Testimony for Onett
Roblox caught my attention 10 years ago as an innovative multiplayer building game with a ton of creative potential. I’ve kept an eye on it since then, and after reading about the success of the DevEx program for Jailbreak, put a halt to working on my own mobile game engine to give development on Roblox a try. I began work on Bee Swarm Simulator in December 2017 and launched it in March 2018 - a testament to the ease and speed of learning the Roblox API when you have previous experience making games. I’ve worked full time to expand it since then, but have recently reached a crossroads where I’m trying to decide if Roblox is the right long term decision for myself - this despite being one of the higher paid developers on the platform.
Roblox is uniquely accessible, offering a variety of different services (a game engine, app store, server hosting, and a social media platform) combined in a way that relieves hobbyist and amateur developers of many of the technical pains associated with creating an online game and grants them the potential to find success overnight. But Roblox is also unique in the level uncertainty developers are bound to experience when devoting themselves full time to the platform, seemingly as a consequence of that accessibility. As a solo developer I’ve had to take on many roles to keep Bee Swarm Simulator successful, including game designer, artist, composer, customer support and programmer - and even some I never considered like a community manager with a somewhat public persona. To maintain success on Roblox has demanded total commitment - concepts I had originally worked on years ago for independent projects have bled into my contributions to Bee Swarm Sim, and over the course of the last year, I found myself fully invested in what started as a relatively small project. The ease of entry into Roblox allowed me to quickly support myself full time, but also came with ambiguity of ownership and permanence. I began to wonder how much of myself I should give to a project that I may not have a long term future with. I’ve been fortunate enough that I can afford to shrug the concern off, but I consider this uncertainty to be the biggest hurdle Roblox will have going forward as it tries to attract new developers.
This uncertainty is the result of many factors, including the DevEx rate - essentially the financial ownership a developer has over their game on Roblox. The percentage of revenue a developer receives suggests that the developer isn’t so much an owner of their own game as they are a content creator for Roblox. This contradicts the number of responsibilities and the level of creative contribution we’re required to invest into our games. This is in contrast to paying Roblox a percentage for their services like would be experienced with game engines like Unity, or stores like Steam. Roblox is unique and has no direct analogues, but as it stands the DevEx system and rate seems appropriate for a content creator you’d see selling mods or assets for specific games rather than independent devs and studios using Roblox as a service to make and distribute their own game. In the early days of Roblox I believe this approach made sense - games on the platform acted more as showcases for Roblox’s novel features (eg. the lego-like sandbox physics engine). As the games grew more complex and Roblox transitioned into a full-featured game engine, the role of developers has transformed into something more legitimate, and the games that find success rely more on developer efforts.
This seems to be a foundational problem steering outside professionals and studios away from the platform. The creativity and effort required to succeed on Roblox approaches levels required to create games that can be uploaded on multiple outlets and owned solely by the developers. We don’t know the total cost Roblox has to bear to keep our games operating, but the problem here is one of optics and a sense of ownership. The DevEx rate suggests your contribution to a games success is around 25%, and the agreement of the DevEx program creates a looming uncertainty that even that percentage may be denied on a month by month basis. If top earning developers feel insecure about this arrangement, I’d imagine outside game studios would feel it even more.
The fact that most of the top earning games have been developed by small teams or individuals that have been on the platform for years seems to support this assumption. As of now, there’s little evidence that investing in large teams yields greater return for a Roblox game within the current system. The relatively low DevEx rate combined with uncertainty of the platform creates a situation where investing in a large team or studio carries a considerable risk without precedence of reward. In my case and the cases of some other high-earning devs I’ve spoken with, this is what has caused us to question if Roblox makes sense long term when compared to other platforms with proven opportunities for growth. If Roblox addresses these concerns, it will be in a position to retain and grow with their existing developer base as it matures and becomes more ambitious with the type of games they want to create. As it stands, it not only risks shrinking the established developer base, but is failing to attract outside talent. The goal of having 100-member studios working on Roblox games seems no closer today than it did a year ago - the top earning teams still consist of handfuls of players-turned-developers.
With all that said, I’m one of the few developers who isn’t immediately limited by funding - rather, I’m speaking openly about my long-term concerns with Roblox as a platform. I believe an increase to the DevEx rate is a necessary step in eliminating the uncertainty and sense of illegitimacy that comes with Roblox development, and is required for Roblox to evolve into the large and varied platform it intends to be. Taking steps to help Roblox grow overall will ultimately give developers the certainty they need to establish large studios and work on more complex and ambitious games.