Facebook announced today that premium ads will be displayed on a new “logout experience” page, immediately after Facebook users log out of Facebook using their desktop web browser. This is part of a significant overhaul of its premium advertising options available to advertisers working directly with the company.

Previously, when users logged out of Facebook, they were redirected to the logged-out home page that prompts users to either login or register a new account. Now the page can feature a very large and prominent ad, which logically replaces the signup portion of the page that is not relevant to users who already have Facebook accounts. Below is a sample photo, provided by Facebook, of the logout experience page:

Though many Facebook users stay logged in for long periods, this potentially represents monetization of hundreds of millions of monthly pageviews that previously display advertising. The addition of premium ads to the logout page will help Facebook generate enough impressions to reach the 75 percent of fans that it guarantees through its Reach Generator solution for Premium advertisers, also announced today.

Any premium page post ad is eligible to be shown on the logout screen. This includes videos, photos, offers, events and questions. A user does not have to be connected to a page in order to see this type of ad.

Stay tuned for more coverage of today’s fMC event, and see our liveblog of the keynote presentation.


Source: Inside Facebook

Time World is a new Facebook-based sci-fi strategy game from Dream World developer Playmage. The game combines base building with strategic combat elements, tasking players with dominating the human-populated galaxy and working their way through the preset episodic storyline. Aesthetically the game is rather similar to Kabam’s Edgeworld, though mechanically the game does offer a number of key differences. Perhaps the most interesting of these is the ability for players to design their own custom ships using components unlocked through play, and then send these fleets into “hands-off” combat scenarios similar to popular independently-developed PC title Gratuitous Space Battles and iOS strategy hit Starbase Orion.

Time World initially sees players attempting to fend off pirate attacks on their home planet. This is achieved by upgrading buildings, building ships, hiring “hero” characters to command fleets, and researching new technologies. When the player feels their army is strong enough, they can take on a linear series of story-based battles that lead them through the game’s narrative, gradually unlocking game elements as they go.

Base management is handled in a similar manner to other “hardcore” strategy games on Facebook. A static backdrop holds the buildings that make up the player’s base, and these can be clicked on to either upgrade them or make use of their unique abilities, be this building new ships at the Shipyard or researching new technology in the Laboratory. Heroes must be hired at the strangely out of place “tavern” location in order to supervise building, upgrade and research projects, and their varying abilities have a small effect on the amount of time it takes a project to complete. An unfortunate flaw in the game’s design means that it is apparently impossible to queue multiple building projects for fulfillment one after another, making the building of a large army a time-consuming, tedious process — and a necessary one, too, since the game will not let the player proceed out of the first chapter if their fleet is not big enough to defeat the boss.

Once players have constructed a fleet to their satisfaction, they can attack either the predefined story opponents in the “war” screen, or once they have finished the first chapter of the game, other players.

Combat is handled in a completely hands-off manner, with player and enemy ships taking it in turns to shoot at each other until one or the other is defeated. There’s no indication of how close one is to victory in one of these combats, since a scenario frequently ends with the opposition’s life bar depleted by an arbitrary amount that has not been previously communicated to the player. This makes combat feel less strategic and more like chance, which may prove frustrating to players expecting deep gameplay. Of course, the player can ensure their ships are stronger than the opposition’s by researching new technologies and building a bigger fleet, but again, there’s little indication of how much a player needs to do in order to beat the enemy outside of a seemingly-arbitrary “army size” figure. This figure, as it happens, is increased by constructing new ships, but the game does not do a good job of explaining how this works.

This is something of a pattern throughout the game. Hastily-written explanatory text and a rushed tutorial mean that a lot of game concepts are left unexplained, with players having to experiment in order to find out what things do. Certain interface elements display numbers without any icons or explanatory text showing what these statistics mean. A series of early quests encourages players to upgrade their buildings and research new technologies, but the text for these quests simply tells the player what to upgrade, not what benefits it will offer them to do so. And some elements are just plain bizarre — why would anyone want to increase their ships’ defense against carrots?

All of these elements conspire to make Time World likely to be far too frustrating for many players (particularly those from the more “casual” end of the market) to stick with in the long term. Given that the game doesn’t open up its social features, asynchronous multiplayer facility and monetization until the second chapter of the story, either, this frustration factor could well hurt the game’s profitability in the long run. As such, it’s difficult to recommend checking out Time World right now, particularly when companies such as Kixeye and Kabam are putting out similar titles with a much greater degree of polish.

To follow Time World’s progress, be sure to check out AppData, our traffic tracking service for social games and developers.

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An overly-obtuse strategy game that will likely frustrate the majority of players away before they even have the chance to open their wallets or tell their friends.


