A: Since we introduced Credits in 2009, most games on Facebook have implemented their own virtual currencies, reducing the need for a platform-wide virtual currency. As a result, we are updating Facebook Payments to support pricing in local currency (ex: US dollar, British pound and Japanese yen) instead of Credits. Local currency payments simplifies the purchase experience for users, improves the performance of the payments flow, and makes it easier for developers to price virtual goods for a global audience.
A: Yes. We are migrating all game developers on Facebook.com to local currency payments in Q3 2013. After launch, you will have a minimum of 90 days to integrate the payments system. You can start reviewing the updated payments infrastructure now to prepare for the breaking change later this year.
A: It varies for each developer. Factors such as resourcing, the number of apps and international currencies you maintain, and whether you implemented the feature that allows you to show prices in local currency can affect development time.
It is best to review the documentations to plan your roadmap for integration and testing. If you currently use Facebook Credits as your in-app currency and you wish to continue to offer a virtual currency to users, you will need to develop your own and plan ahead.
A: New games can use the Credits system, but will be required to switch to local currency payments when breaking change occurs in the third quarter this year. We highly encourage you to start reviewing the local currency documentation now to prepare for the breaking change.
A: In order to continue receiving payments, all games on Facebook.com must migrate to local currency payments when the breaking change occurs in the third quarter this year. We highly encourage you to begin reviewing the necessary docs to prepare for the migration.
A: Yes. With local currency payments, developers have the ability to set international pricing based on a person's preferred currency or country, making it easier to set consistent prices for non-US users.
A: Developers who use Credits as their in-game currency will have to transition to their own game-specific virtual currency. If you have Credits as a currency, you should start to think about replacing it with your game's own virtual currency.
A: Yes, you can price the same item differently on a market-by-market basis, thereby optimizing for individual market factors.
A: Yes. If you have already implemented the feature that allows you to show prices in local currency, you will still need to transition. In the current system, even if you show your prices in local currency, the underlying price point is stored in Credits. In the new system, you’ll be able to price items in local currency directly.
A: We expect the change from Credits to local currency to have a neutral to slightly positive impact on payer conversion. We anticipate that features built on local currency, like subscriptions and multiple currency price points, will also help developers monetize more effectively.
A: We are currently monitoring metrics with early testers. We expect to reduce significant latency with the removal of callbacks required to complete transactions. We removed one http request for order fulfillment for all developers and made the other server request optional.
A: We will convert users' Credits balances into the equivalent amount of value in their local currency, which they can spend on in-game items in the same way they do today.
A: No. There is no stored balance in local currency payments apart from Facebook gift cards. Users purchase in-game packages or goods from the available price points that developers set.
A: We are currently optimizing price points based on locale, and will provide further details before the breaking change occurs.
A: Since mobile payments have fixed price increments in which a person can make a purchase, it's important to optimize fixed price points by locale to avoid users incurring fee. Our mobile shortcutting feature, which allows developers to match available mobile price points for mobile payers, will be available on local currency payments. You can learn more about these best practices in this overview.
A: Yes. Local currency payments allows developers to set different prices to run A/B tests or change prices dynamically for a sale with Open Graph product objects.
A: Regardless of when they purchased the gift card, people will still be able to redeem gift cards and store the unused balance in their account balance. This unused balance will be appear in the user's local currency, instead of in Credits.
A: Yes. Even if you choose to price in currencies other than USD, your payout will continue to be in USD.
A: Yes. Our underlying policies will remain the same.
A: We determine the payout using the exchange rate from transaction date.