Glad this isn't a dead horse yet! j/k
I pretty much loath in-game advertisements, with rare exception. If you're playing a game and part of the area you're in would normally have advertisements, and the environment is set to mimic our society, then an advertisement of an actual product helps add realism (ie: pop machines in and posters in SC or fast food in GTA). Considering these games mimic realism, they must also allow for you to completely ignore the ad if you choose (ie: your character can turn their head or whatever).
If a game is more fantasy based, then I believe real advertisements have no place in it (ie: Kameo, Overlord, Blue Dragon, etc). Other games that are 50/50 is where it's trickiest. Resident Evil, for example, mimics our world, but with a twist of unrealism. Should the ads be included as the real, or the surreal?
I think billboards & vending ads in realistic fiction games are most tolerable and most effective. Most any gamer will have an easier time landmarking a Verizon sign then some fictitious name that's unfamiliar to them (as many games will have a reason for you to memorize a maps layout).
This is not without it's price, however, as developers have yet to pass the savings on to us. The BK ads in Fight Night are almost excessive (real boxing didn't shove it down my throat), yet the game still had a MSRP of $59.99 when it was released (along with the rest of EAs almost 'ad-infested' overpriced roster updates).
I propose that developers (not that they're reading my x-s post) run ads that can almost be "unnoticed" (but still be noticed), and pass the savings on to the consumer. As a result:
- More will sell at your game's launch at a lower price
- Ads that don't interefere with gameplay or experience are more effective advertising
- Gamers who spend less money AND have a more satisfying experience are much more loyal customers
Well, I'm off to go play Sneak King...