey warns against developers becoming "very susceptible to changes that are requested by advertisers, or that encourage advertising, as has happened with TV and newspapers." In that vein, Creat Studio's Dimage Sapelkin points out that realistic settings are much more conducive to ads than other settings, and wonders if that may indirectly influence where games take place. One anonymous response is more optomistic, focusing on various potential positive aspects of in-game ads:
Yes, it provides additional funding - defraying marketing expenses, maximizing publisher profit, and creating additional incentive for development of new games. Every game is unique and needs to be treated uniquely, so marketers that create customized ads for individual games that enhance a game's alternate reality will actually make games better. Taking an ad formula and applying it across categories and brands is not a good idea.One frequently cited benefit of ads is that it may drive game prices down as development costs are alleviated. I'm not so sure about that, though. At this point we've already made the next-gen leap to $60 for a standard console game (I assume Sony and Nintendo will follow suit for major third-party releases, as price points tend to be pretty standard across the industry), and it's hard to imagine publishers actually going back on that.
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Comments
Yes, one might expect that sentiment from corporate slaves.
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Simple. Don't pay for games with ads. Games with ads will disappear, or they will start offering slightly more expensive 'ad-free' versions. If a slightly higher price point for an ad-less game still bothers you, don't fucking buy it.
Anyone remember when you went to the movies, you sat through the little looping static ads with the lights on while you waited for the previews? When the studios came up with the concept of the 20 minute ad segment and the pre-preview commericals, they didn't just throw them in without any thought. They started it in a few test markets to gauge response. When they found that the complaints they received weren't enough to seriously impact their bottom line, they went ahead and deluged us with commercials. Never forget that it was our fault as consumers. If people had a spine, and actually stood up for what they believed in, they'd have never done what they did.
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What they SHOULD be doing is streamlining thier practices of development..
aka SDK's.... Why the frick are so many developers re-inventing the wheel??
They should finding ways to save time (aka MONEY) by finding ways to share/re-use code...
If in-Game advertising becomes big, Publishers will shun and not invest in games that in-game advertising isn't feasible (example Classic RPG's)
because they can make more money on re-hashing racing games that do allow for in-game advertising..
And I for one am sick of re-hashed racing games....
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I think we might see it go the way of DVDs, where you might get some ads at startup (or even during a pause screen or something) but once you're into the content, it's relatively clean.
Maybe we'll see a push towards game types where advertising DOES make sense. Take any FPS set in a modern city. You could have billboards and talking screens and stuff and they'd fit in. It wouldn't even be that big of a deal. They could mix the real ads in with goofy fake ones. I personally really like my fantasy games (think baldur's gate, morrowind, console RPGs) so I hope this doesnt' happen.
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And as long as the ads don't become intrusive (click here before shooting) its all good.
that's my opinion anyway
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whatever game is represented in the article
These fuckers will NOT drop the price of games - OR they will initially and eventually bump the cost back up, they'll get used to more profit and stick with it - be it the developers / publishers, I don't care, they won't pass savings to us.
Also I don't want fucking ads - I'd rather pay more for the game to not have my sense of disbeleif shattered by fucking marketing in my face - it's the worst thing EVER.
Would you guys like a book with a light watermarked coke symbol in the background every 5 pages?
What about a book where the main character smoked a LARAMIE (TM) cigarette every few chapters.
Frankly I will download every crXXX (word removed to ensure this isn't nuked) or other such application which removes ads from the games I PAYED for.
Ugh it's like ads at the cinema before the movie - first there was just trailers, then an ad, now - to make sure you HAVE to see the ad they schedule the movie for 9:30 but start at 9:50 after trailers and ads >:(
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Play for free, but see in game ads. Pay the monthly fee, and all the ads are gone.
If I am going to shell out $50+ for a game, I damn well don't want to see any fucking ads. You buy a TV series on DVD, there are no commercials.
I can't wait for the next Battlefield 2 patch, it will probably have Johnson & Johnson medical packs, Winchester ammo crates, and Tommy Hilfiger uniforms. Maybe we can hook up big banners to the jets too!
Now this all has to be done properly, like, if I saw a bottle of Axe Body Spray as an item to buy in Kameo I would fucking track the person responsible down and kill them. But in a real life, or close tro real life video game environment, i.e. Splinter Cell, Rainbow Six, etc... it would add to my overall sence of immersiveness.
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The interesting thing is, though, that it still stratifies the game industry even further, making the rich richer and the poor, well, still poor. Think of it this way: The better the game you make, the more copies (read: eyeballs) that will be in play and the longer play time it will have. Both of these things lead to more advertising impressions and theoretically more advertising revenue. Hence, the better the game, the more revenue, both from initial sales and from ongoing advertising.
I'd hate to see an ad for Ford in my next RPG however...
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1) More money != more fun game
2) More money != cheaper game for us
so why the fuck would any consumer get behind this?
The one I had tricked out in the game is very similar to what I bought in real life.
Well-written analysis. But would still like the news items to be in preview mode on the front page (i.e. only show the first couple of lines, with a link to expand).
For example, the BSA and its member companies like to remind us annually that software prices are so high because of rampant piracy and the revenue lost through such practices. However, where are the higher game prices? All on consoles, where piracy is anything but rampant. The barrier to entry for piracy on most consoles is fairly high for most people, so it just doesn't happen as often as it does with PC gaming where cracks and duplication software make the job easy. So which platform has the lower per unit costs for games? The one that suffers less piracy.
Same for advertising. A number of games have sported it already. Have any of those games been any cheaper as a result? Not in the least.
The ultimate example of madness, however, is the console release of America's Army, a game that is in and of itself one huge piece of advertising created with taxpayer money. The PC version has been free all this time, so you can say, "Okay, that makes sense. I'm getting something for sitting here an playing an indoctrination game." But the console version? $50. $50 for one continuous advertisement. Now, I don't know how much tax money went into development of the console version - maybe none - so perhaps the pricing reflects less dependence on the Army's marketing/recruitment expenditures. Anyone know?
One thing is consistent, however. Defraying costs by increasing incoming revenue pre-unit sale has no history of reducing the cost to consumers. Producers are more than happy to continue milking us while making more money on the back end, and there is no reason to believe that will ever change.
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Advertising has become such a national annoyance, it's hard to see it really working anymore.
The best solution is no ads. If that can't be done, then they should be subtle, seamless and enhance the game, if possible. It should never be the equivalent of a popup web ad.
They are so blasted unorganised tho. i guess they are just settling in but anyways.
well i went in, interviewed, and then the lady told me they had an employment hold and she didnt know why.
i havent heard from them since.
friggin annoying as hell.
Then SOE decided to try and piss everyone off, and now we have this: http://media.putfile.com/annoyingairforce
Its about three times louder than that and loops about 5 times :/
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