At the very least, does it not make more sense to flip these - give the creator of the UGC item the 40% cut and give 30% to the facilitator of the sale?
I think this should be the bare minimum given creators get 70% of the Robux amount from classic clothing, gamepasses and devproducts
We are committed to respecting creator IP. Regarding generative AI, we can assure you that we are not training our AI model on any of your experiences. As we introduce new AI features or make changes to our AI models, we will continue to engage in open and transparent communication with our community throughout this process, and respect the IP holder’s wishes. We will only use a creator’s data to train the tool when a creator has opted in to sharing (and if for some reason that policy were ever to change, we’ll be clear about it).
We do reserve the right to use all assets for training internal models e.g. for safety and detecting bad content or experience recommendations. Copying of work is a focus and was addressed in this answer. When we detect such violations and remove the asset, we’ll train them out of our models.
Can roblox not finish what they started and turn all the items in series that they left out limited
like the blue clockworks are limited but not the red or white ones ?
or instead roblox listen to the feedback and actually bring them back ?
or at least put some of these old items back onsale ?
makes no sense, offsale limiteds were honestly probably the best thing to happen to the catalog in a while.
And now we are here in a stale catalog, items dry, ugc clones, trading dieing, and no marketplace transparency, these get sucked into a black hole all the time it sucks.
For video, we hear you, and we’ve been working on making video available to all creators for a while–it’s a very hard problem (safety, global distribution at scale, etc.)! We plan on releasing the first version later this year and improving it over the next year.
Regarding subscriptions and other ways to generate revenue, anyone in the community should be able to participate in our economy so that everyone can benefit. To do this, we’re continuing to innovate new business models and ways for creators to earn. Recently, we rolled out Immersive Ads for developers to earn and our self-serve Ads Manager tool so that creators can promote their businesses. We’ve also launched the ability for UGC Program members to create Limiteds with the goal of opening that up to all this year. We’re also considering interesting business models like subscription so stay tuned.
Are there plans to improve DevEx communication and transparency for creators? My first DevEx request was rejected a few weeks ago with a “Not Eligible” reason (I meet all published requirements) and I have yet to receive a response from support (7 days so far) so I can remediate the issue. Looking at Twitter and DevForums, creators routinely are unable to DevEx and support takes 3-4 weeks to respond to issues.
With the up-rise of new UGC creators the marketplace has increasingly flooded. Making our income back has become harder and harder (unless you choose to rely on limiteds).
How will you prevent the oversaturation of the catalog, that’s already overly saturated to begin with, continue to support creators such as myself. Currently, joining UGC low on funds makes it impossible for new UGC creators to get their foot in the door. Along with that, there’s a huge issue with other creators stealing OG IP from others and Roblox’s personal IP as well. It feels like what most UGC creators want is more communication and better ways to navigate and earn income through the platform. For a lot of us, we rely on UGC for income and seeing that it will absolutely go public later this year we need more communication on how everything is supposed to go “smoothly” As someone who used to be a 2d clothing designer, I know first hand how south things can go when everyone starts doing something, with people price cutting you and outright stealing your designs and then sending you a false DMCA strike. We need more support!
Moderation improvements are a key area of focus for us with the rollout of a new safety platform that will make our moderators much more effective. In the past year, we’ve made significant automation improvements that both make decisions more fair, and also give our moderators time to focus on the specifics of a case.
We also have a focus this year on customer service and ensuring everyone reaching out to Roblox gets a high-quality answer. For example, we’ve recently rolled out much more granular moderation reasons that clarify which policies have been violated. We are also working on the appeal experience so any errors can be corrected more easily.
What about Roblox’s IP, this is not being protected by Roblox leading to a de-valuing of Limiteds and off-sale items created by Roblox, we cannot file DMCAs since Roblox owns the copyright, not us!
Is there any plans on allowing non-developers for an experience access to give permission for an experience to use their assets? (for example, players giving access for their song to be played in-game)
We will be using a simple and scalable form of creator verification (verified and in good community standing) as opposed to manual application approval. We will be sharing more details in the future on this.
Regarding your question around support for higher-resolution assets, we’re aware of this limitation and moving towards being able to support through increasing Engine performance and asset delivery optimizations.
I’d love to know what efforts (if any) are being made to bring Roblox to current gen consoles such as Nintendo Switch and PlayStation 5 and what some of the challenges are. It’s hard to justify adding console support to games if we can only tap into the players of 1/3 of the current generation of consoles. Furthermore, are there efforts for developers to have more granular control over what devices our games are allowed to run on, such as configuring minimum/recommend device specs? Without this more granular control, it becomes very difficult to deliver a consistent product to all players.
I worry as though a split which favors the seller more than the creator of the item isn’t fair towards the creator. Also, as UGC becomes open and competition increases exponentially, perhaps a cut like:
Sold on Marketplace - Creator: 70% Roblox: 30%
Sold in Experience - Creator: 40% Experience: 30% Roblox: 30%
may be more fair towards the creators of the items, while still benefiting those who earn by selling it in their experience.
I am interested in understanding if there are any plans underway to enhance developer-to-developer interactions, particularly in the context of an official Roblox-managed Asset Marketplace. This marketplace would facilitate developers selling their pre-existing creations, with the transaction medium being either ROBUX or real-world currency.
Lately, we’ve observed the rise of “sales hubs” games within the Roblox platform, where developers can order a range of assets such as UI, scripts, maps, and so on. These assets are subsequently dispatched via Discord, relying on external software. Further, there exist unnamed web portals where developers are selling their created assets for actual money.
One of the primary challenges associated with these practices is Roblox’s ability to adequately moderate such activities. Issues such as scamming are prevalent within the developer marketplace community, raising questions as to why there isn’t a more substantial effort on Roblox’s part to manage a designated Asset Store. Successful models for such platforms exist within the game-development community, such as the Unity or Unreal asset stores. The introduction of a similar platform on Roblox could open a plethora of opportunities for creators.
To summarize, is there any consideration or plan for a Roblox-owned developer marketplace that enables developers to conveniently sell their pre-existing products to other users, somewhat akin to the Unity Asset Store?