Creator Documentation: Subscription Design

Well, we all saw this coming. Some people will love it. Makes them more money. Some people will hate it. Makes them more broke.

And then, there’s people who just want to play games with their friends for free. Guess we don’t want that no more.

Sad times in the leaf village.

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Who is going to be invested enough in a single roblox game that they will pay a reoccurring subscription for items in it? Don’t most players on roblox play a vast number of games? And this needs to use robux, that way your spending of actual currency is more controlled and managable

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This is a great and informative tutorial on how to make subscriptions succeed for new Developers. These Subscriptions allow us developers to enable a new type of monetization and allow for reoccurring payments for in-game rewards. This is a great feature as it allows the player to have a diverse choice when choosing what to spend their money on.

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Whole reason why the subscription model exists is in the hope that the consumer forgets and gets charged extra for a service they may not use.

You get “extra” per month when people forget.

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We don’t need more subscription services. They are predatory. Roblox Premium and private servers are the most that are ok. -50/10

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Subscriptions.
Idea sounds good on paper, but likely not as good in practice.

Games shouldn’t have subscriptions, bad actors are just going to abuse the hell out of it to squeeze every bit of money out of their games.

Slowly moving towards a dystopia where you don’t own anything you buy and where everything is temporary.
Do we honestly really want games where you lose your skins and items if you stopped paying for them every month?

After losing interest in a game you will probably forget you were subscribed to it in the first place and soon start to question why you’re being charged by a service you aren’t using.
If you subscribed to multiple games you’ll likely have to set up reminders and spend time managing your subscriptions.

Roblox already has a subscription service called Premium.

It already does a decent job at what it’s supposed to do.

A single subscription service you can cancel any time.
Devs can choose to give you benefits like double points in games and earn Robux with it without requiring the player to buy any gamepasses or products just as long as their account is premium.

The subscription service we have already is good enough, we honestly don’t need in-game subscriptions as well.
That would be a subscription service on a platform that already has a subscription service, perhaps getting a little too meta, aren’t we?

I normally don’t like being pessimistic but I really have my doubts on subscription services.
Just look at companies like Adobe, it’s borderline predatory how much they rip you off.
Pay like 10 - 20 dollars a month to temporarily own something only to have it ripped away if you stop paying.

Subscriptions are awful and should only be used for streaming services (like paying for Spotify to listen music without ads).
That’s what they were intended for. You can’t just slap a subscription onto everything and expect it to work and make consumers happy.

But good, I’ll give it the benefit of the doubt.
Maybe people will use subscriptions in a good way. Maybe for VIP in club and hangout games?
I still don’t think games should have a subscription service but using it for VIP in a hangout game seems fair enough.

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@BuildIntoGames this is gonna be good for you :sob::sob:

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Wow, i can’t wait to pay monthly fees to play Freelance Heists in Entry Point!!!

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Guarantee you, many low quality simulator games are going to use this model, it will be a really effective tactic (as the reasons you stated), and it’s concerning because

  1. Kids can take parents’ cards whether by credit or debit when they realized it can be purchased by official currency only (Do not say they don’t know how to use cards, if you can sign up for an email then you know well, or using auto-fill)
  2. Roblox may almost count any kind of transactions taken in the game as a measure of “success” which will be put on the discovery page.

This leads more ethical concerns and upset Roblox developers with already bad enough discovery system. I have no problems with subscription, but I will stay pessimistic until they add Robux-based subscription in which subscriptions will be canceled at insufficient amount of Robux and they will not count majority of auto-recurring subscriptions as the “success”.

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For anyone wondering, Robux-based subscriptions are entirely possible with developer products, similar to how games “ban” players with datastores and using the :Kick API.

I’m surprised there isn’t a popular package already out there for this, but all you need is to log the date with a DataStore when a user purchases a dev product and give them their rewards for a certain duration.

Currency subscriptions are a bonus that Roblox have added, and I see no reason to complain on a feature that is just there for those that want it.

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I was excited when I saw this post, but immediately became disappointed when I learned users are going to be charged in real-world currency over Robux :frowning:

I get the idea, but I feel this is going to be a major barrier for onboarding new subscribers if they have to whip out a Credit/Debit Card over using their existing Robux they already bought. Really hope this gets notated internally and Robux is added alongside (and prioritized over) real-world currency.

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We’re already here. Anything you buy that isn’t physical media is temporary. Y’know that steam game you “bought”? It can be gone the moment you get banned from Steam, or the moment Steam shuts down. Most everything you think you’re purchasing is essentially just a receipt proving you have access to a service or product. We moved to that reality the second most of us started going digital. It’s not just a matter of being a subscription, although that definitely exasperates the issue.

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This is a sloppy analogy. If you want to go far back to when physical media was still popular you have to consider that if you broke whatever storage device your content is on (CD, SD, etc), you effectively lost access to said media.

I don’t see where the hatred for subscriptions comes from — nobody is being forced to start integrating subscriptions to their monetization models.

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That’s user error - you still own the media. Nobody disputes the ownership of something tangible.

But you are forced to conform to other games’ employed of subscription models. It’s formatted in a predatory way with no precedent that can benefit Roblox and developers while harming players.

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I think subscribtions its will be good thing for developers. (i like this animation :3)

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Just like everyone else, I won’t consider implementing this until Robux prices are supported. You did it with private servers, so subscriptions isn’t much of a problem either.

For now, custom implementations will stay (developer products).

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I like the idea of subscriptions but, Roblox please.
I don’t want to alienate my player base by forcing them to pay with real world currency.

Maybe less reliable because the user has to keep their robux topped up every month but I think id be fine with that. Plus I can use the Robux I get from development to pay for subscriptions in my favorited games.

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Great, more subscriptions.

It’s not like I already have 10 other subscription services to pay per month…

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A ton of people. There’s a game called Deepwoken that’s pretty engaging, and I know people who have spent hundreds on it even though they shouldnt have tbh.

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so subscription is a gamepass but monthly?