In-Game Advertising: Good for Publishers and Consumers Alike

Sunglasses_at_night
Friday, June 04, 2010

Editor's note: I despise advertising, and I don't want to see it invade video games. Jon's living in a fantasy world if he thinks console developers would offer free content due to advertising revenues, too. Don't let Verizon commercials and $15 map packs surprise you. -Rob


The number of people playing games is rising. This is good. The price of an average console game is rising. This is not so good. The cost of producing a standard retail release is also rising due to the increased graphical capabilities of current generation consoles. This is bad.

In an ideal world, an expanding marketplace and increased retail price would make up for the higher costs developers face on their end. But if current evidence is anything to go by, this is not the case.

Many have blamed the recent influx of "unfair" downloadable content -- such as the industry's experiments with charging extra to unlock content already on the disk, leaving a game's story unfinished to get people to pay for it later, or billing players who want to unlock cheats -- on greedy publishers looking to fatten their already overflowing wallets.

This view is a little hard to believe. Such a practice sullies a publisher's reputation in the eyes of many gamers, and as such, it appears to be an act of desperation rather than a calculated business strategy.

 

An alternative to forcing consumers to pay more is to get this extra revenue from advertising, which would offer other companies an in-game space to promote their goods. Consumers have reacted negatively to this tactic thus far, and understandably so. Previous attempts to sell goods to players are unsubtle and patronising at best, and have actually negatively impacted a game's quality at worst.

Longer load times as a result of advertising are understandably a very bad thing, but it would be ridiculous to dismiss the idea altogether. Load times are -- without question -- games' worst feature, and the few titles that provide banal "hints" or art (Bayonetta's sublime loading screens notwithstanding) are merely examples of its best implementation. Why not monetise these moments, and thus, use advertising in a way that doesn't affect gameplay?

If developers use enough care and attention, in-game billboards can work well. No one wants to see a Pepsi sign whilst traversing the ruins of Washington, DC in Fallout 3, but gamers are usually OK with the same advert on the side of a Gran Turismo track or in a football stadium. If developers use the same amount of care to fit ads in similarly well with non-sports titles, then could they not add yet another layer of realism to an experience?

Similarly, real products could be used as items in a character's inventory in place of something generic made up by the developer. Alan Wake's use of Energizer batteries is a good example of this.

The idea of extending the life of your flashlight would require batteries to be present in the game. The fact that they happen to be of the Energizer brand doesn't change the gameplay experience in any way and likely provided Remedy Entertainment with a little extra cash to keep the game's development going for as long as it did. Alternatively, would anyone really care if caps in Fallout 3 were from Coca-Cola bottles rather then Nuka-Cola?

No matter how good a game is, nine times out of ten it's only going to provide money in one form: sales. If gamers look at an ad whilst they wait for their online matches to load, then this can provide developers with an additional incentive to keep their servers up for as long as possible, as well as provide them with the income to put out free patches and potentially free DLC.

Gamers are right to get angry at in-game advertising as it stands. It can ruin a game for many people. When publishers force you to look at obnoxious ads, it often leads to a feeling of exploitation when you've paid for a full-price retail release. If adverts are unobtrusive and cleverly implemented, though, they might just provide a valuable way of making riskier games more profitable.

At the end of the day, it'll benefit consumers like us.

 
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Comments (6)
Default_picture
May 28, 2010

Good point.  Although the story line would need to be considered as well.  I cant recall when Fallout 3 specifically supposed to be set, but if the game, whichever it is, is set in the distant future, I might be thrown off by seeing something as familiar as Coca-Cola or big brand names.  Although at the rate I buy Coke they will probably be in business for a while.  Definitely makes sense though.

37893_1338936035999_1309080061_30825631_6290042_n
May 28, 2010

Love the Blue Oyster Cult title, but I have a lot of problems with your premise.

When I purchase an app on iTunes, I expect to not get the ads that come in the "lite" version.

 

Personally, I'd love to see similar pricing options for full retail games. Though I'd prefer to pay a premium price for my premium (non-ad-filled) game, for people who don't care about the integrity of their games like you (that's not meant to be a slight, I just can't think of a better way to word it,) they can pay a price off-set by in-game advertising.

There are certainly pitfalls to this though as retailers would now have twice the products to stock.

Robsavillo
June 03, 2010

The reason billboard ads work in sports titles is because real-life sporting events are already plastered with ads; therefore, recreating ads in a football stadium won't detract from the experience.

I think seeing Coca-cola caps in place of Nuka-cola caps for Fallout 3 is entirely different for this reason. It detracts from a fantasy experience when developers force something like that.

Alan Wake also sports a [url=http://g4tv.com/videos/46055/alan-wake-in-game-verizon-commercial/]Verizon commercial[/url] [i]with[/i] audio. How's that for immersion breaking? This is the kind of stuff I fear developers and publishers will try once enough players accept in-game advertising.

Video gaming is one of the few, relatively commercial-free mediums. I'd like to keep it that way.

Twitpic
June 04, 2010

I don't care for in-game advertising, and when I heard about the Verizon commercial, I was dumb-founded. The solution is to...I have no idea.

Also, I can't help but think of that one part in Wayne's World:

"New, yellow, different."

Pic
June 04, 2010

Agreed, leave them in the sports titles.

The Alan Wake ad is an abomination and affront to gamers everywhere. The shock of the achievement for it, the horrible placement of it in the narrative, the way it's hidden in a TV that you were hoping for an eiposde of Night Springs... dude, I was enraged. I was still pissed about it on my second playthrough when I passed the TV again.

I will never support in-game advertising just like I didn't support commercials BEFORE the previews at the movies. I'm already paying beforehand to partake in the experience!

Yet it still happened. Sigh.

/rant off

Great article, btw.

Default_picture
June 05, 2010

In concept, I'm pretty sure I agree with you, but I'm also pretty sure reality would end up replicating the movies, where shots would carefully include perfectly angled and clear shots of brands, and we would slowly start losing that feeling of immersion present in all excellent games. 

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