Steam makes its ban on in-game ads explicit
pcgamer.com
pcgamer.com
In-game ads are a cancer, breaking the immersion and the game flow.
That's part of why I don't wanna work on mobile gaming anymore, monetization is parasital to the experience or simply abusive thanks to the worst cognitive manipulations. https://www.deceptive.design/types
The other reason I don't want to work on mobile is the dependance (read no choice) to apple and google, see what happens to Fortnite.
On PC, you can distribute yourself and still be extremely successful (kudos to Vintage Story team).
Players prooved countless times that they will buy and even fund experiences they enjoy or are promised to enjoy (which can lead to another set of problems but it's not the topic). So I prefer to rely on gamers buying my game.
So why use "monetize" in the beginning of your post then? The term brings up IAPs, ads and deceptive subscriptions, not selling games.
Second, not all IAP are abusive, I didn't said nor meant that.
https://dictionary.cambridge.org/dictionary/english/monetize
I don't have any recent examples because I'm simply avoiding anything with IAPs but look at Guild Wars 2 and Path of Exile.
Even if you sell "extra content" (not game expansions) as IAPs you end up with 20 extra leaders at $5 each for Civilization, or whatever Paradox is adding to all their games.
My "favorite" way to interact with a mobile game developer is an IAP that replaces optional ads. If your game has forced ads, I will not play it. I also will not play games with "optional" ads that aren't really optional in practice. For the few developers who respect my time, I'm content to throw them $5 or whatever to disable the ads when I interact with an optional part of the game, or as a thank you for not over monetizing their game when I reach the end.
We want to move clients onto our cheaper plans.
The profit margin on our cheaper offerings is higher (because of licensing agreements), so we have an incentive to try to get people to cheaper plans. It is the first time where monetization-maximization efforts align with user's best interests I ever worked on.
The users who don't need the extra features need to be informed they are not using them and the ones who do use those features extensively should be left alone.
In a few years some "solo founder" will post something insightful about being able to sell offline applications as a one time purchase instead of trying to convince or trick people into subscribing. And they'll present it as a new discovery that will "revolutionize the software market".
On Steam I only buy based on 3rd party mentions/reviews so I don't really know what's written on the storefront if it's a free to play game because I've never been to the storefront of a free to play game.
I never preorder btw. Okay, with two exceptions: FromSoft single player games (not getting the new multiplayer thingy) and Kojima. Until they burn me too.
Edit: This practice is why policies such as this one being enacted are now necessary. Were it not for policies preventing these sort of practices, they would be far more common.
Would you mind naming and shaming your own "I Wasted My Money" pile if it's PC titles?
(Edit: I don't consider piracy/cracks a solution to DRM. Solutions solve problems. Piracy and cracks are workarounds at best. The problem is still there.)
It helps that the same MBAs do design by commitee to appeal to the largest audience possible and end up with a boring soup. Maybe not Rockstar, but they managed to wean me off GTA with all that pushing for GTA online.
There's an ad for Borderlands 4 when you start up the game, and you have to start up the game in order to play.
"Steam does not contain any paid advertising, nor are advertising models supported in games distributed on Steam. There are varying interpretations for what constitutes ‘advertising’ in a game, so the examples below are meant to help guide developers as to what is and is not supported on Steam."
Under not supported: "Developers should not utilize paid advertising as a business model in their game"
The Borderlands 4 adverts in BL3 are not paid adverts, and they don't advertise anything other than their own games.
But leaving that section aside, I'll say that these ads are paid. They're paid by the company to itself, with the intent of future monetary gain. Now, if you think that's too much of a technicality, which I would understand, I'll say this: would it be a violation of the policy to show unskippable first-party advertisements repeatedly during gameplay? I think most people would agree that it would be a violation of the intention of the policy.
These ads are indeed paid for by the company itself, but seem to be permitted by the policy. The intent/spirit of the policy seems to be to prevent games showing ads for arbitrary other games/things, for example BL3 showing ads for Candy Crush Saga - this isn't allowed by this policy, i.e. games that are paid to show other people's ads.
Gearbox showing BL4 ads in BL3 etc, it seems to count as cross promotion, they're not being paid for the act of showing the ad and is OK according to Steam - "These types of promotions are encouraged and many customers find value in them."
Perhaps the wording of the policy could use some work to make things clearer.
Still, I don't think PC and Steam should be like mobile app stores.
I make a racing game, a realistic racing game, with real life tracks.
Those tracks are laser scanned and officially licensed from the people who own the branding of the tracks.
As part of the licensing deal, we cannot alter anything to do with advertising on the track. This has already caused some issues with, for example, Hockenheim where they have beer commercials on track, Which affects our age rating - and console submission.
Functionally, we have no control over these advertisements, do you think we would be in violation of the rule? They say not right now, but the specific carve out is "if it seems out of place", which is vague enough to cause my "lawyers spend a lot of time on uncertainty" sense to tingle.
These kinds of “sounds reasonable” rules are really cumbersome and bureaucratic when they face reality.
> Product placement is still in, so long as "such portrayals are not disruptive and are appropriate within the context of the game."
It also notes that these rules are not new and merely the page is.
Racing games with real advertisements on the cars are explicitly given as an example as the type of thing that is fine in the article.
There is your answer, right in the article.
Of course, as a developer dealing with licensing issues you should ask for explicit clarification, but that's to be expected.
And yeah, the age rating going up because you choose to show beer ads makes complete sense. That's not about advertising, but about the fact that you are including adult themes (like drinking alcohol) in a game. Even fictional beer like Duff or Pißwasser will trigger that.
Sounds like you could even be selling ad space in the game on those cars/tracks and its totally fine because its not out of place. Same if you had a game set in a city with a billboard that some corporation paid to advertise on. Its not out of place.
This is pretty clearly written as a ban against mobile game style ads where it "gates" gameplay.
e.g. TV, phones, vendingmachines, environmental noise, etc.
With video ads they want completion rates. With all ads they like people to be able to click through and engage further with the product. None of these questions have satisfying answers with embedded ads. That’s why they never took off.
I've seen this model so much in android apps, it's disgusting. I'm glad they're banning it on steam.