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

Please see our answer here.

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Refer to our answer here.

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  1. For your first question, please refer to our answer here.
  2. See our answer here.
  3. We plan to invest more in UGC discoverability in 2024. From improving search to an avatar-first shopping experience to buying multiple items and collections, we know there is a lot of opportunity here and plan to invest in this area.
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Due to the technical complexity of a full body versus an accessory, there are many more checks done for Avatar Body submissions. Regardless of asset type, we do not tolerate content that violates our Community Standards, and we have both moderators and automated systems to proactively review all assets — including images, videos, 3D models, Avatar Accessories, and Avatar Bodies — before that content is posted on the platform. We are confident that our moderation systems and teams are prepared to handle the growth we’re expecting, but we can’t guarantee that we will catch every violation on the first try.

For 3D accessories you see that may violate Roblox’s Community Standards, please use the Report Abuse feature available on an item’s catalog page or submit a report via www.roblox.com/support.

For Avatar Bodies, we continue to keep an open dialogue with our creator community around the unique requirements that come with this content type. Since the launch of Avatar Bodies, we have seen a consistent increase in the approval rates for Bodies going through our proactive review system.

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We are always evaluating categories to add to the UGC catalog, but we don’t currently have updates at this time.

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Thanks for your question. Please refer to our answer here.

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We recognized this pain point earlier this year and have made progress on some options. In the coming days, we’ll be setting up a support flow to request archiving an avatar item you no longer want available. Stay tuned.

We’re also actively working to design a Marketplace self-serve archive option. The timeline for this is still in flux, but we’re aiming for something by the end of 2024.

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Unfortunately, it will be difficult to go back on UGC analytics further than July 2023. We are currently focused on improving analytics for experiences and ensuring that UGC analytics remain stable now that the marketplace is available to more creators. Please keep the feedback coming — it’ll definitely help with our analytics roadmap prioritization.

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We track behavior of repeat violators over time and may escalate the consequences they receive for subsequent violations. Pervasive, continued violation of Community Standards connected to Spam uploads to Marketplace can lead to permanent revocation of access to UGC creation and even permanent account suspension. That said, initial punishments are aimed to discourage this behavior for new creators rather than completely ban a new user from the platform on their first offense.

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For communicating from game server → external server, you could look at using HTTPService. This otherwise looks like a feature request, and we’re happy to learn more. Can we have someone from the team reach out to you?

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Yes - we are working on improvements to group payouts now. You’ll soon be able to define more granular percentage splits for experiences and game passes, rather than setting revenue share rates exclusively at the group level. Stay tuned!

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The current plan is to give creators tools to essentially archive and disable sales for such items. However, we are not planning to have the functionality that revokes those assets from users inventories and issues refunds.

Removing items and issuing refunds are only for fully moderated items which is executed solely by Roblox moderation. We will still fully moderate infringing content when notified by rights holders who submit a valid DMCA report.

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This is great feedback. We are in the process of rethinking how devs interact with in-experience items. We’ll take this feedback into account when we think through the future of game passes and dev products. Can’t announce anything yet, but more to come here. We are planning on in-experience items and purchasing to get a lot more love in the future.

On top of that, we are committed to move all eligible APIs onto Open Cloud, which will continue in parallel.

Thanks!

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I’d like to question the premise that there are different standards for bodies/ heads versus other assets. Bodies are more complex objects with multiple parts, hence more prone to mistakes or abuse. For UGC Bundles and Dynamic, we continue to keep an open dialogue with our creator community around the unique requirements that come with this content type and what we should do when something does not comply with those requirements. We should have more details to share about this in the near future.

Thanks for the great suggestion. We are always looking into more ways for influencers and content creators to better monetize on Roblox. I think your point to treat on-platform affiliates the same as off-platform affiliates (e.g. YouTube creators) from a rev share perspective is reasonable. We are actively thinking about how to enable better avenues like this for content creators and influencers, and we will consider this for a future release.

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Thank you for your interest and question. We are still actively working through introducing PBR textures on UGC Accessories since our last update. Our challenge from here is to ensure we can enable this for UGC Creators at scale since enabling these extra textures could impact overall performance on our platform. Stay tuned for further updates here!

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We understand that the price increase caused some frustration within the community.

The rationale was to put all creators on equal footing - if we had pre-announced the change, existing creators would have benefited disproportionately by creating a multitude of items at the lower cost, thus putting new creators at a disadvantage.

In general, we see the fact that the supply of free UGC is under control as a positive - consider that an overabundant supply in the long term means free limiteds lose their value, which means they will become less effective as a promotion tool. Our job in Economy is to think about long term impacts of our systems - sometimes this means that our decisions cause some pain in the short term.

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We are working hard behind the scenes to incorporate more UGC Creators into existing developer programs where that may be beneficial. We have added UGC Creators to our Community Feedback Program which is leveraged for product feedback and focus groups. We also encourage Creators from all backgrounds to participate in our Creator Events whether as participants or applying to host events on specific topics. We have experimented with direct channels for our UGC Creators, but this needs to be further optimized. We can’t confirm our plans quite yet, but we hear you and understand the need.

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We are always looking for new ways to deliver more earnings to the creator community. Our success as a business is directly tied to the success of our community. As such, at every opportunity, we look to expand our virtual economy, broaden the appeal of the platform, and grow the pie available to the community.

Recent examples of this include our revised subscription platform fees and changes to Creator Store to use real-world currency that allows plug-in creators to take home 100% of net proceeds from their sales. While there are no near-term plans to change DevEx rates, we are always evaluating ways we can continue to invest in making the platform better for all members of the community.

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Thank you for your interest and question. We are excited for this feature too! We are still actively working through introducing PBR textures and particle effects for UGC Accessories since our last update. Our challenge from here is to ensure we can enable this for UGC Creators at scale, since enabling these extra textures could impact overall performance on our platform. Stay tuned for further updates here!

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