I think what people don’t quite understand about Roblox’s acquisitions (tbf I’m also uninformed) is its likely more about the talent they’re acquiring when purchasing companies to grow their roster. Its more than the tech behind it. Yes “AI Bad” or whatever, but having relevancy and your own stake in the ai space especially in a creator marketplace is so important to a tech company. It doesn’t quite make sense from the POV of a starving artist, but in the grander market it’s important to have this exposure to not be left behind. If they didn’t purchase it, one of the FAANG companies would’ve done it silently.
@BSlickComposer I opted for this method for my roblox account a few years ago, until i found out their email delivery service for RDC / event invites at the time would never get delivered to me so I had to ditch it. Useful for marketing email signups tho
Seeing roblox devs coming from rich parents flexing their wares to eachother is increasingly funny. Yeah man tell me how you got a black card at the age of 16 please
Procedural Models are here! Create editable 3D models with code or AI in Roblox Studio. Made with attributes that you can shape and refine. What will you create? https://t.co/8kQ6EQsycH
@DJMonopoli I personally take it as a challenge to spread awareness of counterpoints overlooked by the collective mob. Half the time it’s people being mad because their friends in their bubble are mad, so why would they fact check or look at a whole picture? Have pride in your opinion tbh
Unity is free up until you make a sizeable chunk over your lifetime (200,000). But if you want any real traction, you'd publish on steam as well. That's where the eyes are, which is $100 per game and 30% of your revenue. Then after that you also have to advertise and market it to some extent. Sure 70% cut sound brutal, which it is, but the point people keep forgetting is a chunk of that % goes back to Apple. Something other platforms dont have to deal with, unless the developer publishes it to the App store itself (then you'll be double taxed from unity and apple and make even less). Also Roblox rewards you extra Robux for having a game that converts users into paying ones-- if you have a game that converts, and has good attention in their algo they literally hand you extra money. What other mobile platform with eyes can give you this?
I think where the plot gets lost is the comparison between Steam (or similar) and Roblox. Roblox is a social platform first, with the ability to contribute to a market via game creation. This is the cause of all the recent safety implementations (and this entire overhaul). The eyes are here, and absolutely more abundant than anywhere else. Also, if you're publishing on Unity, whats your target demographic? As of now it is still free to publish to 16+ users, which would arguably be the most converting age group and biggest contributors to ARPDAU and the types of audiences you'd typically see on a more aged-up game engine/ platform. You only need a small subscription on top of that to reach <16 users.
The backlash from the “Having Roblox+ publish games” makes no sense to me. $5/m to publish on a platform that offers hosting, data storage, and a massive global audience all while making the platform safer? Sign me up, now and forever.
As a developer, if you can’t make that money back with a game then you may need to reconsider some things and assess why you’re actually mad at this situation. Back in the day you used to NEED Builders Club to publish more than 10 games, and OBC (20/month) to DevEx for that matter. And to my knowledge, with this change you’re still able to create and test games within groups without paying anything—just not publish publicly. Is there something I’m missing or misinformed on, because all of this seems rather performative?
Unity is free up until you make a sizeable chunk over your lifetime (200,000). But if you want any real traction, you'd publish on steam as well. That's where the eyes are, which is $100 per game and 30% of your revenue. Then after that you also have to advertise and market it to some extent. Sure 70% cut sound brutal, which it is, but the point people keep forgetting is a chunk of that % goes back to Apple. Something other platforms dont have to deal with, unless the developer publishes it to the App store itself (then you'll be double taxed from unity and apple and make even less). Also Roblox rewards you extra Robux for having a game that converts users into paying ones-- if you have a game that converts, and has good attention in their algo they literally hand you extra money. What other mobile platform with eyes can give you this?
I think where the plot gets lost is the comparison between Steam (or similar) and Roblox. Roblox is a social platform first, with the ability to contribute to a market via game creation. This is the cause of all the recent safety implementations (and this entire overhaul). The eyes are here, and absolutely more abundant than anywhere else. Also, if you're publishing on Unity, whats your target demographic? As of now it is still free to publish to 16+ users, which would arguably be the most converting age group and biggest contributors to ARPDAU and the types of audiences you'd typically see on a more aged-up game engine/ platform. You only need a small subscription on top of that to reach <16 users.
Can I ask respectfully, what do you want roblox to do? The world's governments that you've invested infrastructure into, whose demographics make up a sizable chunk of your daily CCU, with potential domino effects from other governments if left unchecked. ID verification is not something I imagine they'd love to do, but something necessary because of safety compliance. This decision wasn't made because they wanted to screw over younger devs, that's not part of their philosophy. It's an overhaul to comply and add more barriers to entry for bad actors on the platform. It does suck that we have to guardrail 99% of the platform over <1% of the infringing games we see on the news that spark controversy-- but that's the world we live in.
@bloxpulse This has been happening behind the scenes for months, if you check your age demo over time from launch -> 2 months in + the shift has been present for quite some time. This is the first time they've formally announced it.