
We all feel by now as if "in-game ad" is a bad word, and in a way, it is. Advertising is message (remember the message?) whereas a game ought to be, perhaps, a neutral entity onto which we can transpose ourselves -- either that, or an experience carefully crafted wholly for the emotions. As Jon Blow said in the article we discussed yesterday, it seems part of the objective of a game should be "setting a mood and a feeling, and you can't do it while there's like, a Burger King ad there, flashing."
But development costs are getting very, very high. Like, $10 million-per-major-project high, and if you're not one of the big guns, it's going to bust you open. Unfortunately, Midway today laid off between 90 and 130 dev staff at its Austin studio over a project it canceled that hadn't even been announced yet, case in point.
Also today, at the Edinburgh Interactive Festival, as if speaking a curse, former Sony Europe boss and current Codemasters chair Chris Deering cited that same million-dollar decahedron as unsustainable, predicting the squeeze on software developers is about to get worse. According to Deering, we live in an era where only 3 games out of 10 break even, and global software sales and console attach rates are expected to plummet even as hardware install bases jump.
So while the knee-jerk reaction to the in-game ad biz is to roll our eyes at the latest flagrant nickel-and-dime effort, to protest the way a nebulous black-suited they are whoring our medium, it's also necessary, after a point, to empathize somewhat with the industry for seeking the cringe-inducing "alternative revenue stream." Yes, yes, they make a lot of money, but they lose a lot, too, and then people get fired. Midway's also paying $1.2 million in severance to those who've been laid off, by the way, so hopefully those guys land on their feet.
And really, in-game advertising doesn't interfere too much as we know it these days -- there are ads on just about every website you read, so what's one more on some loading screen someplace? And even though "enhances realism" sounds like a line the dreaded ad agencies are fond of hauling out to defend the dreaded, dreaded "nickel-and-dime effort," would you rather your soccer star wear Adidas shoes or "Abibas?" What makes more sense on your Burnout track, a billboard for energy fuel or an art asset carefully crafted to look like one?
However, in addition to budgets straining, we've got other media, like the film industry, looking at our big figures to see how they can get in. (The music industry wants more money to license songs to rock games, by the way). And now we've got an ad for Paramount's upcoming 'Tropic Thunder' hitting Ubisoft's Rainbow 6 Vegas 2. Okay, not so unusual.
What is unusual is that the ad itself is part of the game. It's a sidequest, incorporated into the game design not wholly by Massive, Microsoft's own in-game agency, and not by Paramount, either. Ubisoft spearheaded the game-design-as-ad-design, and now when you play R6 Vegas, you can go on a scavenger hunt in the game to piece together 'Tropic Thunder'-branded clues. Your incentive is that you receive a mobile text code once you've completed the mission, which you can dial in to be entered in a drawing for various Xbox 360-related prizes.
I'm surprised that I saw virtually no reaction to this in the blogosphere -- I suppose that, just as we tune out advertising (or try to) in games as any other media, we also tune out news, announcements and commentary from in-game ad agencies. Or we willfully ignore them because they're traditionally the bad guys, perhaps? But this 'Tropic Thunder' announcement (and maybe we just want to pretend 'Tropic Thunder' does not exist) represents an entirely new and far more aggressive frontier in in-game advertising than we've seen anywhere to date.
We're talking about a first-person shooter here, not sports branding to "enhance realism" for sports games, or clothing brands in online worlds where the goal is to flaunt your "personal style" on an avatar. I talked to Massive's global sales VP Jay Samson this week at Gamasutra, and he told me that the specific design principles of FPS games -- they require you to roam the entire environment, to look around you regularly, and examine unusual environmental objects closely -- lend themselves perfectly to this sort of ad campaign.
This isn't art assets or background texture; it's literally in the design, it is using the core of the design to advertise to you, and the game's designers themselves (were instructed to) build it in.
Obviously, the industry environment does not make this an easy issue with a clear solution; a hard-line right or wrong is not likely to surface easily. It's simply worth noting that desperate circumstances are leading to ever more aggressive counter-measures -- where's the breaking point?
[Header pic, like yesterday, is more from Braid artist David Hellman, just 'cuz it's awesome.]
