- current bandwidth testing -- on dial-up, DSL, and cable modem -- indicate that performance impact with in-game advertisements enabled will range from minimal to none
- any data collected to share with the advertiser to determine the viability of the revenue stream will be in the aggregate, and will not include personally-identifying data
- the goal is to have player-generate ads included in the lineup at no charge, but that model may change in the future, and it may have some caveats, such as one-off advertisements for anniversaries and such
- full details for submitting player-generated material are available on the official forums
- players will be able to opt-in and opt-out at will, and at any time
- if you opt out, you'll see the current static ads; however, if you opt-in, the current static ads will still be part of the lineup, cycling through along with all other player-generated and revenue-generating ads
- 100% of ad-generated revenue is currently earmarked for development of future content
- NCsoft remains committed to making the advertising a seamless part of the experience, and is looking to enhance the immersive nature of the game rather than negatively impact it
I'm hopeful that things prove as smooth as the developers expect. After all, the opportunity to have additional revenue driving further development without me having to come up with a higher monthly fee is a delightful concept. That being said, is there concern among subscribers as to how this will play out? Yes. Are their concerns valid? Of course. Their concerns are valid, as are the concerns of the development team, marketing, and Community Relations, and that's why NCsoft wants your feedback. Every individual is bringing their own set of needs and hopes to the table, but ultimately, we're all working toward the same goals: keep the cost of the game down, keep content development driving forward, and keep the players involved. We'll know more about how well those three elements intersect once we're able to see how the ads -- once live -- are implemented and received in Issue 12.






