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In
the passed few weeks there has been talk of in-game advertising.
Lots of spin, lot’s of crocodile smiles, and all it’s
bringing me is festering scepticism.
The last thing we need is everyone to jump on the bandwagon and
start getting co-branded, sponsored, big-company-names-on-everything
crap littering store shelves.
We’ve
started to see in-game ads in Anarchy Online, there’s the ability to
order pizza on Everquest II, and there’s sure to be a lot more
integrated ads in the form of some sort of virtual billboard in the next
year or so. Sometimes this
makes sense, like in a sports game, or racing, et cetera, since we’re
all quite used to seeing logos and such smattered all over the place
when watching these things on TV. The
problem comes in game companies being tempted to implement ads into
action games, or some other genre.
It’s safe to say that a publisher could probably get away with this sort of thing in a game that takes place in the present, but who really wants to see an advert for a contemporary product in a game set well into the future? I play games to be taken to fantastical worlds, and I certainly don’t need to be dragged back to reality by a Coke ad while blasting away at robots run amuck in the distant future. |
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Worse
still, how long before we start having quick commercials during load
sequences. If companies can
work in mini-games during load times, they sure as hell have the
know-how to bombard gamers with advertisement at that time too.
Do we really need to see an ad for soft drink, or new cars, or
something else when we’re trying to get psyched up for getting through
the next level?
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Of
course, the first argument most people will make for putting ads in
games is that this money will help to offset development costs on games
for future generation consoles, something just
about everyone is indicating will be very expensive in the years to
come. The problem here is
that the chances of publishers using in-game ads to pass savings on to
the consumer are slim and none. Seriously,
whenever year-end profit reports come in for a publisher and it looks
like the company under performed, shareholders are far from pleased.
The notion that the vast majority of captains of industry in
gaming care about passing the savings on to gamers is laughable.
If publishers can use in-game ads as an additional revenue
stream, you can bet your ass they will.
On top of this, it wouldn’t be a surprise if they still hiked
up game prices for next gen games.
If anything, in-game ads provide a smoke screen that makes it
even harder to tell how much a game costs to make, giving publishers a
lot more leeway to increase game prices. Now they could say, “You think the game is expensive now?
Imagine how much we’d have to sell it for if we didn’t
have ads in it.”
Another
thing one has to look at is the expectations one has when buying media.
When someone goes and buys a DVD for the latest season of
Seinfeld to hit store shelves, they are forking out this money not just
to be able to watch the show whenever they want, but to watch it without
being beaten over the head with advertisement.
If we watch the show on TV, that’s fine.
In that entertainment medium we know part of the dance involves
regular commercial breaks. If
we read a magazine, or go to a web site, we know ads are part of the
deal. It’s how all of
these mediums make money. When
we buy a DVD, the retail cost is where the company who released it makes
its money. We may see the
occasional product placement in the flick, but by and large there just
isn’t a whole lot of advertising happening in the film we bought.
From all of the talk about in-game advertising lately, there’s
a very real sense that there’ll be more ads to be dealt with, with
some places going so far as to be experimenting with business models
that have a striking similarity to how banner ads work on a web site.
As far as I’m concerned, game companies have their chance to
make a buck at retail. If the game bombs, next time the publisher should look at
making sure they don’t release a crappy game in the first place, price
it to what the market will bare, and not releasing it at Christmas just
to watch the game get its ass kicked by the latest version of Halo.
Gamers shouldn’t have to deal with advertisement in their games
just because game publishers can’t line things up well enough to get
their games to sell well in the first place.
One
can also look to movie theatres as a point of comparison for how
increased advertising hasn’t done much more than lined business
people’s pockets. Ticket
prices have been rising steadily for years, and now we’re also seeing
more and more ads before the feature presentation, as well as ads all
over the theatre. Has the money made from these advertisements stopped ticket
prices from going up? Nope. The
one major possibility each and every game fan should be fearful of,
though, is the possibility of potential ad revenue impacting developers
and publishers decisions on what sort of game they want to make. These ads depend on a relatively contemporary setting in
order to maintain believability. As
such, titles set in a fantasy world of swords and sorcery, for instance,
isn’t a very viable subject to place advertisement in.
That being the case, how many game companies will be less
inclined to make a title that takes place in this sort of setting,
looking at it as a less lucrative source of ad revenue.
This
isn’t to say that any and all forms of in-game advertising are a bad
thing. In the latest
Splinter Cell, there were a couple of instances where ads could be seen
in the background, most notably in the form of a large billboard for Axe
deodorant. If publishers keep the advertisement in context, that’s
fabulous. At least then the
things don’t look out of place. It’s
the potential for people to abuse this sort of thing that is worrisome.
We’ve seen it in professional sports, music, awards shows, and
countless other areas. Let’s
just hope that the level of tasteless advertisement polluting other
entertainment mediums doesn’t creep into games as well, let alone
negatively impact what sorts of games appear on store shelves.
Mr. Nash (April
18, 2005)
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