Now we only need two main steps to complete this system:
The ability to transfer an experience from a group to a person
The possibility to update all packages and publish the experience they’re in
I can say that for my workflow, these additions would dramatically increase efficiency, because this way, you can transfer experience ownership to a group and back when needed, and quickly publish lots of changes - especially when combined with Team Create features.
Probably for selling games to people that don’t have groups. Not really the best use case but there are developers that make a great game and then sell it to people who want to buy that game.
An example would maybe if a group cannot maintain a game anymore and want to sell it to a single developer that will help maintain the game even if small updates.
Edit: Making a group is just another step in the process of transferring and the sellers wouldn’t want to go through the process of teaching someone to create a group. It would be better if they could transfer without that extra step although making a group doesn’t sound that hard of a extra step.
In the current situation, you have to think deeply about the advantages of transferring your experience to a group, because once transferred, there’s no way to undo it.
I can imagine some developers may want to move it back to their own account — for example, if a developer decides to expand their experience to a whole development team, but the team later disbands, they’ll be stuck with the game belonging to the group.
Or personally, let’s say I create an event experience for my group, but it ends up becoming something bigger and more permanent — there’s currently no way to detach it from the group and bring it back to my account. That’s why I believe the transfer should be reversible, perhaps with a cooldown to prevent abuse.
Are there disadvantages to having a game on a group instead of under your user in your experience so far? It seems to me there are only advantages in terms of flexibility of collaboration and payouts. A tiny disadvantage is maybe that it takes 2 clicks instead of 1 click to get to your user profile from your game page, but most players are likely not interested in the creator’s user profile anyway, right?
Why is that a problem? They can manage collaborators (e.g. remove them), rename the group, or transfer the experience to another group, right?
While there may be many advantages when having the game under a group, I would say these are the main ones someone would want it back on their own account:
The experience not displaying under the creations tab: Creates a less linked realtionship to the user.
The place drowning in the different groups you’re in: When someone has multiple groups they’re in, the experience is further detached from the original developer, especially when navigation from the profile page.
Place visits not counting on the users profile: Even if you made the game 100% by yourself, Roblox attributes the success to the group identity, not your personal one. This could lead to a developer not getting personal recognition or special invites even if he has the visits under a group.
and at the end there is the one you mentioned:
So there are indeed a few of disadvantages that make the difference.
A tiny cooldown after transfer would help prevent abuse while still profitting from the positive effects.
As far as I know, for internal programs and such we are not looking at profile stats for those. I doubt this stat matters as much as you think, but thanks for pointing out that that number on the profile technically is affected yes.
This is good feedback, but I think transferring ownership just to promote visibility is quite inconvenient. This is probably better solved with allowing users to customize their profile more. For example, a collaborator of yours might want to call out that they work on your games on their profile, not just the owner of the games.
I would argue that most of your players are not browsing your profile to find your games. They likely come the other way around, from games they discover your profile. I understand that there is value in being able to customize your profile better to show your achievements though.
For games that don’t trust save and publish access, but read access to view Modules to create “Addons”, and for those that do QA to view code to be more technical.
Could you create a separate feature request that goes into more detail about your use case? It sounds interesting, but for clarity we do not have any plans for a permission like that atm, so it would be good to know your full use case in detail to ensure (1) there isn’t (already) a better solution for your problem and (2) whether we need to reprioritize for that need.
Please focus on problem (rather than proposed solution: view permission) for your feature request so we can find the best solution.
If we get to the point to fully customize the profile and break the seperation of profile vs. group ownership on Roblox, then the medium of ownership would indeed not matter anymore.
But I think we can agree that we need a solution to either break these barriers or have a way to switch between them. Breaking them is surely the better alternative, because when you have them under a group and can attribute their success to yourself simultaneously, it’s a win-win.
That’s why I’m excited to see how the future of this feature will look like and what other ones will be connected to it.