Social Game Developers Revamp Viral Tactics to Comply with Facebook Policies

While we recently attributed some of the across-the-board declines in daily active user numbers for Facebook games to seasonality, it’s becoming clearer that recent policy changes by Facebook may be contributing to these declines as well, forcing developers to completely revamp their viral activities. Here are three viral practices that have been reined in and examples of how developers are attempting to cope with the changes.

Pre-Game Gifting Interstitial Screens are Gone

The policy:”You must not prompt users to send invitations, requests, generate notifications, or use other Facebook communication channels immediately after a user allows access or returns to your application.”

How developers are coping: This was viral-marketing 101 for nearly every Facebook game: every time you went to the application, you first had to go through a “gifting” screen before you could actually play the game. Only Playfish refrained from this practice in the past. Now that it’s been taken out of the arsenal, developers like Zynga and CrowdStar are trying different ways of getting users to get back in the gifting habit. Most games have opted to add an icon on top of the game play area, specifically prompting users to send gifts, like in CrowdStar’s Happy Aquarium and Zynga’s Roller Coaster Kingdom:

Zynga’s PetVille has incorporated the gift icon into the basic navigation on the screen, with little balloons that highlight an action they want users to take:

Zynga’s Mafia Wars is more aggressively integrating prompts and banners into the page:

And still, some games still have the gift interstitial, but they are generally smaller games, like Hive7’s Youtopia, which Facebook might not have gotten to yet:


Pop-Ups to Prompt Users to Share Achievements…Revamped

The policy: “You must not display a Feed form unless a user has explicitly indicated an intention to share that content, by clicking a button or checking a box that clearly explains their content will be shared.”

How developers are coping: Instead of the standard Facebook news feed form windows popping up, each game is experimenting with different in-game prompts that users need to activate to show their intent to publish to their wall. PetVille prompts users by having a new icon show up in the bottom right, with a balloon prompting users to share:

Playfish’s Pet Society has a somewhat confusing choice between a sharing icon and a green check mark icon (used to close the in-game pop-up and NOT share), whereas Farm Town by SlashKey prompts with a simple binary choice of either sharing (green check icon) or not (red X icon):

CrowdStar’s Happy Pets uses the check-box approach – although the prompt is by default pre-checked to share so the user must un-check it before clicking on the green check mark icon:

Gating Content Based on Number of Friends… Not Enforced?

The policy: “You must not provide users with rewards or gate content from users based on their number of friends who use your application.”

How developers are coping: This common developer practice often prompted users to request perfect strangers to “Add Me” so that they could unlock levels or items in the game without having to pay for them, thus running amok of Facebook’s intent to keep your social graph strictly to your direct friends (we recently offered up an alternative). In response to the policy being enforced, Treasure Madness by zSlide no longer requires you to have a number of friends to dig under certain heavy rocks. Instead, they now make users pay for “contractors” at 150 in-game gold pieces per contractor. So a rock that would have required 10 friends to lift, now requires 1500 gold pieces:

Yet it’s still a question as to how intense Facebook plans to enforce this policy. For example, Zynga’s Roller Coaster Kingdom still appears to be gating items based on the number of friends, gating the options for booking guests, upgrading park attractions and for expanding the amusement park area:

We fully expect these policy changes to have an impact on growth and retention rates as developers adjust their viral marketing tactics to comply. But with the seasonal impact of people getting away from their computers to celebrate the holidays, plus developers quickly reacting and optimizing new tactics, it may take several weeks to fully understand just how severe the impact of these changes will be on growth and retention rates.

Eric von Coelln was the vice president of marketing at Oberon Media, a leading multi-platform casual games company, and most recently the vice president of Marketing at PowerSoccer.com. He is now a New York based freelance consultant to games, e-commerce and social media companies — including some of the largest social gaming companies on Facebook. While Mr. von Coelln does write about some companies for which he has done paid consulting from time to time, this post is based on publicly available information and in our view is an unbiased analysis of the industry. You can find his blog here.

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10 Responses to “Social Game Developers Revamp Viral Tactics to Comply with Facebook Policies”

  1. The Daily Pulse: 12/28/2009 « Social Gaming Pulse says:

    [...] Viral Tactics Post Facebook Changes – Inside Social Games shows you how developers are still going to spam you and your friends with gift requests and other notifications whether you like it or not. [...]

  2. Taking Stock of Facebook’s Top Social Game Developers in 2009 says:

    [...] Fortunes can change quickly on Facebook’s platform. We should not necessarily assume the companies that have gotten big this past year — or in the past few months — will be dominant next year. Indeed, traffic to almost all social games has dropped in the last couple weeks in a double-whammy of users being distracted by the holidays and new policy changes from Facebook impacting how developers can communicate with users. [...]

  3. IFB: Taking Stock of Facebook’s Top Social Game Developers in 2009 says:

    [...] Fortunes can change quickly on Facebook’s platform. We should not necessarily assume the companies that have gotten big this past year — or in the past few months — will be dominant next year. Indeed, traffic to almost all social games has dropped in the last couple weeks in a double-whammy of users being distracted by the holidays and new policy changes from Facebook impacting how developers can communicate with users. [...]

  4. EVCin » Developers Revamp Viral Marketing Tactics to Comply with Changes to Facebook Policies says:

    [...] As originally posted on InsideSocialGames.com [...]

  5. As 2010 Begins, Here’s the Top 25 Facebook Games says:

    [...] these numbers are indicative of the impact of Facebook’s stricter policies against some viral growth tactics or merely a seasonal holiday blip remains to be seen – but [...]

  6. Facebook Platform Roadmap Update: Feed API Changes, What’s Coming Next says:

    [...] at the developer garage in October. Nevertheless, developers are still deep in the process of redesigning their apps since the latest rules on pre-game gifting interstitials and News Feed popups went into [...]

  7. Early Winners, Losers from Facebook’s Platform Changes says:

    [...] a flurry of platform changes that curtailed some viral marketing tactics in early December, developers scrambled to revive tactics. There was the thought that this might level the playing field a bit, taking some wind out of the [...]

  8. EVCin » Early Winners and Losers from Facebook Platform Changes says:

    [...] a flurry of platform changes that curtailed some viral marketing tactics in early December, developers scrambled to revive tactics and there was the thought that this might level the playing field a bit, taking some wind out of [...]

  9. [Game] 臉書(Facebook)2010年1月份小遊戲Top 25 | 阿祥的網路筆記本 says:

    [...] 玩家主動按下『Share』功能後才進行發佈」(詳細情形可參考此篇文章),因此讓原本FB [...]

  10. The Top 25 Facebook Games for January, 2010 says:

    [...] social games saw traffic stagnate or fall in December due to the usual holiday decline, if not new Facebook platform policy changes. This past month has seen some [...]

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