12/02: On V-Lodge Method and Spammers
The first written account of V-Lodge Method is ready. It started as a very innocent brief for types of in-game ads, but we just couldn't resist. After several long rounds of discussion and rewriting, we think we've managed to make things come together. Two weeks of satisfyingly taxing work, and it's still only a cool draft.
For those of you who've read the method introduction, there is one issue that I personally have with the Exposure formula: it may be very tempting for marketers to induce the developers into artificial stalling of players in certain points of gameplay to increase the exposure duration. The temptation may be tremendous. Say, there is a slippery turn to make or some nasty enemies to kill - just in front of a paid billboard. Just a bit more exposure and they gamers'd convinced, they'd be brainwashed, they'd notice our billboard. So why don't we make it a bit harder to make that turn, a bit harder to kill the enemies? Of course, this will pass as a bad habit with most businesses, but I surely hope that it passes rapidly and does not become a classic annoyance.
P.S. Those spam fighters. Hate 'em. Yesterday, an important message dropped into my free mailbox with a very well known free email service. Tagged as spam, of course. I'm always curious, just how much money spam filters make their authors? And how many possible business collaborations they get to kill for the money? How many emails get sold to real spammers? Collateral damage my ass. Is that a good price to pay for fighting viagra that so many people need anyway?
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For those of you who've read the method introduction, there is one issue that I personally have with the Exposure formula: it may be very tempting for marketers to induce the developers into artificial stalling of players in certain points of gameplay to increase the exposure duration. The temptation may be tremendous. Say, there is a slippery turn to make or some nasty enemies to kill - just in front of a paid billboard. Just a bit more exposure and they gamers'd convinced, they'd be brainwashed, they'd notice our billboard. So why don't we make it a bit harder to make that turn, a bit harder to kill the enemies? Of course, this will pass as a bad habit with most businesses, but I surely hope that it passes rapidly and does not become a classic annoyance.
P.S. Those spam fighters. Hate 'em. Yesterday, an important message dropped into my free mailbox with a very well known free email service. Tagged as spam, of course. I'm always curious, just how much money spam filters make their authors? And how many possible business collaborations they get to kill for the money? How many emails get sold to real spammers? Collateral damage my ass. Is that a good price to pay for fighting viagra that so many people need anyway?