Adverts in games (was RE: [MUD-Dev] Habbo Hotel...)
Brian Hook
bwh at wksoftware.com
Fri Mar 16 01:25:37 CET 2001
At 03:21 PM 3/15/01 -0800, Mike Sellers wrote:
> Online advertising has been in the process of tanking big time for
> over a year. If people can't get companies to pay more than a
> pittance for focused banner ads, why would they pay significant
> amounts at all for less-focused ads that get orders of magnitude
> less traffic?
I don't think comparing focused banner ads with billboards in-game is
really the right way to do it. Last I heard EQ has like 80K users
playing every night (well, more than that, since that's a peak
simultaneous number). No, not huge compared to Survivor ratings, but
definitely a very, very focused group of players. Same thing with
Counter Strike (maybe even moreso). And that's a very specific
demographic that's being hit, every night.
If you can non-intrusively place advertising in an environment where
it makes sense (Nike ads may not make sense in Norrath, but they
wouldn't entirely be out of place in The Sims On-line).
> from players, they just weaken their own product (think about it:
> how many billboard companies do you know offhand?).
How many people today know the Pan-Am logo even though they were born
after Pan-Am folded? Thank you, Bladerunner. If they could
retroactively resell that one imprint that is targeted at a very
specific techno-nerdy demographic...
> Advertising in games may happen one day, but not for a long time I
> think.
As a pure form of revenue, sure, it may not be happening any time
soon. But as a form of ancillary revenue, I think it could make a
company a good chunk of money. If it's thrown up during a patch or
download process, or possibly put in the town square in an appropriate
setting, then I don't see players bitching (at least, any more than
they normally do).
Brian Hook
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