Possible new Facebook Game affiliate system

seochatter

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Jul 14, 2011
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We are a small game studio that has been in business since 2003 making PC, Mac and cell phone games. We started developing our first multi-player social Facebook game nearly 2 years ago and just recently launched it. The quality of the game is top notch, we've put a lot of hard work into the development and have no doubt it will become very successful.

We think it might be a good idea to create an affiliate system where each participant would be granted a unique affiliate ID. Anytime an affiliate drives a new player to the game (identified by the appended ID in the URL), we would grant that affiliate a 70% share of all revenue from that player for the lifetime of that player. So for any player you drive to the game once, we pay you 70% royalty on any money they spend from that point on. So if you drove 10k players to the game through a simple landing page and the site got sandboxed, we would still send you each month 70% of all royalties from those 10k players forever. We think that is a very fair deal and a win win for all.

If we garner enough interest from members with high reputations, we will go through with the system. It would not take us very long to implement this system. The game is already live on Facebook and we can implement the system rather quickly, in a matter of weeks. But we don't wan't to begin implementing the system unless we get at least a dozen interested and very reputable people. The financial incentive is huge, successful Facebook games make big money. If you are interested and have a high reputation on WF, please PM me, spacing will be limited.
 


just contact A cpa network and hit up an advertisment and you get a better deal than 70% lifetime rev share
 
If you guys have some decent games and are willing to pay for new players on a CPL basis, we could deliver tons of quality volume, especially if you implement the FB connect feature where a lead is generated with the simple click of a button.
 
Not necessarily. I would guess that for the average Facebook game CPA > LTV by a fair margin.

I would say you are being very generous at 70% - VG revshare is usually ~50%.

If you don't have LTV metrics to look at, I understand. But avoiding CPL outright sorta says "I'm not confident in my funnel".

No disrespect intended.
 
We are a small game studio that has been in business since 2003 making PC, Mac and cell phone games. We started developing our first multi-player social Facebook game nearly 2 years ago and just recently launched it. The quality of the game is top notch, we've put a lot of hard work into the development and have no doubt it will become very successful.

We think it might be a good idea to create an affiliate system where each participant would be granted a unique affiliate ID. Anytime an affiliate drives a new player to the game (identified by the appended ID in the URL), we would grant that affiliate a 70% share of all revenue from that player for the lifetime of that player. So for any player you drive to the game once, we pay you 70% royalty on any money they spend from that point on. So if you drove 10k players to the game through a simple landing page and the site got sandboxed, we would still send you each month 70% of all royalties from those 10k players forever. We think that is a very fair deal and a win win for all.

If we garner enough interest from members with high reputations, we will go through with the system. It would not take us very long to implement this system. The game is already live on Facebook and we can implement the system rather quickly, in a matter of weeks. But we don't wan't to begin implementing the system unless we get at least a dozen interested and very reputable people. The financial incentive is huge, successful Facebook games make big money. If you are interested and have a high reputation on WF, please PM me, spacing will be limited.

Are you aware that Facebook has banned all in-game CPA offers and only allows FB Credits now?
 
you're going to need to pay on a CPL, no one is going to work with you on a rev share when they can just pick up a different game and be paid on a CPL.
 
Are you aware that Facebook has banned all in-game CPA offers and only allows FB Credits now?

Our game only uses FB credits (the only currency system allowed on FB).

We have begun marketing the game through companies such as AdParlor which is a Pay Per Install. MauDau, which is a cross promotion app bar, Applifier, newsletter, our own landing page and fan page etc.. PPIs are great because they guarantee a game install from a existing and extremely targeted Facebook user (very high conversion rate). Unless the price of the CPA/CPL is super cheap (under 5 cents), we would not be interested as they would not compete with the performance and price of the companies we are using. If you know where we can do high quality bulk CPA/CPL cheaply from a reputable company, please PM me with the details. Otherwise please keep the CPA,CPL and related ideas off this thread, thanks.

Marketing games on Facebook is a challenge and requires a huge budget (millions). That is why we think harnessing the power of savvy SEO experts might be a good idea. We are very willing to generously share the revenue, we have no problem with that. The possibilities here are enormous. A typical mediocre game on FB has between 500k and one million monthly active users. Good games have 10 to 20 million and highly successful games can go as high as 100 million players. FB players spend on average $40 a month. These numbers keep climbing everyday. We also plan on supporting Google+ and other social platforms.

The bottom line is we are willing to share 70% of the profit of every player you bring in for the entire lifetime of that player. Its a quality game that competes with Zynga. Lets work together to take away some of their market and share the profits. No BS, no strings attached, no gimmicks, we are straight shooters just trying to make this game a great success. PM me only if you are genuinely interested.

I've sent PM back to those interested.
 
Our game only uses FB credits (the only currency system allowed on FB).

We have begun marketing the game through companies such as AdParlor which is a Pay Per Install. MauDau, which is a cross promotion app bar, Applifier, newsletter, our own landing page and fan page etc.. PPIs are great because they guarantee a game install from a existing and extremely targeted Facebook user (very high conversion rate). Unless the price of the CPA/CPL is super cheap (under 5 cents), we would not be interested as they would not compete with the performance and price of the companies we are using. If you know where we can do high quality bulk CPA/CPL cheaply from a reputable company, please PM me with the details. Otherwise please keep the CPA,CPL and related ideas off this thread, thanks.

Marketing games on Facebook is a challenge and requires a huge budget (millions). That is why we think harnessing the power of savvy SEO experts might be a good idea. We are very willing to generously share the revenue, we have no problem with that. The possibilities here are enormous. A typical mediocre game on FB has between 500k and one million monthly active users. Good games have 10 to 20 million and highly successful games can go as high as 100 million players. FB players spend on average $40 a month. These numbers keep climbing everyday. We also plan on supporting Google+ and other social platforms.

The bottom line is we are willing to share 70% of the profit of every player you bring in for the entire lifetime of that player. Its a quality game that competes with Zynga. Lets work together to take away some of their market and share the profits. No BS, no strings attached, no gimmicks, we are straight shooters just trying to make this game a great success. PM me only if you are genuinely interested.

I've sent PM back to those interested.

This sounds quite interesting. PM me your AIM or Skype, I have some thoughts on how we could do business.

I'll be at ASE by the way and would be interested in a face meeting.
 
i ran a game for a while and learned that if you want those millions of monthly users, you better make a damn good game.

if you do, then it will promote itself.

definitely can't slack on the game itself though, that's for sure!!