It's OK to Advertise - If We Like You
So it would seem advertising is OK if it's for a product that's "cool" or that people like. Like guitars. Never mind how practically appropriate it may be. Need for Speed; Carbon and Battlefield (EA properties) were panned for installing in-game ad systems [http://www.clickz.com/showPage.html?page=3623323] advertising products from companies like Toyota, Kraft and Unliver, the makers of products like cars, food and toiletries - stuff people will actually buy - but how many gamers will actually be buying a Fender Stratocaster this year? Why is a Fender ad - and make no mistake, featuring the brand name, logo and product line is an advertisement, no matter what form it takes in-game (for crying out loud, the controller will be branded!) - any more appropriate than an ad for something people can actually use? The money is in the developer's bank no matter from whom it comes, and it all goes to the same place: making a better game. So why are gamers and the game press so uproariously down on some ads, but so effusively uplifted by others?
Perhaps they're just fickle. Or maybe there's another answer.
We're used to seeing ads for Toyota, Kraft and Unilever in newspapers, on TV and on billboards, but when we game we're supposedly trying to escape all of that. We don't want to be reminded that our six-year-old Hyundai has bad brakes, or that we need to pick up more Kraft Dinner at the store, or that we're out of soap. When we're holding that Stratocaster controller, we want to believe we're the rock star, and maybe we do have many choices when selecting an instrument and Fender is thankful for our business.
When we're playing Need for Speed, we want to believe that's our car we're driving, and that tomorrow, when we wake up late (having played too late at night) and drag our asses to work, it won't be in the aforementioned Hyundai, it'll be in that Lamborghini we've been drifting around hairpin turns.
When you've airdropped in to the combat zone and take aim at that weasly, little bastard lobbing mortars at you from the top of a burned-out building, seeing a bar of soap in high-res 3-D staring back at you through the high-powered scope is probably going to take you out of the game for a second. But when you hammer on the rock glory and pull off a 98 percent on hard with a genuine licensed Fender guitar, chances are you're not going to have a problem with that - even though it's the exact same thing.
And really, at the end of the day, who cares who's paying who under the table, what ads get served in your game and what logo is embossed on the controller? We say we want better games, bigger games, more innovative games, but then spend $60 a year on the latest, uninspiring Madden, ***** about ads but get googly over having genuine guitars in a game, courtesy of an advertising contract. We'll wear Nintendo (which is a brand) T-shirts to bed but throw sponsor-driven swag in the trash. Is there an advertising class struggle? Perhaps. Perhaps it's not about the ads, but all in how they're used, or what they represent. Replace Kraft dinner with Krystal and maybe the cries will be less hoarse.
Then again, we may just be fickle.
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Perhaps they're just fickle. Or maybe there's another answer.
We're used to seeing ads for Toyota, Kraft and Unilever in newspapers, on TV and on billboards, but when we game we're supposedly trying to escape all of that. We don't want to be reminded that our six-year-old Hyundai has bad brakes, or that we need to pick up more Kraft Dinner at the store, or that we're out of soap. When we're holding that Stratocaster controller, we want to believe we're the rock star, and maybe we do have many choices when selecting an instrument and Fender is thankful for our business.
When we're playing Need for Speed, we want to believe that's our car we're driving, and that tomorrow, when we wake up late (having played too late at night) and drag our asses to work, it won't be in the aforementioned Hyundai, it'll be in that Lamborghini we've been drifting around hairpin turns.
When you've airdropped in to the combat zone and take aim at that weasly, little bastard lobbing mortars at you from the top of a burned-out building, seeing a bar of soap in high-res 3-D staring back at you through the high-powered scope is probably going to take you out of the game for a second. But when you hammer on the rock glory and pull off a 98 percent on hard with a genuine licensed Fender guitar, chances are you're not going to have a problem with that - even though it's the exact same thing.
And really, at the end of the day, who cares who's paying who under the table, what ads get served in your game and what logo is embossed on the controller? We say we want better games, bigger games, more innovative games, but then spend $60 a year on the latest, uninspiring Madden, ***** about ads but get googly over having genuine guitars in a game, courtesy of an advertising contract. We'll wear Nintendo (which is a brand) T-shirts to bed but throw sponsor-driven swag in the trash. Is there an advertising class struggle? Perhaps. Perhaps it's not about the ads, but all in how they're used, or what they represent. Replace Kraft dinner with Krystal and maybe the cries will be less hoarse.
Then again, we may just be fickle.
Permalink