(This is my very first post in this category so I hope it makes sense!)
Have you ever thought in the past when you joined the Roblox community that as a new Developer, there would be an easy-to-find guide towards leading a successful game? or perhaps you’ve sometimes struggled to get a grasp on how to properly form an idea of how you’ll get to the front page? All those related things, I believe it is something important to discuss because new developers migrating to the Roblox community clearly have an unfair disadvantage. Something that Roblox needs to consider at some point, otherwise soon enough it’ll be even harder to compete with games that already that visits in the millions and billions. How can Roblox address this situation so the gaming market is more friendly towards new developers? The answer to this can theoretically be answered in one sentence, but I want to share my own experience and how this is even more unfair for new developers that are in the younger audience
Starting without clear guidance
A big aspect to think about, because when I joined the forums a while ago, I didn’t have a good clue where to start. It took me a long time to find out that recruiting plazas and the hiring channel were such a place. Even when I better explored the two places, I lacked the overall confidence on posting just a simple recruitment post. Mostly because I was unsure whether this was appropriate enough to share with the public, and considering that I was fairly young, further had me doubtful on my English pronunciation. If Roblox is focusing towards the younger audience on the platform, and encourages them to make games that others will play. I advise them to set out a better example of where to start and how to professionally communicate with people you have never met before. No matter the age, and letting other hard-to-find websites explain it all in my opinion is not efficient, because Roblox should be addressing this THEMSELVES, and being that whatever they post, should be more easy to find rather than browsing the internet non stop.
The older audience may know where to start even without this help, but as me being a supporter of the younger audience, everyone needs additional guidance to what they need, because each of them might make something historic that’ll never be forgotten.
Addressing what is to come
In this part of my game, I probably found it relatively easy because my developers were very nice people and showed me their faith towards getting their tasks done. Even though I was just old enough to grasp knowledge on how to gain people’s trust, this could have very well backfired if I was much younger than I am now. Because what the younger audience of the Roblox platform likely don’t know, is that most if not everyone sees things differently. A kid might want his game idea to come to reality in a matter of days or a week. Unfortunately that likely wouldn’t work out because firstly; It’ll take A LOT longer than a week to make a game, relative to its personality, and secondly; Everyone wants to benefit. Most professional builders and scripters don’t come free, you’ll have to pay either way whether upfront, overtime or at the collapsing point. However, what I’m trying to say is that an older person will likely know what the expectations and possibilities are because younger minds, won’t know this aspect. This already might prevent kids from pursuing their goals by sharing something cool, unique and original to the Roblox community. And isn’t that what Roblox wants in the long run?
Marketing, Social networking and monetisation
I drastically fell apart when I eventually realised that all of these would crucially come into play if I were to expand my influence towards the Roblox community. It would have been very beneficial if I found a Roblox article that goes into this that isn’t so expressively hard to find, even if all the ones I found or didn’t find were modest, it was too late to optimise these into the game as 6 months passed and Christmas is here. These three things are really primarily why I gave up on this first project, I lacked guidance in legitimately accumulating Robux (apart from torturing my wallet and it’s still twitching) to advertise the game, Which lead to my monetisation being much less effective, and the realisation that social networking is WAY harder than I originally thought, outweighed the potential I could have achieved. Though all of this happened I knew either way that it wasn’t going to work out. Just with a bit more guidance and knowledge I might have scraped the edge.
Advice and some tips for Beginners
I should mention this but things will work out differently for everyone, you might actually get it right first time or fail more miserable than I did. Most of your games will go to plan somewhat depending on those 3 key things, so I’d advise you that before you begin your first project. Do your research, find anything out there that may be useful. However, my advice to you, Roblox, is to create a more effective Guidance towards new coming Developers. If not, then the new young developers coming to Roblox will suffer, struggle, and potentially fail.