Instant Games

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In-app purchases are coming to Facebook’s Instant Games on Android and the web

Facebook is adding support for in-app purchases to its Instant Games platform, the company announced during a session on gaming at its F8 developer conference this afternoon. The feature will allow game developers to add another form of monetization beyond advertising to their games on select platforms, but not on iOS.

Instead, support for in-app purchases will be available to Instant Games on Android and on Facebook.com on the web.

First launched in 2016, Facebook opened up Instant Games to all developers last month. The platform allows developers to build mobile-friendly games using HTML5 that work across both Facebook and Messenger. The idea is to give game developers access to another sizable platform for their work, in addition to the existing app stores run by Apple and Google.

Facebook has had in-app purchases on its roadmap for Instant Games for some time, and began testing the feature with select developers around six months ago.

Similar to the app stores, the revenue share model for Instant Games is 70/30 on Facebook.com. However, on mobile, the games will follow the in-app billing terms from each platform, the company notes. That means purchases made in games running on Android devices, the 30 percent revenue share will apply after the standard mobile platform revenue share — aka Google’s own 70/30 cut.

That’s not ideal, of course. And all the hands in the pie may lead to game developers pricing their in-app purchases higher, as a result.

Facebook seems to acknowledge this concern in its blog post announcement, saying: “Our primary goal is to build [in-app purchases] in a way so that our developer partners can sustain and grow, and we’ll continue to evaluate rev/share with that goal in mind.”

Facebook wouldn’t confirm if or when support for in-app purchases is coming to iOS.

In addition to helping developers generate revenue outside of using ads in their games, in-app purchases in games could prove beneficial to Facebook as well. The company’s payment revenue has dwindled over the years, with things like Messenger payments never really seeing significant attention. Plus, Facebook made it possible for third-parties like PayPal to operate over Messenger, which signaled its disinterest in the payments space in general.

In-app purchases in games turns things around, a bit.

The submission process for in-app purchases will open up to developers on May 7, allowing them to implement the monetization features on Android and the web. In the meantime, Facebook is offering documentation about the feature here.

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Facebook opens Instant Games to all developers

Facebook’s Instant Games are now open to all developers, Facebook announced this week in advance of the Game Developers Conference. First launched in 2016, the platform lets developers build mobile-friendly games using HTML5 that work on both Facebook and Messenger, instead of requiring users to download native apps from Apple or Google’s app stores.

The Instant Games platform kicked off its launch a couple of years ago with 17 games from developers like Bandai Namco, Konami, Taito, Zynga and King, who offered popular titles like Pac-Man, Space Invaders, and Words with Friends. The following year, the platform had grown to 50 titles and became globally available. But it wasn’t open to all – only select partners.

In addition to getting users to spend more time on Facebook’s platform, Instant Games provides Facebook with the potential for new revenue streams now that Facebook is moving into game monetization.

In October, Facebook said it would begin to test interstitial and rewarded video ads, as well as in-app purchases. The tools were only available to select developers on what was then an otherwise closed platform for Facebook’s gaming partners.

Now, says Facebook, all developers can build Instant Games as the platform exits its beta testing period.

Alongside this week’s public launch, Facebook introduced a handful of new features to help developers grow, measure and monetize their games.

This includes the launch of the ads API, which was also previously in beta.

In-app purchases, however, are continuing to be tested.

Developers will also have access to Facebook’s Monetization Manager, where they can track manage ads and track how well ad placements are performing; as well as a Game Switch API for cross-promoting games across the platform, or creating deep links that work outside Facebook and Messenger.

Facebook says it also updated how its ranking algorithm surfaces games based on users’ recent play and interests, and updated its in-game leaderboards, among other things.

Soon, Instant Game developers will be able to build ad campaigns in order to acquire new players from Facebook. These new ad units, when clicked, will take players directly into the game where they can begin playing. 

Since last year, Facebook Instant Games have grown to nearly 200 titles, but the company isn’t talking in-depth about their performance from a revenue perspective.

It did offer one example of a well-performing title, Basketball FRVR, which is on track to make over 7-digits in ad revenue annually, and has been played over 4.2 billion times.

With the public launch, Facebook is offering Instant Games developer documentation page and a list of recommended HTML5 game engines to help developers get started. Developers can then build and submit games via Facebook’s App page.

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