17 comments:
I was not even aware that the Tropic Thunder advertisement was happening. Even if I did, however, I'm not sure how to tackle the issues present in Tropic Thunder, so it becomes a box full of issues to untangle and examine.
The way I tend to look at in-game advertising is much like I do that which I see on public transit, websites, et cetera. It intrigues me and I will study it, question it, and if I don't particularly like it, filter it the next time I come across it.
Perhaps I'm far too willing to overlook these things, but it isn't something that necessarily distracts me from the 'reality' of a game depending on how it is placed. Then again, I'm no hawk for the number of times some brand may pop up.
Excellent read.
I can’t recall any of the advertisements I saw on TV yesterday - for that matter I can’t remember any ads from this morning. I guess we’ve become use to screening out those things that don’t interest us.
My concern with in-game advertising is that it works out the way television is responding to the discovery of "alternative revenue streams." We're getting less quality original programming, and more crappy "reality" shows and competitions that facilitate product placement.
As someone who prefers fantasy role-playing games over racing/sports/modern shooters, that concerns me. I'm hoping they find better revenue via new distribution methods that cut out the middleman (GameStop is making a killing in this tough financial business) and simply by less people trying to make big-budget games.
In response to sean: the advertisers are probably more concerned with penetrating your subconscious than they are with conscious recall. As a facile example, Coke and Pepsi are nearly identical products; that I find that one type of brown sugar water tastes better than the other might be because I saw Santa Claus drinking a Coke every year growing up...
Where is the image for this post from?
Sean -- Image credit is at the bottom of the post, with link. It's David Hellman's illustration.
Oh-no, it looks like there are two Sean posters. I’m the Sean that posted second from the top. I guess I’ll have to see if I can change my Google ID or something. It’s too bad, Leigh, that you had to change the comment ID options because of spam a few weeks back, ah well.
Beeporama, I agree with your post. I guess my point was that for example Pepsi and Coke advertise on TV, magazines, billboards, etc…but at the end of the day they end up with the same score for appeal, and maybe the choice to go with one over the other is decided by elements beyond the advertisers control - maybe you like the taste of Coke over Pepsi, maybe there was a sale on Pepsi. I just was thinking that there has to be some element beyond the advertisers control that allows an ad to resonate with one person and not another, whether it be an interest, a point of view, or experience. I hope my comment makes some sense.
This may be too simple an answer, but: raise the cost of videogames if you don't want to see ads in the games.
Videogames, largely, have cost about the same forever. Aside from some SNES games, most games from at least the PlayStation era to the current generation were $40 or $50. Over that ten-year or so period, games cost the consumer less to buy but the developers more to make.
So, the developers are faced with a choice: raise the price of games or add cost deferment measures; ads.
The question is: would you pay $80 for Final Fantasy XIII without ads or $60 and have Coca-Cola billboards on the skyscrapers?
I can tolerate advertising in games to the same point that I tolerate advertising in other media - as background information or as believable in-game content. For example, Crazy Taxi ages ago featured a couple real-life stores and fast food joints in the game, and customers would ask to go there sometimes. I had no problem with that.
I just hope they don't follow the horrible recent trend of "integration" into the story itself. As much as I love 30 Rock, there have been several moments in the past season that screamed out loud "LOOK AT THIS PRODUCT WHICH OUR CHARACTERS ARE DISCUSSING DON'T YOU THINK YOU MIGHT ENJOY IT AS WELL PLEASE THANK YOU"
This whole Tropic Thunder thing sounds more like the latter than the former.
I'm with you in this issue, Dan. Product placement is a necessary and tolerable "evil" so long as it's subtle. It stops being tolerable when it doesn't keep to the background and tries to shove the brand in your face instead. Gamespot's yearly Dubious Award for Most Despicable Product Placement would be a good example of games that are guilty of this crime.
Speaking of which, though I love Irrational Games, I think I won't ever play SWAT 4, thanks to that spyware program that EA included with some patch to record how long did the player stand looking at in-game ads.
Only 3 out of 10 break even? That's really bad! I suppose this refers to most of the big guns like you say... And there is a lot of product placement in games now - the more realistic ones of course. I think you've brought up some good issues here svgl!
