Earn a Higher Revenue Share for $9.99+ Paid Access Experiences

I don’t know why people focus on a lack of shaders when the real problem is relying on a slider for everything related to graphics.

We’ve asked multiple times for advanced graphics settings and common staff responses ranged from none-we’re gonna automate this-no.

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This is very true aswell, render distance by graphics quality slider.

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kind of a strange take given shaders are quite literally the foundation of rendering but I do get it.

It would just be nice to see even a super handicapped form of shader graph focused around generating simpler procedural materials, images and simpler post processing effects

I do also understand what a huge technical undertaking this is, from integrating it into studio’s ux to getting it to work with the current image system to making it work properly on all supported devices, its kind of a nightmare, It just seems like something they should be focused on implementing in under like 2-3 years, especially related to updates like this pushing for more complex high-quality games. I wonder how possible it is to use the infrastructure built with editable image + editable mesh but with gpu-side rendering

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Fair enough lol.

Honestly for cell shading we wouldn’t even need custom shaders, just more control over the lighting system. The problem is that developers have so little control, that there leaves little room for any artistic/stylistic choices.

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the problem is when you’ve never spent a cent in roblox (and guess what, that’s my case :exploding_head: crazy right). i might not be willing to spend real money in roblox (because devexing takes a big chunk of the robux’s value, which makes getting robux > devexing > using real money back in roblox a waste of both time and money since we would all benefit from having it centralized via the robux currency) but i’ve talked to some people about this and some of them have told me back that they won’t be able to purchase access for these experiences because they can’t use their real money in roblox for one reason or the other (and they’ve obtained all their robux through pls donate or similar experiences)

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Considering most people can’t even run high quality games at over 40 fps without using FFlags, which we really shouldn’t have to do as most of these options should be available to us, it definetly would be considered strange, especially if you have a high tier PC.

This makes sense. I have a hard time believing you went from a bacon hair straight to making a game and got enough robux for things like this, but I’m not one to doubt.

I feel like games that took genuine effort to make such as deepwoken deserve money nonetheless.

You can only devex robux earned from development.

And this is the problem; it’s exactly what Roblox DOESN’T want. Have you ever wondered why plugin purchases were forced to use real money? It’s because the ones most likely to purchase are developers, and that robux will be going back TO developers.

This is another reason I talked about Roblox trying to devalue robux in my original post.

Which is a summary of my topic here:

https://devforum.roblox.com/t/thoughts-on-rdc-paid-access-games-for-real-money/3148726?u=timefrenzied

(I said alot of stupid stuff here so dont quote me on anything said in this topic :man_facepalming:

I did have a few good points there though so I think it’s worth a read.)

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I think the goal for developers is to eliminate robux or atleast make it the option used less frequently, Robux is great for players but the amount of professional teams avoiding roblox simply because of devex and its fees is staggering. Theres obviously no solid number for this but Given the amount of actual organized studios already on the platform, the number is probably huge.

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I wonder this as well. Subscriptions seem interesting but having it converted into robux is not viable for devs.

I strive to prove you wrong.

Not $50, more $14.99. Imagine high quality stylized B-Studio 3D platformers not bogged down by Roblox’s focus on micro transactions and replayability. Utilizing the ease of publishing to consoles, selling an IRL plush of the main character in game, ease of multiplayer. Having a paid access model that allows me to focus on creating fun games is what I want. It’s all a balance, but if done right, this is perfect for higher quality games to thrive.

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The problem is the incentivized price for paid-access games.

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Please do prove me wrong then. I am all for quality games making a comeback on Roblox! I just don’t believe it will happen anytime soon without some major changes.

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depends what quality means in this case

Calling deepwoken quality game is insane

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I mean, name a better game that can be considered “quality” (subjective) :person_shrugging:

I agree they are too high. Devs should get more a share for lower prices that are more in-line with smaller studio pricings. Having sales like Steam could help for sure.

In addition, I think increasing trailer length and lowering the robux requirements would allow devs to better communicate their game. In turn, players would feel more sure before buying a game.

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Happy to say, this would be irrelevant (for players to feel more sure) due to the new refund system!

More georestrictions…
I know that’s probably nothing related with Roblox but it’s sad to see.
What is this for by the way? Other than some countries in that list, I’d guess probably instable currency, but this doesn’t look like local pricing anyways.

As I said in one of my original topics about this, developers should('ve) be(en) able to select if they want to sell their experiences in both robux and real currency (and choose if the robux option only appears for georestricted places).

I don’t know why they do stuff like this.

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I say they serve different purposes and both are important.

As a consumer, I’d want to make sure of what I’m putting my money into. I do research to understand a product, this is why longer trailers are important.

Refunds are important in the event that I buy a game, play it, and realize it was nothing like what was advertised. Or, that’s my look at it. Refunds are there to protect consumers. Sadly, that system is used negatively to play a game for ‘free’. As a developer and player, I think there should be safe guards so it can’t be exploited. Having longer trailers can help stop so many refunds by having more room to explain what the game is.

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is there is a way to prompt a user to purchase a paid access experience from another experience ?