JohnBaker said:
I think you misunderstand how the in-game advertising market works. There are in-game ad networks IGA, Massive and Double Fusion who make up probably a cartel for people wanting to advertise in game. In general you have to go through these companies. They do deal with the advertising agencies of the brands and with teh publishers/dev houses. Often you get them advertised in many games at once with 'dynamic' advertising (content which is updateable via the Net that can change on the media in the game; billboards, vending machines, etc)
So from what you say about the film industry they have similiar models about getting advertising into the products.
Additional revenue streams are going to be a fact about the future of games. Micropayments, downloadable content, In-game ads, etc. Really you should be asking yourselves which one do I find most appealing not to hate them all.
Personally I don't like the paying for demos but other have no/little problem with if do right. THat most are BTW. We all here the horror stories about unsuitable in-game ads but most of these are myths or fears not the reality. I will call out to anyone again that has realworld examples of bad advertising/product placement in games to come forward. There are so few (any?!) out there. That is the reality of the hysteria about this and I suppose what the article is getting at.
Ill readily admit that my knowledge on the subjects of these alternate revanues is at best minimal. However,I still stand by & yet to be convinced otherwise the belief that as yet none of the alternate revanues potentials have proved themselves as genuine & profitable enough alternatives to warrent serious consideration at this time. As I said earlier, I dont see ingame advertising being a real moneymaker because those seeking to advertise their goods have so little to get out of it compared to other mediums. The audience is far smaller, the potential publicity is smaller, & the scope of using products in an identifyable way is smaller.
Currently, as you point out, dynamic advertising using things like billboards is method that is used. Anarchy Online, for example, is one game ive played that has rl advertisements inside the game. However, almost exclusively when I saw them the adverts being shown were for Ringtone companies & noname rappers. Now thankfully these billboards were small enough that they were quite ignorable, but thats exactly the problem; unless its in your face you can ignore it, removing its appeal to someone seeking to advertise their product. But if its all up in your face, the consumer is going to be put off by it &, by extention, the game that it happens in.
There are other ways of using advertisement of course. I know theres at least one MMO that does/will use advertisements in the UI as a way of generating income from those who play the free version of the game. But there again is a difference, its giving you an option: Play for free & have the adverts, or pay the monthly fee & get rid of it. That is not the same as buying a full retail price product then having to deal with the adverts as an extra, rather than alternate, layer.
Now, if, like with alot of DVDs, there were adverts at the beginning of loading a game, before you get into playing it (ie the bit between opening the game & it loading the main menu, whatever its called), then I could be quite happy with it; so long as it isnt Crazy Frog being flogged to me every single time (as has happened to advertising on TV music videochannels :-( ). However, this never seems to be the way advertising is discussed. Its all about being ingame; integrated into the game; synergising advertising with the player experience in an almost subliminal way. As far as im concerned this will never work as a real profitable alternate source of revanue, because the market isnt there for it to make it work that way.
I have no problem with the idea of the industry using alternate sources of revanue. My problem, is that currently the industry doesnt appear to provide anything to justify adding these costs on the consumer. Episodic gaming? Fine, except as Half-Life 2 shows currently the episodes take far to long for the rest of the industry to consider it as a real alternative. Micropayments? If games had the longevity for it then yes. However most games do not, & id imagine for most games the publisher & developer will get more for their product from onee solid payment then breaking it up overtime (correct me if ive misunderstood what you mean by micropayments). Downloadable content again, good in theory. But again, alot of companies fail to provide said content in an attractive mannor that they wouldnt be better off simply selling at retail (see the Oblivion example). Paying for demos would require more than the customary tutorial + first level approach most developers/publishers take when making them. Theres still away to go before Demos can be for the games industry what CD singles are for the music industry both in terms of content & the appeal to consumers(also note that in most cases singles dont make much profit, certainly not for the artist).
As for Dom's point on games getting cheaper; I doubt it. The only reason games will be sold for less is if its more profitable to do so than continue charging the current price. The cost of music CDs is driven down by the retailers not the record labels. Itunes & Tesco/Wal-mart are why you can now buy a new CD for under £10, not EMI, Altantic etc. the cost of new release DVDs has even gone up over the past 10years by about £5 (going by memory on that one I must admit). So games will not get cheaper just because publishers/developers find more ways to make money from them.
Now im all for digital distribution of older games that have passed their shelf-life. I wish I could download games like Pizza Connection 2, Roller Coaster Tycoon, Syndicate etc through sites like Metaboli. But currently, digital distribution is a mess. There is no Itunes, there are a myriad of legitimate download & illegal torrent sites all with a different catalogue of games. Added to this Metaboli's insistence that you have to have a working internet connection to play the games you download puts a real restraint on the freedom you have to use the game in a way downloading music or films (legitimately) doesnt. I use the metaboli example because its the only digital distribution model I have real experience with. Simularly, alot of older games are done by developers & publishers that have sinced been lost to history. Sadly, unlike most movies & music, when they go their games seem to go with them, making future production & distribution seem impossible to happen.
But theres another problem, the technological constraints on a games longevity. You can buy a Music CD made in the 80's will work on a modern CDplayer as well as an old one, same with a DVDplayer because the core technology of the player hasnt changed. By contrast a game made for Windows XP may have real problems trying to run on Vista, & games made for Xbox or PS1 will not work on their next gen decendents (not that they cant). Given the relatively short life of a console or PC operating system (about 5 years average id say), the constant technological drive that pushes gaming technology forward also means that once made games get left behind very fast. A movie made in the 1930s is still something you pay for today if its been recorded onto DVD. By contrast, a game made in the 1980s is a free-ware game today. Games like Asteroid, Elite, Doom etc will not sell in the same way classic movies do. Indeed the availability of free online clones of such games mean theyd probably not sell at all.