Tag Archives: CrowdStar

The Post-Notification Era on Facebook’s Platform: Viral Marketing Isn’t Dead Yet

As originally posted March 15, 2010 on InsideSocialGames.com

There was a lot of hand-wringing by developers prior to Facebook phasing out application-based Notifications on March 1st, especially among smaller developers who relied heavily on notifications to remind users to come back to their game or application. Making matters worse, the new features designed to replace notifications had their own issues:

  • Proxy email messaging wasn’t fixed until over a week after Notifications disappeared (see the bug) and some developers were caught off-guard that proxy emails have a restrictions on acceptable HTML and FBML tags
  • The Games Dashboard and Counters were extremely ineffective in driving traffic (one developer shared that of 150,000 referenced visits, 1202 were from the dashboard)

Illustrating the immediate impact of the changes, one developer posted this graphic of their application’s engagement metrics, highlighting the relative impact of notifications versus the games dashboard in driving engagement:

post-notification-engagement

Clearly, no one argues that end of notifications was going to have a huge impact on traffic, and several developers were phasing out their reliance on notifications way before the March 1st. Francis Pelland, developer of several relatively small Avastar applications summed up the debates on the developer boards: “I phased out notifications in my apps about 3 weeks ago and my DAU is significantly higher than before through creative thinking and alternative viral features. People should sit and think rather than complain. This sort of thing happens every time when Facebook makes a change and consider it to be the end of the world, make threats to quit, and say it will be the end of Facebook.”

So how are the largest developers faring in the post-Notifications world? Clearly it’s not the doomsday scenario that some feared as developers are mostly relying on email or fan page posts to replace application-to-user notifications, while user-to-user notifications are being facilitated through creative use of Wall Posts.

Zynga

zynga-dau-2010-0313

In the two weeks since notifications, Zynga’s titles are a mixed bag with PetVille and FishVille down 4-6%, Mafia Wars flat and YoVille, FarmVille and Café World up 3-7%. Zynga’s use of email is fairly sporadic and limited to a few titles:

  • FarmVille and Café World have yet to send an email (based on my observations and discussions with other users). With such a large user base, the cost of email may be prohibitive compared to the effectiveness of fan page posts.
  • YoVille has slowly increased its frequency from once a month at the end of 2009 to 3-4 per month and has primarily focused on new item releases.
  • Since December, Mafia Wars has sent seven emails, primarily focused on new game features (holiday gift safe house in December, Bangkok expansion release in late January and the revamp of their store in February). Three of those emails have entitled the recipients to the Mafia Wars hard currency, reward points.
  • Finally, PetVille sent it’s first email to users as part of the process to accept emails and unlock a pet for your PetVille pet.

Instead of relying heavily on email, Zynga has focused on innovating user-to-user communication via Wall Posts, re-focusing users from sending gifts to asking for gifts and collaborative tasks that require users to plead with friends to send items so they can complete the task.

The only games that haven’t had either consistent emails (YoVille) or the collaborative task mechanism (Mafia Wars, FarmVille, Café World), are the only two games that are down over the last two weeks (FishVille and PetVille).

See the breakdown of tactics used by Playfish, Playdom and CrowdStar (complete with grapical trending) in the full post on InsideSocialGames.com

The Hidden Benefits of Incorporating Facebook Credits?

While there has been a lot of speculation around the pros and cons of integrating Facebook Credits, CrowdStar’s early adoption has had the benefit of having its titles consistently appearing as featured games in the new Games Dashboard:

games-dashboard-featured-games

While the extra promotion might be considered a big plus, the three CrowdStar titles (Happy Aquarium, Happy Island and Happy Pets) and the two other popular games (Playdom’s Tiki Farm and Playfish’s Restaurant City) have not seen any bumps in Daily Active User numbers since the game dashboard was launched.

If Facebook Credits can’t drive a higher conversion rate and extra promotion doesn’t drive more traffic, Facebook may have to re-think the speculated 30% cut.

Speaking of Payment Systems…

sti-prepaid-phone-cardPayment systems seem to be cropping up left and right, but one recent announcement by STi caught my eye: they have turned their prepaid calling cards that are in over 200,000 locations in the US into gift cards that can be used on social networks for virtual payments. While not a household name, neither are newbie offerings from Kwedit (in 5,800 7-11 stores) or Rixty (20,000 stores). Even Playspan’s Ultimate Game Card (46,000 stores as of November of last year) had only a quarter of the reach that STi already has in place. STi is definitely something to watch as it begins to integrate with partners.

Sneak Peek of Facebook Credits Payment Issues Process

While the full release of the Facebook Credits system (nor the release of the full API to developers) has yet to be announced, there have been a handful of games that have been testing the Facebook Credits integration. As we reported back in mid-December, Happy Island, developed by CrowdStar, was the first game that exclusively used Facebook Credits for all in-game purchases. Recently, we’ve noticed that a “Payments Issues” link has been added to the footer of Happy Island, which provides a sneak peek at what options users will have to dispute payments.

happy-island-credits-dispute1

See the a break down of the user flow and more questions regarding what this means for developers at InsideSocialGames.com.