As you can see from the experience of refunds on Steam, stories about returning money after buying a game, apparently, do not teach you anything. In Roblox, many games can be completed in a day, not to mention 2 days, I understand that this does not make much sense, but I think that some will do this.
A more thoughtful system should be implemented. For example, if a user played a game for more than 3 hours and opened most of the gameplay(a special API for developers would be a good idea for this implementation), they should no longer be eligible for a refund.
I also have a related question about badges: if a player receives a badge and then refunds the game, will the badge be removed from their inventory on the platform?
Now introducing Pay to Play, with more microtransactions than a Freemium game!
Want to play the game? Pay!
Want to advance a level? Pay!
Want to beat the game because it’s blocked by a paywall? You know what to do! (subliminal messaging: pay)
Only on Roblox! (statement not based off of facts or evidence)
Yeah… I’m just a bit worried people are just gonna make those terrible cashgrab games pay to play. Hey, that could be a blessing in disguise! Nobody will be able to play them anyway.
near daily? it’s not that often monthly is definitely a more accurate way of measuring it if you’re looking at someone who buys all the games, but for many they just buy whatever interests them.
I’m not entirely sure how to feel about this change. On one hand, it’d be great to sell access to games for real money, it would greatly improve the overall quality of the games on the platform without needing to force people’s hands. On the other hand, there’s a lot to be desired with the current implementation.
For instance, it’d be nice if we had more granular control over the price, and especially a lower price floor. I think the range should be any increment of 5 between 5-60 USD, this would allow for flexibility in pricing our games.
It’d also be nice if you could gift these games to people on your friends list, or even offer the option of selling your game for both Robux and real money, so we can give users the choice.
Maybe it’d be great if we could price passes using real currency too, so we could use them to unlock things like bonus campaigns or separate modes, that’d also help make our pricing more flexible, especially if it we could do this in free games as well.
I also worry how this would affect Roblox’s reputation, as much of the appeal of the platform is how most of the games are free, it was even a marketing slogan long ago (“IT’S FREE!”). I don’t think this will change much because many developers would be incentivized to create free games due to how accessible they are, and we’ve had Robux paid access games for over a decade at this point, I just hope that this isn’t a sign of the platform losing its way or anything like that.
I was originally gonna say monthly but I felt like exaggerating.
Adding onto this, I do believe we should be able to have more options relating to Robux and Currency, having the option to sell games using both, and to have differing prices in robux and currency, e.g. not equivalent prices. Also, the option for georestricted areas to be able to purchase a currency only game using robux would be nice too.
Probably will never happen, as something similar was suggested years ago with gamepasses.
Please no, this screws over UGC creators (actually it might make them richer if robux only circulated through them, but then it screws developers) and devalues robux the most from since plugins were forced USD.
Think about this, if they make gamepasses cost money, literally the only thing robux will be useful for is catalog items.
This screws over:
people who have premium
people who already have robux
people looking to buy robux
See here for a more detailed explanation on why this may not be a good idea:
Relax, I don’t think Robux will become entirely useless. Keep in mind what I’m suggesting would be an optional feature and there’d still be a reason to sell passes for Robux, since it’d be more accessible to do so (it’d be so much harder to sell USD items while abiding by mobile/console marketplace guidelines), this would just allow for more diversity for how we could monetize our games. The big difference with plugins is that USD is the only way we can sell those, there is no way to sell those with Robux.
Unironically: Who in their right mind would willingly spend $10 USD on a Roblox game, let alone $30 or even $50.
The highest quality Roblox games I have ever seen still feel (and usually look) like mobile games ported to PC.
You expect me to legitimately believe people will pay what’s effectively a weeks groceries for mildly polished mobile games?
Honestly Caspian has a good point.
People often praise the new features coming out on roblox, but fail to realise that other engines have already had these years ago or even a decade ago.
If I want to pay for a quality game, then ROBLOX isn’t the platform where I go to do that.
If I have the option of buying a highest quality that can be roblox game, and an actually high quality game then which option do you think I’ll choose?
And then these roblox games will be filled with microtransactions. “Items” so you have the best weapon in the game, “upgrades” so you finish the game before everyone else, “power ups” so you get to perform better than every other player. I mean does this sound like a game you’d want to pay access to?
You could argue that the developers won’t add these P2W types of products.
I think requiring ID for editable images is just fine, it helps stop a lot of the (disgusting content) games that are pumped out using fresh accounts made using automated scripts online.
If you’re a legitimate developer that wants to do ROBLOX as a job/side hustle, uploading your ID really isn’t even a barrier.
I guess its a barrier for minors that don’t have an ID yet, but I don’t think that’s an issue.
The majority of developers see it as a privacy concern including myself. I don’t think it’s right to shove the “please show us your ID!” so hard to a platform which is mostly made of developers who are minors. If Roblox is looking to be as accessible as possible this needs to stop asap.
roblox did a big mistake by making $10 be the lowest option for developers to use.
games like geometry dash and buckshot roulette cost only about $5 on steam and they are absolutely amazing, and go way past the barrier for quality and enjoyment than what i see on roblox.
for now, this is a pretty mediocre update, but once roblox allows us to set our own prices and not use presets, then ill change my mind about this update.
I think roblox is trying to get some big MMORPG studios or just bring studios which are creating games for other platforms like epic or steam.
Roblox is full of many games but many of them are… we know. Many of developer creating games as hobby. Many of them are not finished they are just funny and have some funny mechanics.
Roblox is aware of their playerbase, they can easy earn more. But they need complex games with no glitches. Profesional studios didn’t had any reason to make game for 25% now it will be 50% at 10 USD. Remember Fortnite has 40%.
At the end players will get higher quality games. Correct me if im wrong.
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