Thank you everyone who has already submitted your event! We wanted to extend the amount of time developer games will be promoted on our page during the initial launch of our program.
To start off the first few months of this new program, developer games will be featured for a week. We will be updating the page weekly on Thursdays. As the program continues to grow we may adjust the length of the game promotion.
Currently, we are looking for submissions for May 16 - August 1.
If you would like Roblox to showcase your event, have updates or cool features for the dates listed above, fill out this application.
Things to consider:
Submit your event at least 2 weeks in advance
Select which Thursday you would like your event to start being promoted
Make sure the Thursday you select falls in the timeframe above
If you previously have submitted, please resubmit with the updated requirements above.
Are Developer Events actually worth it? Thereâs already the Featured Games program but Iâve heard that it hasnât been very welcoming to newer games. This seems fairly redundant of Featured Games. All it does is promote games on a page. Developers already host events for their games.
I think itâs better not to use LiveOps. Doesnât feel like anything special. Events were meant to be special, not something you see on a constant cycle.
Even if thatâs the case, Monday to Monday is a week, Thursday to Thursday is a week. Whatâs stopping them from choosing the optimum number of events they can feature with the date specific to the developer?
That means they can group the events based on the days developers want to show their events. Not every Thursday work for every game.
I get that this is just âFeaturedâ which is showcasing the game, and nothing is stopping you from continuing the event without being âFeaturedâ.
Itâs just this whole things seems pointless, and definitely is not âPowering Imaginationâ, When my Imagination can only have time on Thursday to Thursday.
How big does the update or event have to be? If I have a relatively small game with a little over 1 million plays, would my game have the same chance of getting in as other games?
Itâs the developers responsibility to have a worth while in-game reward for participating in the event. Games have been doing this and have either drawn in players or rejuvenate previous players interests by having those in-game events.
A recent example I can see of this is Meepcity:
In the blurb, it states as an in-game event:
ITâS EASTER IN MEEPCITY!
> FIND EGGS FULL OF FREE EXCLUSIVE EASTER FURNITURE!
This in-game developer driven event might drive in more people to collect that limited-time furniture, a worth while reward seeing as one of the main features of the game for a regular player is customizing their own home.
Another game I know of that has regular in-game events no matter the occasion is Monsters of Etheria.
Players are engaged to collect limited time skins of different playable creatures, drawing in its current player base to continue playing.
To say that since the players not getting any free hats means no one will come is a pretty baseless claim to me. Developers on roblox have regularly done their own in-game events to draw in new and previous crowds.
I will say this though, those games I mentioned do have their own communities, which new games probably wont have. However, they were able to form their own communities for a reason.
It seems that the developer events program will help get games- especially new games- with in-game events attention and possibly drive in a player base.
In game rewards are a significant step down from sitewide rewards you can show off in all other games and on your avatar. Itâs not the same - there is no equivalency between them at all.
Overall tho, I have to agree with @MemeProduced. Itâs much easier to regulate it the way theyâre doing it now. I get that itâs not ideal for everyone but itâs only dates - it shouldnât be all that bad in reality.
We all know that the majority of Robloxâs playerbase consists of children and cosmetics have a huge impact on them. I remember myself, back in 2013 I would do anything for a hat. Itâs not a secret that hats play an important part in the platform and this update kills almost every free hat due to the cancellation of monthly events.
Now there is no way for new players to obtain an accessory for free, only via âBuy Robuxâ button.
I believe this also feeds into some peopleâs theories that this is a business move rather than a community move. I wouldnât be surprised honestly, what with Roblox being a corporation and all. We really need answers from the people who made the call, speculation isnât really great.
I also shared this experience with some other family members who used to play. Weâre older now (and less interested in free stuff now that we have financial freedom) but I still see this with lots of the current players. Itâs a shame.
Well, Iâd assume you can submit a game if it is to a standard where it is playable. If it is missing too much essentials and crucial elements, it is not something possibly getting accepted in the application. I suggest finishing the game to a standard point for it to be playable before submitting.
Yeah and basically now all the rewards you get are locked to the game itself and not the platform. So the reward doesnât really matter unless its a game you play consistently or plan to play consistently. So half the new users that you get from the event advertisement that wonât become a âregularâ player wouldnât even be able to make use of the reward they do get if they complete the event.
If you had got a new catalog item, and someone asked where you got it, you could tell them âx game is running an eventâ but this wonât happen. Word of mouth will only spread among your current users, not the new users.
Basically thereâs no reason to participate in the events unless you want to check out the events itself. Theirs no incentive from the platform. Itâs like when a popular game that lost most of its momentum do a huge update and get a wave of players again, only for it to die out in a week.
Essentially thatâs what Roblox is doing. And its not beneficial for new games, mainly for already established games. So basically the general use is running live op events for featured games.
The program just happens to be extended to everyone so that not only featured games can monopolize the feature.
As of now the only thing that works cross games on this platform are the avatars.
Couldnât you argue this is what happened with monthly events anyway? That âpeople simply went for the hatâ and then simply left, never to play the game again. How is that any better for the developer? They get a temporary influx.
Also, itâs the developers fault if they cant keep a fresh player base all the time. Keeping up with constant updates and events to engage their fans is essential. This theoretical situation of âlost momentumâ is the fault of the developer, not roblox.
Because if the game itself can choose what catalog item they wish to give away, then the game is giving away an exclusive in-game item anyway. In which case not every game is giving away the same items. This still makes the game worth playing, this still allow the items to be used in other games outside of the game running the event.
This will be a thousand times more effective, if creators were able to create catalog items themselves.
This still allows players to boast about their new item and cause an even greater influx of players. Sure itâs possible itâll still be temporary. But thereâs a better chance that player will become a regular.
A developer can only release the updates they have the capacity to make. Otherwise the quality of the update could effect the overall quality of the game. Saying a developer should be able to keep up with constant updates to engage their fans, when the developer has essentially 0 fans, or a very small number is catering to the already established games as per your previous post.
The lost of momentum can indeed be the developers fault, but no game has any momentum unless they can create a backing behind it. And currently youâll have to plaster your game across multiple sources such as DevForums Bulletin, What are you working on, cleverly linking your game when possible in relevant replies, and spending a crap ton of Robux on advertisment. As well as encouraging your community to take some of the above actions as well or interact with them.
And the sad part is thatâs a lot more effective than this will ever be if it continues as it is now.
I do agree in-game developer events could be helped with the issuing of UGC for the catalog.
But,
Itâs the developer that needs to make a game that can create momentum behind it. Advertising of many means will mean nothing if the game simply isnât good.
Itâs not always going to be easy. These categories such as âfeaturedâ and soon to be category for live-ops will be a quality filter for users as a dependable place to find good games.