This is so far out of the realm of what I do with computers that I'm not even really sure what Roblox is. I guess sort of a virtual game world? Seems crazy that there's so much money in it.
I come from the Minecraft modding/server community. There is interesting fact that I like to tell people about the sheer size of Roblox compared to other communities like Minecraft.
The largest Minecraft server in the world is Hypixel at around ~30K concurrent players. Most other servers are very far behind.
There is one Roblox game that looks and plays like Minecraft and copied one single gamemode (Bedwars) common in servers like Hypixel. It had 60K+ concurrent players last time I checked late last year.
There are almost definitely more people playing BedWars on Roblox than there are playing it on Minecraft at this very moment.
even tiny roblox games make money. i developed for a small game (~10m plays) a few years back and i still earn a decent residual from player revenue, even as the game slowly loses traction
Did you you have previous game making experience? I've toyed with the idea of trying to make it a small project for me and my kids but I thought it might be a bit beyond them (and then ultimately become just my project)
Curious, how does the game monetise, do you have loot-boxes in-game or something? Or is it enough that people play it? What kind of game mechanics are possible to build around?
"According to the company, their monthly player base includes half of all American children under the age of 16." - Wikipedia
2 decades in the making, they are really hitting their stride. But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
It's first and foremost a huge risk for kids.
My solution is simple: my daughter (11 y/o) can play Roblox but she must be in a game with another friend (whom I know and whom I know her parents) and she must on a video/conf-call with that friend, using another device, while she plays Roblox. That way I hear everything they're saying.
And they're ecstatic and having lots of fun.
I check the chat once in a while: the rule is "not hiding the chat when parents look or no more Roblox".
"In the next 10 years, Colley’s goal is to earn enough to go back to making Roblox games as a hobby."
Kid is making $400k PER MONTH...and he wants to do this for 10 YEARS before he is comfortable retiring. Apparently his FIRE number is $40M.
Everyone's threshold is different and personal. But I think it can reflect a level of anxiety about the cost of living. You aren't OK having $1M or even $10M - you need something far beyond before you feel OK to quit. It's not his fault, more of something the young generations are facing as their parents struggle with the relentless cost of living vs stagnated wages for most except the "laptop class".
It's one of those things, you hear about it (Starter story) and think "I should start churning out games too" but gotta be in it/have drive/creativity too. I personally haven't been playing games for a while (I have a gaming rig).
Also have to keep up with trends that kids are into
Would be interesting to look at the numbers eg. how many games are created, percentage who gets paid. Like steam releases with free game assets
Roblox turns a blind eye to child exploitation (whether being creeped on by adults, or being exploited by teens/adults to make games) and makes a fortune out of it. If it weren't online, it'd be illegal and people would be in jail.
Also, Roblox's favourite thing - other than sitting back and rolling in the cash that their playerbase generated for them - is puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Oh, and the company scrip - Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money. They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden. This is on top of the 75% cut they take!
In all, approximately 17% of the real-world money paid into Roblox is paid back out to creators. What a scam.
CEO of Roblox was once asked whether he would ever put prediction markets inside Roblox, he gave a straight face answer: https://youtu.be/XpIXRgMlPo4?t=2122
> Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money.
Yup, so many people focused on sexual exploitation that they ignore the traditional exploitation. Doesn't look any better when you realize ALL sexual exploitation is downwind of this financial one.
> (...) puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Sounds an awful lot like the AppStore, to be honest.
My kids play Roblox and get often get gift cards from friends for birthday presents etc. I've always hated that a gift card for $20 can't be redeemed for the equivalent Robux. Instead you get options to purchase Robux and the most you can redeem is about ~$16, so then you have left over cash and have to get another gift card. Dark pattern.
It’s depressing how many lucrative big tech (FAANG/Unicorn) jobs are effectively scams with business glitter on top. And it’s not always obvious unless you really sit down during the interview process and scrutinize the business model.
