All I know is, games were somehow more fulfilling back in the day when we went to a video store to rent them. That's just my gut sense; seldom have I seriously considered quality in the context of revenue model before, and that makes this thread interesting to me.
I'd have to argue quality is more in the hands of the composite artists that create a project, and hence the business-minded publisher, and independent of revenue model. But some of the comments on that article have me worried about this particular model. Take the very first one, for instance:
"I have no problem watching 1 minute of ads every 20-25 minutes of gameplay (and by watch I mean rest my eyes for a bit and go grab a drink from the fridge)"
I completely agree with the speaker there; that's exactly what I'd do myself, and have done in the ad supported model when I've come across it. But the advertiser's expense has been completely wasted in both our cases. Can such a model go on? Or does an industry-wide bust lie just over the horizon?
The model must rely on the IP holder's brand recognition to carry it through; if one in ten people pay attention to a targeted ad, then Square Enix gets to use the model over Joe-or-Jane Six Pack. Which, I suppose, isn't that much different from ye olde rental model in the grand scheme of things. If quality art is to persevere, then advertisers must keep taking a chance on lesser-known indies just as rental stores did on these random titles we treasured back in the day.