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  Massive to Deploy Audiovisual In-Game Ads  
 
 
Posted 2005-07-25 by Tony Walsh
 
 
     
 
Once advertisers get a foothold in a form of media, they tend to exploit it nearly to the point of rendering that media useless. I argued as much in an article I wrote last August for Mindjack.com entitled "Banner Ads Invade Gamespace," which introduced Massive Incorporated's plan to insert ads in video game worlds. As I anticipated, Massive's scheme has expanded at the expense of the medium of video games. The company has added video and audio ads to its already-invasive static banners.

According to The Hollywood Reporter, gamers can now look forward to 15-second advertising spots that include either full-motion video or audio-only material. Massive marketing officer Nicholas Longano reportedly said that Massive works closely with game developers to determine what type of ad would be appropriate in a given game environment. Too bad Massive isn't working closely with gamers.

Any seasoned gamer will tell you that audio and visual cues form a fundamental part of game play. Gamers are easily distracted by moving pictures and sound effects. That's because these are traditionally the heralds of a crucial aspect of a game, be it an incoming missile, an approaching car, or a lurking monster. While Massive's plan is perfect for advertisers, the company continues to do gamers a disservice. It was bad enough that real-world ads invaded game space. Now those ads are screaming for attention, which can do nothing to improve game-play. Faced with such in-your-face advertising, gamers will have to second-guess every audio and visual cue presented in a Massive-friendly video game in order to determine the relevancy of incoming information. A good game doesn't distract gamers with irrelevancy.
 
     
 
   
 
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  3 Comments  
 
   
 
Comment posted by Jos 'Hyakugei' Yule
July 25, 2005 @ 2:53 pm
     
 
While i agree that more ad's means more suckage, i'm a bit worried that there will not be enough of a "backlash" against this kind of intrusive placement. An example to compare a trip to the see a movie in a theatre - now you have to endure on-going ads while waiting for the movie to start, then then 5 - 10 minutes of "real" ads. And you have paid for this experience. It was added so slowly, and people are such sheep (and you can't get a movie experience any other way, really) that it has been allowed to happen. Unless you wait for the film to come to a rep cinema, or onto DVD, which is not a "theatre" experience for most of us, you have to endure this advertising.

I hope, really, that the game buying public makes a stink and votes with their dollars and refuse to purchase games which are encumbered with this "feature". But i don't have high hopes.
 
     
 
     
   
 
Comment posted by n0wak
July 25, 2005 @ 4:25 pm
     
 
Which is why some studios are now also placing unskippable trailers on their DVDs... argghh.
 
     
 
     
   
 
Comment posted by Tony Walsh
July 26, 2005 @ 9:24 am
     
 
I think we all need to pipe up about our discontent. Voting with your wallet is one method, but apparently we need to convince gamers and other consumers that excessive ads are toxic. Actually, I suppose players of Massive-ruined games will realize this sooner than most.

Btw, great post on Massive over at Water Cooler Games.
 
     
 
     
   
 
 
     
 
     
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