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The Smurfs Movie Cost Nothing. Games Should Copy That.

Former BioWare executive producer Mark Darrah thinks the games industry should look at how movies fund themselves, and the Smurfs example is wilder than you'd expect.

Nathan Lees2 min read
Mark Darrah former BioWare Dragon Age executive producer discussing game monetization
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A live-action Smurfs movie reportedly covered its entire production budget through product placement alone. Zero dollars out of pocket. Mark Darrah, the former executive producer on BioWare's Dragon Age series, thinks the games industry should be paying attention to that number.

In a video on his YouTube channel, Darrah laid out a case against the industry's current dependence on microtransactions and live-service revenue. His core argument: when games rely on post-launch spending to recoup ballooning budgets, design inevitably shifts away from serving all players and toward extracting money from the ones who spend. "What tends to happen is the game tends to shift its focus from caring about all the players to mostly caring about the people that are actually generating revenue," he said. He extended the critique to subscription services like Xbox Game Pass, pointing out that some deals pay studios based on "session days," which incentivises engagement-chasing design over good game design. I've written before about how live service is squeezing out entire genres, and Darrah's framing here is the clearest version of that argument I've heard from someone who was actually inside the machine when Anthem imploded.

Product placement in games isn't new. Racing games have had real car brands for decades, and sports titles are wallpapered with sponsors. But Darrah is talking about something more deliberate: studios actively pursuing brand partnerships as a funding mechanism during development, the way film studios do, rather than bolting monetisation onto the finished product. "Product placement is a very small part of video games right now compared to movies and television," he said. "Maybe it could be a larger part of development."

I think he's right that the conversation needs to happen, even if the execution would be tricky. A modern-day shooter or open-world game set in a real city could absorb brand placement without breaking immersion. A fantasy RPG obviously can't. The model doesn't fit everything, and Darrah admits he doesn't have a complete answer yet. But his bigger point lands: if the only way AAA games can justify their budgets is through live-service monetisation, then entire genres will keep dying. We've already watched it happen. Darrah spent 23 years at BioWare and watched Anthem's live-service ambitions collapse firsthand, so when he says "everything can't be a live service," he's speaking from experience, not theory.

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Written by

Nathan Lees

Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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