How to make a successful Roblox Game

Yes, bot once again bot and spammers would ruin the system. They would probably just bot the polls or something and throw the results way off :confused:

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This is an interesting idea! I also think roblox should add genres back. It was so cool to find some underrated horror games back then. Then again, bots could make botted games and put it in the incorrect category. That’s where this fair system idea comes in to play :3

I do really believe that within the next few years we’ll see some more high quality games be produced, and that the current environment we’re in is due to the influx of new players who are just starting to experiment with the Roblox platform

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Deleting games becomes hard on a platform like Roblox due to the fact that they probably don’t want to take away “creative” liberty. Of course scam and copy games are something, but click bait simulators are some times genuinely made with plain open source materials that don’t violate the Roblox Terms of Service.

Yes, hopefully this will happen by making realistic games compatible for all devices. For now, in order to make a realistic game, you have to have a great PC. Otherwise, your game will crash by the time you make the door of Notre Dame. This is why Low-poly games are taking over. The games focus on gameplay and the things players do rather than detail. It’s like playing hide N seek in a white blank room.

This is why we as realistic developers need to make realistic games as optimized as possible.

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Thanks for this amazing resource, I will surely use it for my upcoming project.

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Thanks man, glad that it was able to help you out with your project.

Just thought I’d point out that this isn’t always the case, and I think this topic deserves some more attention as attaching extrinsic rewards to things can surprisingly sometimes actually hurt your game. Let me explain:

Extrinsic Motivation

What your referring to here is often referred to as extrinsic motivation. It’s when you’re motivated to do something is driven by external rewards, such as coins that are rewarded for completing an objective. These principals can be applied outside of game design to real-world scenarios as well, such as doing things for money, social acceptance, etc.

Giving players tasks and objectives to do (extrinsic) can be good as it clearly outlines what the player has to do. They just have to complete task X and be rewarded with Y.

However, one of the disadvantages of including tasks and objectives is that players tend to solely focus on completing objectives and tasks. This drive to complete the set objectives can sometimes make players ignore or rush through other parts of the game. If these tasks or objectives ever run out, then the player will often feel lost or as if they’ve finished the game; so it’s important to keep providing new things for the player to do.

Intrinsic Motivation

On the other hand, there’s also intrinsic motivation, which is where the player is motivated to do something without any obvious external rewards. With intrinsic motivation, the player is motivated solely by genuine enjoyment/interest in the activity.

Intrinsic motivation tends to be a favourable choice for open-world/sandbox games, as allowing the player to take their own path and pick their own objectives instead of following set tasks and focusing solely on completing a checklist can lead to a better user experience.

It’s also worth noting that intrinsic motivation is a long-term motivator, whereas extrinsic motivation tends to produce short term results that require a constant stream of content to keep your players engaged.

Conclusion

As with everything else, there are no set rules for choosing which one is better for you, but only guidelines. Also, There’s a great video created by Game Designer’s Toolkit that I’d recommend checking out on this subject, but keep in mind it’s only 11 minutes long and I’d suggest doing your own research if you’re interested in knowing more :slightly_smiling_face:

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Im pretty sure this should be in #resources:community-tutorials

Really useful, will bookmark for future reference!

That area is reserved for development tutorials or videos my good friend!

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Thanks! Glad the resource could help you out.

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They could make the players who are legible to vote are those who have been playing Roblox for months or something, or maybe it could be exclusive to DevForum members only?

I say this all the time, and I will continue to say this: a large majority of people won’t have to advertise or sponsor. If the game is worth playing, once 1-5 start playing, it spirals upwards. Advertising can help jumpstart it at times, but it’s very case-specific.

Otherwise, a really great tutorial! Your contribution is very informative!

Also this would do better in #resources:community-tutorials lol

It’s needless clutter is what you’re saying. I totally agree with you, I also think putting famous characters asking you to join a game that doesn’t actually match the ad should be banned as fraudulent advertising. Advertising should be moderated slightly more than it is. Every time I log in I get bombarded with ads like this. Don’t get me wrong I don’t think there should be an advertisement police or anything drastic, I just want a bit of quality control

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I agree to this idea and it seems pretty fair and interesting to implement in the roblox platform, but there is one problem that could be fixed easily. Nowadays games already get dislikes, this is almost always because there are bots trying to get the game down, or competitors with the same game concept telling their community to dislike the game of another developer. These dislikes make a game look poor and bad even though it can be high quality and an enjoyable game. With a system like yours, it would be even easier to make a game look poor or bad because of the ratings. A thing to fix that problem is by setting those ratings invisible for the rest of the community. If a game has a bad rating on the aspects that you mentioned in your comment, it will be moderated and removed or not depending on if it’s appropriate for the community.

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I hadn’t thought of that. I see what you’re saying. At the time of writing I hadn’t really thought too much about the implications of creating a community driven mod system.

You should do this if you are making a game geared towards younger audiences, however, if you are making an FPS game or something intended for older users, they wouldn’t click on that stuff and they would click on something that looks cool and professional.

or something that actually makes sense… half of these ads look like their target audience is a group of wild chimps lol. Deep fried jpeg with noob in it, must click.

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Oh yeah perfect where is the actual making of it ;-;