This is excellent news for single player type games / more artistic games on the engine, and I can see some really creative experiences coming out of this!
I know many people are concerned about the prices, but I think this will incentivize the creation of more “indie” style games with higher production value, and which don’t need to be packed with microtransactions to be made viable. Super excited for this!
Small constructive criticism, but one major issue I was previously seeing with the Subscription pricing model was that the end user would get a different price for a game based on their device or country (accounting for app store fees, taxes, etc). I’d imagine this paid access system will have the same problems subscriptions had when I was implementing them for various games. So, for example, a $10 subscription would be priced at $13 on IOS, and €15 on IOS in the EU (I don’t remember the exact values in this case, but they were pretty shocking to see when my dev team around the globe was playtesting the subscriptions we implemented). We ended up removing the subscriptions from our game entirely due to this.
As a developer, I would want to see an option to pay these fees on the developer side rather than on the end user side, so that all end users get consistent pricing. So, for example, if a player buys access to a game from an Ipad in the Netherlands, they will still pay €10, but I will receive an amount lower than $4.99 due to the device / country fees.
It’s not ideal for the developer to take this hit, but I believe it’s much more fair to the end user to have the developer take this hit in this way. Would be nice to have this be the default behavior, or allow developers to opt into a pricing model like that.
I still don’t see how an ID is an actual barrier.
The only two concerns I see is, being a minor and you can’t get your ID, or possibly how ROBLOX/Third Party is handling the data with IDs and how secure it is.
(Which I think is silly as ad-tracking can be bought and sold on an individual to track their live day-to-day location on the open market)
I think the push-back is mainly minors that can’t get access to an ID.
I really still don’t think its any type of obstacle if you’re actually making money on the platform and paying taxes on those earnings.
Mobile is the biggest bottleneck ROBLOX has ever seen. That, and the ‘we need to include everyone’ ideology I constantly see. I myself have a poor PC, but still, ROBLOX seriouslt has to update the graphics features, such as more high res indoor envmaps, 2k textures, and an improved take on lighting (because somehow, half life 2 ends up having better lighting than roblox at better performance).
Mobile has always pulled ROBLOX back - take occlusion culling - it could have been done in 2014, but iOS didn’t support it. A lot of features are made impossible simply because of mobile.
Also, I just noticed your name, and so hi Lake. im the same eclipsehint from RSC
It’s insane to me how literal users are able to make advanced features (I will use graphics as an example, the countless GI takes on here, as well as things like raytraced reflections) on arguably THE MOST restrictive/sandboxed engine.
Maybe ROBLOX Studio is a social experiment on people testing how people adapt and overcome
I’m surprised they did this too. I feel like $5 is the most common paid mobile game price. I’m guessing one reason they limited it to $10 is so underselling isn’t as common, but I’m not sure if I agree with that. Though I’m glad we’re finally getting a better option for paid games.
I also wish there were more $5 intervals. Though I’d like to see the ability to enable both robux and currency at the same time. This would also be interesting for gamepasses, if certain experiences start selling DLC/Expansions.
Perhaps this is unrelated to this particular topic, but will we ever get the experience “keys” that we can give away? Something that developers can give away to individual users to play their paid experience for free (perhaps something similar for gamepasses). Aside from keys, specific group role permissions could give access to otherwise paid-access experiences. Additionally, if reviews are ever made public, it should show who was given free access. Would there also be a way to make an experience free and allow users to claim it a free purchase (while still allowing the option for free play without claiming free ownership)?
On an unrelated note, being able to change prices reminds me of sales. Having hard numbers like $10, $30, and $50, makes it hard to put a game on sale (especially at $10 where it’s impossible). If a sale system were to exist, it would be helpful to be able to group gamepasses together for a bundle sale.
This is probably obvious, but I think heavy inspiration should be taken from Steam in this regard.
You can report those and get a refund I believe. Though it should be made easier to get a refund in cases like that, without having to go through a report system. I think the money should be held for a certain length of time before it’s paid out, and a refund can be given during that time (and only that time).
[I have no idea where the correct place to post this is]
I found a documentation error suggesting that charging access for Robux is only available for creators who are ID-verified, yet I believe the ability to charge Robux for access is still available for creators of all ages whose accounts are at least 30 days old.
Hey Gaz, thanks for flagging this! You’re right – you don’t need to be 13+ or ID-verified to charge for access in Robux. I’ll update the doc page to remove that bullet point.
Here’s a solution: MANDATE that if you plan to sell access in local currency then you MUST also sell access in Robux as a choice. That way, users have choices. If users are in country that don’t allow purchases, they can still use Robux to purchase access.
What if users cannot get real money? You’re talking about locking those users out. Also $49.99? That is expensive.
What I would like to see is a way to allow access to specified users for free. Main 2 cases:
I want to get content creators to play the game and would like to increase the odds they do
I need testers, and don’t yet have a large enough player-base
*Edit - just saw the message a couple up about experience ‘keys’ - and that would be perfect, but I think a pretty good (albeit not as complete solution), would just be a UserId allow-list
It’s sad that there never had a feature where you can set a custom amount for things that are paid with real money
Like before I wanted make a subscription at 1.99$ / month and there is no option below 2.99$
This is a terrible idea, it is not only DE-VALUING robux but also raising the overall price of experiences.
For an average person who does not have a job this is almost impossible, or if your only way to purchase things on roblox is via robux then you are almost done for.
First plugins now this? Revert both changes, they are terrible, whoever decided this deserves to be fired, it was a TERRIBLE idea, it de-values robux, it raises prices, what is the point? To make more money? The chances are you are going to lose more money.
This model would be ideal if Roblox posessed the capacity to serve offline titles. As it stands I don’t think this is beneficial to the platform, unfortunately.