Imagine swinging a sword as a pose, with no damage at all. Or pulling out a nice, cold Bloxy Cola and taking a sip in Natural Disaster Survival for example. Now think about the emote system: emotes, like gears, serve a single purpose—avatar cosmetics. They don’t affect gameplay; they’re just for there for messing around in experiences that have emotes enabled. So why can’t gears be used the same way—purely cosmetic, expressive, and fun—without any killing involved? If you ask me a feature like this seems long overdue.
Proposed solution: Allow a category in emotes for gears that will be disabled from doing actual damage in games but still be usable in every other way.
Most people bought gear for their unique functionality. I think incorporating sounds, effects, and props into emotes could be cool, but it’d be very important for devs to be able to filter these out from being used in their experiences. I think a large majority of games would still want to control the theme and aesthetic of experiences.
This feature would build on Roblox’s early vision of “places” and somewhat loopback to modern visions like “metaverse,” but doesn’t do much for quality games.