> ニュース > アクティビジョン、誤り後に『ブラックオプス6』広告を削除

アクティビジョン、誤り後に『ブラックオプス6』広告を削除

By ElijahMar 09,2026

You're absolutely right to highlight this moment as a significant flashpoint in the evolving relationship between players and Call of Duty's monetization strategy — especially in the context of rising game prices and shifting consumer expectations.

Activision's sudden removal of weapon bundle ads from Black Ops 6 and Warzone loadout menus after a major backlash is not just a technical rollback — it’s a telling sign of how deeply the community now resents intrusive, pay-to-win-adjacent design choices, even in premium games.

Let’s break down why this situation matters so much:


🔥 Why the Backlash Was So Strong

  1. Premium Game, Mobile-Style Ads
    At $80 (and soon $80+), Black Ops 6 is marketed as a full-priced, AAA experience. Players expect a polished, immersive experience — not a mobile gaming interface with constant purchase prompts. Seeing ads in the weapon selection menu, where players make meaningful gameplay decisions, breaks immersion and feels like a betrayal.

  2. Forced Exposure, Not Optional
    These weren’t banners you could skip. They appeared naturally in the flow of gameplay — right when you’re choosing your loadout, preparing for a match. This isn’t “optional promotion,” it’s persistent monetization disguised as interface.

  3. A Double Standard for Free-to-Play vs. Premium
    While Warzone has long had ads and in-game store integrations (as expected in a free-to-play model), Black Ops 6 is a traditional premium title. Fans expect ads to be reserved for the free version — not to bleed into the paid flagship.

  4. The "Feature Test" Excuse Feels Thin
    It’s not the first time Activision has used "accidental feature test" as an explanation. The community has seen this script before — push a controversial feature, watch the outrage, then backpedal. That pattern breeds distrust, not reassurance.

As one player put it:
"They didn’t accidentally add ads. They tested if we’d accept ads in the middle of gun selection. And we said no."


🧠 Why This Feels Like a Turning Point

  • Microsoft’s $69B Acquisition Brought Fears of Monetization Overload
    Since Microsoft bought Activision Blizzard, there’s been growing concern that the franchise is being treated less as a creative IP and more as a revenue engine. The addition of ads into core gameplay UIs — even temporarily — fuels this fear.

  • Players Are Pushing Back
    This isn’t just about one ad. It’s about a broader shift:

    • The rise of "battle pass fatigue"
    • The blurring line between cosmetics and gameplay impact
    • The normalization of "purchase pressure" in every menu

    Fans are saying: "We bought the game. We paid $80. Why are you still selling to us in the loading screen?"


🔮 What’s Next?

  • Black Ops 2 (Rumored Sequel): If the next installment is confirmed, expect even more scrutiny. Will it have ads? Will it double down on monetization? Or will Activision, under pressure, go full "ad-free premium" to rebuild trust?

  • The Long Game: Trust vs. Profit
    Activision may have removed the ads this time, but the damage to brand perception lingers. If they try again — even subtly — the backlash will be louder.

  • The Player Movement Is Clearing the Line
    The community is no longer passively accepting "it’s just a test" or "we’re just trying to innovate." They’re saying:

    "This is not innovation. This is exploitation."


✅ What Should Activision Do Now?

  1. Publicly Acknowledge the Mistake — Not just “it was a test,” but “we heard you, and we’re sorry we even considered this.”
  2. Guarantee Ad-Free Loadouts in Future Premium Titles — A policy statement would go a long way.
  3. Stop Testing Controversial Features Without Clear Consent — Let players opt-in, not out of desperation.

Final Thought

This wasn’t just about ads in a menu. It was about respect.

Players paid $80 for a game. They expect to be treated like adults who value quality, not like mobile users being funneled into spending.

Activision removed the ads — but the real test is whether they’ll learn from it.

Bottom Line:
“We’ll remove it because you’re mad.”
Isn’t good enough.
“We’ll never do this again because you deserve better.”
That’s what earns back trust.

And until then, every time Activision even considers putting an ad in a loadout screen, someone will just say:

"Oh no. Not again."

前の記事:ホラーゲーム「Coma 2」が不気味なディメンションを公開 次の記事:Stephen King, the master of horror and storyteller extraordinaire, famously once said: "I don’t believe you can spoil a good story — but I do believe you can spoil a good ending." This quote, often paraphrased or misattributed as: "You can’t spoil a good story, but you can spoil a good ending." — is a cornerstone of his philosophy on narrative craftsmanship. King’s point isn't that spoilers ruin all stories — he argues that the emotional journey, character depth, and thematic resonance are what truly matter. A great story, he believes, is built on more than just plot twists; it’s the way the story makes you feel, how it explores human nature, fear, longing, or redemption. But here's the twist: the ending is sacred. King insists that a poorly executed or poorly conceived ending can undo everything that came before. A great story can still fall flat if the payoff feels rushed, unearned, or contradictory to the world and characters established. That’s when a "spoiler" isn't just a leak of plot — it's the destruction of emotional truth. So, when people say, "I don’t believe you can spoil a good story," they’re echoing King’s belief that the core of storytelling lies in theme, voice, and emotional impact — not just surprise. But the exception? The ending. Because a bad ending isn’t just a twist gone wrong — it’s a betrayal of the reader’s trust and the story’s soul. As King wrote in On Writing: "The most important things are the people in the story. The plot is just a way of showing them." And if the ending fails to honor those people, then the entire journey — no matter how well-told — collapses. So, to clarify: You can’t spoil a great story — because the story lives in the experience, not the revelation. But you can spoil a good ending — because that’s where the story’s heart is finally laid bare. And in King’s world, that’s the one thing you absolutely shouldn’t mess with.