I'm not sure what it would take and/or how the reaction would be to 3rd party "bank" player(s) inside the game offering real exchange rates sitting in between and suing if Robox killed their account and took their "Robux" with it. Assuming players can exchange Robux inside the game without issue.. I'm guessing they take a cut on all transactions, which is kinda sus/garbage itself.
I don't understand why that isn't regulated to hell by all sorts of securities and banking laws, with reporting requirements and background checks and eKYC and mandatory reserves and all that. If the poker chips can be transferred and then cashed, I don't think that's allowed in most gambling laws. That's way past gambling.
My youngest has played Roblox half her life, but is very angry about recent decisions like requiring ID to chat in-game.
Still, if she's anything like other players, she's spent countless hours playing some of the most mindless Roblox games, and we've spent a few $100 on Robux gift cards over the years.
> she's spent countless hours playing some of the most mindless Roblox games
It sounds like you disapprove, or at the very least recognise it’s not harmless, so I’m struggling to understand why you allow and incentivise it (by pouring hundreds of dollars into it).
Would you expand on that? I have no intention of judging you as a parent—if you say you approve of her time on Roblox, that’s that. I’m only asking because it seems you might not.
You know, just as a thought, if you have engaged with her like taking her outdoors or other activities, she wouldn't spend so much time or money on a stupid online video game.
Do you know that in roblox you go into games and you just walk over something and it prompts you to buy stuff to "beat the game" or "level up". It's an exploitative "game" that targets kids.
I would, I think, probably argue that the problem is less that they're gambling and more that they involve actual money.
I think exposing people to addictive mechanics with guard rails is probably useful for teaching you how you respond to them, before you go to Vegas and blow far more than you budgeted.
In particular, I don't think you're going to ban addictive things faster than people can build them, and I know you can't rely on parents having conversations with kids, so I feel like all you can do is try to remove the whirring buzzsaw of real money incentives and let people learn that it's sharp, but foam sword sharp, where you can't ruin your life permanently (easily) with it.
> Today, at 19, he’s collecting $400,000 a month for his creation... In the next 10 years, Colley’s goal is to earn enough to go back to making Roblox games as a hobby.
Lol if he waits like half a year he should have plenty enough to go make games as a hobby.
> The travel offers him a fresh perspective. It shows him that his work “isn’t that big a deal. It’s not the end of the world because ultimately there’s people walking down the streets of Sydney right now who don’t care about my Roblox game performing 50% worse.”
> Colley has indulged, just a little. Last year, after the Roblox developer conference, he took a private jet to Las Vegas with some friends. Did he place any bets? “I’m not old enough,” he says, “but I had people gambling next to me.”
Honestly it's encouraging to hear that some teenage millionaires have some very reasonable views, it certainly goes against the stereotype of young wealth. I hope these aren't the exceptions that prove the rule.
My grandsons would come and stay, bringing tablet devices with them, and would prefer to stay glued to them the whole time.
Since we banned their use, they now play outside with my other grandchildren, on the rope swing, the zip line, or exploring in the woods making dens and forts, using their imaginations.
Children should not be playing computer games, or scrolling on any social media, IMO.
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[ 3.4 ms ] story [ 53.6 ms ] threadhttps://www.crainsdetroit.com/article/20070917/SUB/709170352...
https://mixergy.com/interviews/andrew-fashion/
The largest Minecraft server in the world is Hypixel at around ~30K concurrent players. Most other servers are very far behind.
There is one Roblox game that looks and plays like Minecraft and copied one single gamemode (Bedwars) common in servers like Hypixel. It had 60K+ concurrent players last time I checked late last year.
There are almost definitely more people playing BedWars on Roblox than there are playing it on Minecraft at this very moment.
That number is just insane.
For comparison - top Steam concurrent game is 3.2 million in PUBG.
2 decades in the making, they are really hitting their stride. But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
It's first and foremost a huge risk for kids.
