Creator AMA (Economy) - with Antoni and Enrico [May 22, 2024]

Will we get site-wide sales for UGC accessories?

To what extent does experience monetization impact home recommendations?

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are there any plans to adding more features to the analytics page such as live analytics for UGC items? currently they only update once per day, and having it so it updates by real time would be very nice

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Based on the 2024 Roadmap, search improvements have been planned for the Avatar Marketplace as was done with the Creator Store and experiences. Can we get more insights about this and also if boolean search operators can be implemented for further filtering? (e.g. “Green AND Fuzzy” filters out UGC items without “Green” and “Fuzzy” in the title)

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Is there any plans for marketplace sales to return in the near future?

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Hi Antoni / Enrico!

My question relates to moderation, specifically with the very different ways moderation is handling Avatar Bodies vs all other UGC items uploaded.

Currently the process for Avatar Bodies is clearly under strict manual review for every upload.

Other UGC items seem to be handled much more loosely. I can’t be sure but it looks like the only thing that occurs is a check of the mesh for clearly inappropriate stuff, where as Avatar Bodies are being checked meticulously for all of the rules listed here.

The issue is that avatar bodies are being over punished for, while hundreds of inappropriate items spill onto the catalog that are much more of an issue than an avatar body having antenna, or something.

So my question is: Why is moderation not being more reactive to inappropriate items on the catalog, but being very proactive when it comes to Avatar Bodies? Why is this process not being handled the same way by either having a very strict review process for both Bodies and regular UGC, or having a reactive moderation policy that after goes after malicious items first?

Seems that the latter would be best.

Cheers!
-Jacob, Reverse_Polarity

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Are there any plans to allow creators to view how many sales an individual asset has?
In the past we used to be able to see sales for all items. Not sure why this has been removed?
I understand making it private for the item’s creator only or people with configuration perms/spending funds perms, but the full removal for them is a very inconvenient change that hasn’t yet been explained. More on that, it seems that Roblox wants to show an “Estimate” number of sales instead of the actual number recently. Without downloading our sales data it’s impossible to see this, so will we ever be able to see how many exact sales an item has from the creator page or the item’s page?
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  1. Why has Roblox continuously refused to allow PBR accessories when a) the technology already exists with compatibility for both R6 and R15 (Gold Clockwork Headphones has PBR) and b) the technology already exists for layered clothing items and, specifically hats that have been turned into layered clothing due to Roblox’s lack of feature support? What is the reason why this has not been enabled yet? PBR for me, but not for thee?
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When and how will the real-world commerce options become more widely available for developers working with toy brands?

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THIS needs to be fixed ASAP!

ANY user can download a mesh, then upload it as their own (write over a previous asset). They will then send a copyright notice to copyright_agent@roblox.com or use the “Rights Manager” to get the original owner terminated!

Twitter video showing this method in action:
https://x.com/RealTxream/status/1792544970840113333

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Are there any plans to allow developers to set different Robux distribution rates for each place, game pass, and developer product?

In a single group, there can be multiple fragmented or branched places or products.

For example:

Group owner (A) might hire an outsourcer (B) to create a seasonal effect game pass.
Instead of giving a fixed payment upfront, they agree to split the game pass sales revenue by percentage.

The reason for this is that the effect game pass requires continuous updates.
B has to update the effect every time a new season starts, so both A and B find splitting the revenue more reasonable

However, the group owner has to check the game pass revenue each time and pass it on to B, and B cannot be sure that the group owner isn’t manipulating the revenue screenshots to cheat him

To solve this issue, different percentages should be applicable to each place (premium payout) and product (game pass, developer product).
I think Roblox might already be aware of this, but I am curious if there are any plans for it :D

Totally agree we need this! We are actively evaluating and planning when we introduce Shoes as a UGC category, especially as we already have the category available in Marketplace. We definitely intend to enable UGC Shoes, but the timeline is currently in flux. Stay tuned for updates on this in the future.

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Why are experience owners receiving a 40% cut of a UGC asset sales, when the original creators of the asset only receives 30%?

The original asset creator takes on all of the risk, while receiving the smallest share:
Creation of the asset + Premium + Upload Fee + Publishing Advance = Creator earns 30%
MarketplaceService:PromptPurchase(<Player>, <AssetId>) = Experience earns 40%

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In the long term, we want trading to exist on the platform for all items. However, the issue with limited UGC items is that trading as it exists today does not allow creators to earn from secondary transactions. We are actively discussing and evaluating how the next generation of trades can be introduced to the Marketplace. This will require some time to get right, which is why, in the near term, we are not planning to introduce trades for UGC limiteds.

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  1. Why does Roblox not allow items that completely cover the character instead of simply creating a category for these items? In a roleplay or hangout setting, having your character be a fridge or vending machine is perfectly acceptable and something that would be in demand by users and make a lot of money for Roblox. In other games where this disrupts gameplay and similarly to layered clothing, a developer can toggle this category off.

There, I have split all of my questions up into nice easy chunks as per MisterRedTurtle’s suggestion. Feel free to continue not ignoring any questions that may appear to be difficult or uncomfortable to answer!

FYI, no sane UGC creator expects to make money from their UGC limiteds being traded.

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Thanks for your question and interest in Gear! I have a few of the Gears you mentioned, and agree with your assessment of the current state of Gear. It is definitely on our radar and something we have discussions on revamping, but we are currently in the process of figuring out the best way for us to overhaul them. There is a challenge for us in finding the right balance between allowing Gears and hand-held props to be brought into experiences where it makes sense, while also being cognizant to not disrupt developer-intended gameplay mechanics. While we don’t have specific updates to share now, Gear is something we recognize needs an update that we are still thinking through the best path forward on.

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We as creators are not expecting to make any profit from trades (Atleast directly). I speak for all limited creators I know when I say that we simply want our communities to be able to exchange accessories with one another and create value

Quoting @WhoseTrade “Trading increases circulation which increases resales as a result”

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just want to chime in as a creator who regularly makes limiteds – I am not looking to profit directly from secondary transactions such as trades and it’s strange that this is even an expectation IMO

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Thanks for the great suggestion. We have many improvements to the group payout system planned for later this year, and will consider this for a future release.

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