Game Advertising Expanding, Becoming Dynamic?
Thanks to Business Week Online for its feature discussing the rise of videogame advertising, as it charts "spending on in-game advertising, currently estimated at around $200 million a year today worldwide, [and which] could reach $1 billion by 2008." As well as kid-oriented gaming sites such as Neopets.com, where "a player might stop by a Disney theater where he can play a Walt Disney movie-related game to earn Neopoints - good for buying shop space and land in the game", the article mentions Massive Inc., an "in-game advertising specialist" which is now signing up advertisers for "campaign-based advertising" in forthcoming titles from Ubisoft and Atari, explaining the innovation by describing a possible scenario: "The gamer goes online to play a racing game, for example, and a batch of ads is served. When a gamer plays offline, Massive continues to serve ads. The ads are integrated into billboards, posters, and even into the plotline of the game, and they change in real-time."
But its not going to go away.
You pay $50 for a game, it shoulndt have advertisments so people are going to go for games with this. Well... look at cable TV People pay $50-100 per month for channels that have more commercials. But there is content on cable that you cant get anywhere else. Making a game compelling enough for people to purchase, well, and they maybe wont notice the ads.
But then, games themselves have been made strickly for marketing. Look at any game based on a movie licence. Ok, they are not selling other unrelated products, but they are selling a movie.
But there is a good thing in all this, not all game worlds are really compatible with advertised products. Your probably not going to be finding a +1 magic pepsi anytime soon. If you dont like advertising, dont play the games that use it. Just like you dont have to watch movies with product placement(with is about every major hollywood movie).
I could go on about creating art for profit as opposed to creating art for art, but i need sleep.
later
In America we are imprisoned by our fear of them.
The Jet Moto series always did it well, though. They tied in the appropriate "eXtrEmE" products whose image (and real world advertising campaigns) matched the game's attitude - Mt. Dew, Doritos, etc.
Odds are we'll see more RLH-type ads than Jet Moto ones.
IMHO there are severaly ways to integrate ads into games, not all of them necessarily bad. I think one of the first games to introduce some advertising was "Theme Park", where from time to time you could see a banner of a UK bank (IIRC the first few screens and the accounting screens). That didn't bother me much.
:)
:)
Another point is that advertising can make a game more real, e.g. in sports games. In a typical soccer/ice-hockey/... stadium there is perimeter advertising. Using this space for real, in-game advertising creates a more realistic atmosphere. Sure, the banners could all read "ACME Rockets Inc.", but it just wouldn't be the same. Racing cars would also look a bit different
All in all, if in-game advertising is subtle and does not interrupt or deteriorate my gaming experience, I (personally) don't mind it. And this definetely rules out commercial breaks in a FPS
My cats ate my karma. They also wrote this comment.
In-game ads have been around for at least 15 years. I'm sure many of the readers here remember seeing Pizza hut signs and logos in the Teenage Muntant Ninja Turtles Arcade/NES game. But out of all the adverts I've seen within games most have been background noise. From the banners lining a stadium in something like Madden to popular music being sneaked in. Other times they're blatent and obvious, like many of Namco's shameless plugs in their games. Most notably the e-mails your character may recieve in Xenosaga about Soul Calibur II. As mentioned in another post (referring to Jet Set Radio) the ad's are chosen to match the content of the game. Sometimes this happens more for the sake of realism, take the Gran Turismo series as an example. One may look at it as if it's nothing more than an interactive car commercial. Another may see it as a very realistic racing game. The type of advertising mentioned by the article goes back to the days of radio and television. When coprorations would produce radio and television shows so that they could advertise their products nearly exclusively. For one reason or another this practice was pretty much phased out in television.Although it's unlikely that we'll see something like "Jolt Cola presents Slashdot the game" in which text would blur as your caffiene levels dropped while sifting through the trolls, flamebait and longwinded posts to earn your mod points. Don't act so surpised when you see Laura Croft driving a jeep as an interlude to the jump-jiggle-shoot that's made Tomb Raider so popular. Lets face it. Comercial entities may not be paying for the production of the whole game/tv show/radio programme anymore. Yet this doesn't mean they don't offer some funds for development in exchage for some product face time.
Laziness is a virtue, anyone who bothers to tell you otherwise, is clearly lacking it.
The other scenario which could cause game prices to fall would occur if the in-game ads turned out to be extraordinarily effective. Then the game publisher might drop the price of the game to get more viewers for the ads, offsetting the lower profit from game sales with higher advertising revenue.
I am NOT a man!
I am a free number!