Ciao
Scarlet x
I've an increasing dislike for the amount of product placement in major films - Iron Man was dreadful for it. I'd be slightly disappointed if games followed suit in a big way, just as I'd be disappointed if I saw adverts in books. It's a sure-fire way to sink escapism, for me at least.
I don't think games have much in the way of cultural relevance at the moment, and if advertising becomes rife I'm not sure they ever will. It seems to me that there's an inverse correlation between the critical respect a medium is afforded and the amount of advertising. Many people seem eager for games to gain the same critical respect given to other mediums, and I'd have thought they'd be dead against advertising in games.
(At the moment I don't think games are worthy of much critical thought - they're generally simulators, fun toys, or interactive movies that just happen to be more interactive than those in the past. So I'm not at all bothered that nobody talks about them in the BBC Culture Show or whatever.)
Anyway, advertising makes my skin crawl. Its very purpose is to make you feel you're missing something in life, or to change your behaviour and outlook on life for the benefit of the advertised product. I'd rather be as free of it as possible - especially when I'm trying to enjoy myself.
On a completely relevant note, A Lesson is Learned but the Damage is Irreversible needs to start happening again.
But actually, now that I think about it, including game-based product placement puts games in severe danger of becoming dated much more severely. Most advertising tends to be for little, very time specific things; not a Pepsi add, but a NEW Pepsi Orange add. They're for short-term hype-driven phenomena: in a year or so, no one's going to care about Tropic Thunder, but the add in the game won't go away.
It makes perfect sense for sports games, or other franchises that release yearly iterations. But including this sort of thing in any game that you hope to possess some longevity seems . . . shortsighted.
Sean #3 here. :-)
The Rainbow 6/Tropic Thunder thing doesn't bother me, and I think because everyone's very upfront and honest about what it is. It's an advertising tie-in to the game, everyone knows it, and there's no lame attempts to justify its existence beyond that. In my head, it's ok because of that. Maybe that doesn't make much sense. The bad alternative would be if people were playing the game normally, and all of the sudden Tropic Thunder stuff appears everywhere, and the game is highjacked to play this treasure hunt without warning.
Burnout Paradise's advertisements are mostly background noise to me. The do stick out a bit because they're realistic pictures in a stylized computer generated world. They would fit in better if they were handcrafted to fit the world instead of jpegs just thrown in there. Mostly, though, I notice the ads on the vans most of all, mostly because I'm (trying to avoid) crashing in to them.
I remember when FEAR came out on the PC, they had a deal with Alienware where all the computers in the game were Alienware computers. I had to roll my eyes when I saw that every single computer in an office building were Alienware gaming machines. That's when it gets silly.
So that's my take. Keep it honest always, keep it realistic as much as possible, and I'm okay with it.
Just to add another example, the Burger King games are another instance where it's pretty painfully obvious that it's an advertising tie-in game. Some of those games were fun, and people acknowledged that. On the other hand, the free Toyota Yaris game on XBLA was pretty universally derided. The reason was that it was a terrible game, not because it was advertising the Yaris.
- Oddworld Inhabitants
Within their numerous titles, they always played on the fact of advertising. A medium that wants to "squeeze" as much as possible, and that set of little guys to distract.
Lately, maybe that "squeeze" is what's needed in these rough times. But the plan with R6V2 is quite clever, why didn't anyone think of that type of design before?
Awhile back, I remember reading about artsy advertising, just to poke at the industry. But if realism has to make its way through, there's not much a of choice.
Even MGS4 plays on the "viral marketing" puppetry, to put the player on the spot. Especially with the opening cinematic being one of various viral ads, just to mess with a players mind.
Perhaps if many more find creative ways to interpret a different way to push more attention, but not away from the game itself. One thing that bothered me a bit with Burnout and other titles, is that advertising was all around you. Not sure if I agree with that idea too much. But EA's ninjas are well known for being "puppets on a string", and don't have much of a choice in the long run (or do they?)
The difference is the Tropic Thunder thing is basically an ad-on; DLC I believe. And that's a BIG difference next to being part of the core gameplay. Sure, in-game ads can enhance realism in games with real-life scenarios, but I can't imagine an ad in, say, WoW, or Braid.
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