My solution is simple: my daughter (11 y/o) can play Roblox but she must be in a game with another friend (whom I know and whom I know her parents) and she must on a video/conf-call with that friend, using another device, while she plays Roblox. That way I hear everything they're saying.
And they're ecstatic and having lots of fun.
I check the chat once in a while: the rule is "not hiding the chat when parents look or no more Roblox".
Keeps her mostly at bay from predators.
Kid is making $400k PER MONTH...and he wants to do this for 10 YEARS before he is comfortable retiring. Apparently his FIRE number is $40M.
Everyone's threshold is different and personal. But I think it can reflect a level of anxiety about the cost of living. You aren't OK having $1M or even $10M - you need something far beyond before you feel OK to quit. It's not his fault, more of something the young generations are facing as their parents struggle with the relentless cost of living vs stagnated wages for most except the "laptop class".
Also have to keep up with trends that kids are into
Would be interesting to look at the numbers eg. how many games are created, percentage who gets paid. Like steam releases with free game assets
Also, Roblox's favourite thing - other than sitting back and rolling in the cash that their playerbase generated for them - is puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Oh, and the company scrip - Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money. They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden. This is on top of the 75% cut they take!
In all, approximately 17% of the real-world money paid into Roblox is paid back out to creators. What a scam.
https://www.youtube.com/watch?v=_gXlauRB1EQ
https://www.youtube.com/watch?v=vTMF6xEiAaY
Wtf? That should not be legal.
(This is not to dismiss the roblox concerns, it's a "yes-and")
Didnt know about these asymmetries within payin/payout: This is like a casino where I have an "exchange rate for their chips"?
Sounds an awful lot like the AppStore, to be honest.
I don't understand why that isn't regulated to hell by all sorts of securities and banking laws, with reporting requirements and background checks and eKYC and mandatory reserves and all that. If the poker chips can be transferred and then cashed, I don't think that's allowed in most gambling laws. That's way past gambling.
Still, if she's anything like other players, she's spent countless hours playing some of the most mindless Roblox games, and we've spent a few $100 on Robux gift cards over the years.
It sounds like you disapprove, or at the very least recognise it’s not harmless, so I’m struggling to understand why you allow and incentivise it (by pouring hundreds of dollars into it).
Would you expand on that? I have no intention of judging you as a parent—if you say you approve of her time on Roblox, that’s that. I’m only asking because it seems you might not.
> But the platform’s more successful game makers say they don’t have complaints.
Imagine being a journalist and just accepting this and ending a paragraph with it.
> “In Amsterdam we did get a VIP table at a club overlooking everyone,” Zirschky says. “But we always make sure to try McDonald’s in every country.”
Blind consumerism making up for a lost childhood? Yikes, even for Bloomberg.
Games are filled with loot boxes that drop exquisite items on chance. It's a repeated cycle of charging robux only to spend on another slot machine.
US regulation is far behind protecting children from such scheme. Japan disallows many forms of such loot boxes due to addictive nature.
I think exposing people to addictive mechanics with guard rails is probably useful for teaching you how you respond to them, before you go to Vegas and blow far more than you budgeted.
In particular, I don't think you're going to ban addictive things faster than people can build them, and I know you can't rely on parents having conversations with kids, so I feel like all you can do is try to remove the whirring buzzsaw of real money incentives and let people learn that it's sharp, but foam sword sharp, where you can't ruin your life permanently (easily) with it.
Archive.ph made me solve 5 captchas before I gave up. VPN isn't even on. Anybody got a different link?
Lol if he waits like half a year he should have plenty enough to go make games as a hobby.
Honestly it's encouraging to hear that some teenage millionaires have some very reasonable views, it certainly goes against the stereotype of young wealth. I hope these aren't the exceptions that prove the rule.
Since we banned their use, they now play outside with my other grandchildren, on the rope swing, the zip line, or exploring in the woods making dens and forts, using their imaginations.
Children should not be playing computer games, or scrolling on any social media, IMO.