Source: Inside Social Games

Some might call it the cat’s meow, while others will find it more like a dog’s bite, but the profiles in Catbook and Dogbook now have timeline designs.

It’s possible this upgrade coincided with the availability of timeline for pages, but that’s only a guess on our part, as we hadn’t checked this application in at least a month.

Along with the timeline upgrade, Catbook and Dogbook now have a new form of sponsorship.

Sponsorship messages show up in posts that go out to news feeds, assuming you don’t uncheck the box that asks you whether you want saved changes and other actions to publish for your friends to see.

While these messages seem like a convenient way to monetize Catbook and Dogbook, the presence of the sponsorship in posts might make users think twice about whether to share activity on walls and news feeds. That in turn would limit the virality of these apps.

Readers, would the appearance of a sponsor message in a post about Catbook or Dogbook deter you from sharing your activity on your wall and news feeds?




Source: All Facebook

Facebook page insights go real time

by M. Dorn on March 1, 2012 · 0 comments

As anticipated, Facebook announced today its page insights product will now update in real time.

This gives page owners instant access to insights such as People Talking About This, and Page post metrics including “reach” and “engaged users.” Previously this data was updated every 48 hours. The information will only be visible within the insights dashboard, not inline with posts as it was previously.

Real-time page insights will be made available to all page admins over the next few weeks.

In January 2011, Facebook tried to show insights in real time underneath each page post. Many page owners found the data inconsistent with actual performance. It is very technically difficult to achieve real-time insights at the scale Facebook is working on. There were more than 37 million pages with 10 or more Likes as of Dec. 31, 2011, according to regulatory filings made by Facebook ahead of its initial public offering.

Having all insights in real time instead of on a two-day delay isn’t likely to change most page owners behavior, but it could help organizations better track how their posts perform each hour. We talk more about the implications of real-time insights here.

 


Source: Inside Facebook

Facebook pages will soon have access to a new free story type that allows page owners to post offers that users can collect from News Feed or ad units. Unlike check-in deals, which required users to first visit a physical location, offers can be redeemed in-store or online. The social network plans to remove check-in deals in the coming weeks.

Offers will be created directly from the page publisher and do not require approval from Facebook before going live. Check-in deals, on the other hand, were available through a hard-to-find dashboard and needed to be reviewed by Facebook. Starting today, no new check-in deals will be approved, but Facebook hasn’t provided exact timing for when these deals will be removed from the site completely.

For users, getting offers is frictionless. One click (or tap on mobile) sends the offer to a user’s email account. From there, they can use the voucher at a brick and mortar location or enter a coupon code into an e-commerce site. When users get an offer, a story is available to be shown on Timeline and in their friends’ News Feeds, increasing the viral reach of the promotion.

Creating an offer is free for page owners, just like making any other post. Companies, however, can pay to boost the unit into a Sponsored Story by using the self-serve ad tool, or turn it into a premium homepage ad by working directly with Facebook.

We first saw Facebook testing offers in December. At the time they were called coupons. The company has since tweaked the wording and design of how offers display in News Feed and in Sponsored Stories.

Pages will get this feature in the next few weeks. We have not yet seen the interface for creating offers, but will provide details on how to create them when it is available.


Source: Inside Facebook

A year after Facebook began taking numerous steps to bring back some of the virality it cut from social games, things appear to be back at square one: There are a lot of titles out there to play, but bringing new users to them may be harder than ever.

The core problem is that the site can’t seem to come up with a reliable way to get the word about new games out to users. The game bookmarks, which launched in August, have been expanded this week to display double the games (pictured). Bookmarks, however, only highlight what the user’s played most recently. Games posts on Timeline don’t always group consistently, which makes it hard to keep track of who’s doing what.

Other game discovery tools don’t work quite like they should. The games-only live app ticker was put down after it turned out the feature wasn’t driving a significant amount of new user traffic to games. The “Discover New Games” module that recommends games to users based on what their friends have played recently suffered a bug that showed some people games their friends never actually played or already uninstalled. Meanwhile, a News Feed module that shows genre keywords beneath game titles that friends are playing doesn’t have any functionality to display other games of the same genre.

Competition from other games-related social networks — like GREE, Mobage and Google + — continues to heat up, potentially drawing developers away from Facebook. Though Facebook has been making changes to move game discovery in the right direction, such as  tweaking requirements for app activity featured in sponsored story ads, the social network could do more to make game recommendations timely and relevant. Example, Facebook could integrate bonus items into games-related Timeline activity  – where the user receives in-game rewards for clicking — and achievement posts like “New High Scores,” where the users can click on the post to compete to take the top spot.

The Facebook Platform team will be on hand at GDC on Monday, March 5 with a full day of events — including how to maximize a game’s reach with the Facebook audience.


Source: Inside Social Games

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