Double Fusion Debuts Dynamic Video Game Ad Placement (Updated)
by Carlos Bergfeld, Sep 04, 2007 11:35am PDTSan Francisco-based in-game ad company Double Fusion debuted technology today separating ad integration from game development and allowing for dynamic ad placement. Previously, ad content could be changed with an internet connection, but developers hard-coded the in-game ad locations. The tools, called fusion.runtime, give developers the ability to create new ad placements in finished games, including back catalog titles. Paris-based Ubisoft, Seoul-headquartered NCsoft, and New York casual game publisher Oberon Media have already begun using the tools. "By offering publishers and developers two technology solutions to choose from, we're able to support a much wider range of titles and circumstances than any other company in the business," explained Double Fusion co-founder and CTO Hillel Rom. "Game makers that want deep interactivity in their ads, or want pinpoint control over system resources, will benefit from our [previous] fusion.sdk solution," he continued. "For those game makers that don't have time in their development process to incorporate an SDK, or want to add advertising to back catalog titles, or perhaps want to avoid bothering the original developer in the case of games licensed from other regions, fusion.runtime opens up the revenue possibilities by delivering great advertising experiences." "For gamers, the technology opens the door to new, free ad-supported high-quality games," noted CEO Jonathan Epstein. "For advertisers, the technology creates new types of ad possibilities across a broader selection of titles than ever before." Examples of free ad-supported games include the Ubisoft-published Far Cry, Prince of Persia: The Sands of Time, Rayman Raving Rabbids, and Ghost Recon on PC, all of which were released for free download and play last week thanks to the integration of menu and loading screen ads. According to Parks Associates numbers cited by Reuters, in-game advertising represents a $514 million market, with in-game dynamic advertising predicted to hit $675 million by 2012 in the U.S.
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Comments
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Hopefully devs will use the technology to move more than just advertising, e.g. cars and tables/chairs/crates (heh) could be moved around every so often to spice things up. Or would that just annoy people who have learned the map by heart?
I don't really see why this needs a special "technology", though. During development couldn't the devs create multiple places (hundreds if they desire) for ads and then only use some of them at a time? The only advantage of placing them after shipping, that I can see, is it allows you to put ads in popular places that you didn't think of before. For example, it might turn out that thousands of people are camping behind a crate that nobody thought much of during development. You could slap in some ads for tents and stuff there. Or a picture of the goatse man to discourage camping. :)
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Is the runtime thing as bad as that Sony root toolkit thing? Bad enough some printers like to send infos out on the 'net. I need to get paid for all my infos!!!
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