From a player standpoint:
This update sucks! Now I am going to be watching mobile game ads all the time to play my favourite games…
From a developer standpoint:
Honestly this is a mid update. Revenue from ads is still not so good but I hope this can somewhat improve on that. Furthermore, the revenue you get from immersive ads is ridiculous, as stated in several posts across the forum and even in this thread.
This might help with retention considering the fact that you would be able to implement an ad video if you say want to skip a stage or get extra money etc. I think that would help keep players in your game.
FallbackImage is one thing, but I’d like to be able to display more dynamic effects on top of an inactive ad, such as a SurfaceGui with my own art directed video playing on it. Attempting to do this currently will invalidate the ad and disallow ads from playing on it.
As a player, I hope that this functionality will not turn into “Advertising that takes up the entire screen that you can’t get past” like Youtube for example. Because that would be truly Horrible.
I sincerely hope that advertising in Roblox remains optional and not obligatory.
I do appreciate the additional revenue steam for developers, but I am going to continue to reiterate how detrimental it is that share cut data is not publicly shared. This isn’t something we should have to beg for, it is an industry standard practice and a baseline of transparency to share pay cut.
totally not gonna be abused at all…
you say you’ll revoke it shall things go wrong but let’s be real- that’s not gonna happen as long as it brings in money…
there are 100% going to be devs who make these frequent or forced
[player joins] → [ad appears before menu screen]
[player’s casually playing] → [“unlock this stage by watching an ad!”]
[loop plays to give an ad every 5 minutes]
roblox is gonna become the app store / google play store… every game is filled with ads
“don’t want 10 ads a second? buy this gamepass to remove ads!”
I love this update, its honestly sick, I think this is one of the best ways to put advertisements on a game, by making them part of the environment, Can’t wait to see people build city maps and put billboards with these ads.
Oh this is pretty neat, this way I could possibly monetize projects without having to rely on micro-transactions or cosmetics because I absolutely despise P2W.
Uhh… is there a way to actually implement this in top-down games though?
I’m struggling to find a way to do that since the camera is always facing down and it feels weird to just place ads on the floor.
Roofs are also not an option because they need to be see-through when a player enters a building.
Awesome feature, but as @OutlookG mentioned, the CPM rate is criminal.
I understand that you guys are hosting the games and therefore providing the ads, but does it really need to be 20x less??
Also, why are you against sharing the cut that the company takes? Can you not just give us a pie chart with undoubtedly dissapointing information at the very least? If you’re going to take profit directly from your developers, you might as well make up some reasons WHY you take their money.
Edit: To add on another thing, premium payouts are already able to be abused. What makes you think people can’t just run a few alt accounts and have them constantly be watching ads? This definitely sways me away from this new “ground breaking” ad technology which will be replacing have replaced dynamic website ads.
Is there any safeguards against this?
Also;
developers may choose to implement a reward mechanism in their experience using the AdEventType API . Developers can grant in-experience currency or an in-experience item to reward users who watch the full 15 second video.
This is just insane. The amount of games which are along the lines of “Watch Ads Simulator” will be off the charts.
How will you be sure to distribute these ads evenly between games? Is it first come first serve? This feels like somewhat of a rushed feature which is just to say it is out. The lack of transparency is pretty scary when it comes to a feature this big and a replacement for something that has been on the Roblox platform for so long.
That being said, I have to give credit to the Roblox team. They are constantly working on taking feedback from the community and making the platform better, I just think they could be more transparent on their ideas / logic.
Unfortunately, games like Obby On A Bike already do this, but the ads are much less intrusive (a small box on the top of your screen). They offer a gamepass to remove ads, but there’s no guarantee there wont be games like “Flex your ad watch time!”.
The ability to add these ads in a way that isn’t intrusive is severely limited.
You can’t even put transparency 1 parts infront of them, meaning there’s no way to for example, have them on a billboard on a rooftop across from a building outside a window, without people being able to jump out the window.
And while I understand the reasoning for these detection methods, the inability to have any form of collidable objects, even if invisible, in the way of the ads, is going too far.
(Moreso considering there are ways to put visible objects in the way of ads, and for them to still play.)
Is there a dropoff if the same user keeps watching ads? Is there any feedback mechanism for developers to know if showing an ad will not generate revenue (same user has seen this ad 10x times etc)
Great to hear hopefully it will help boost revenue, current image ad revenues are a bit of a joke and barely justifies me keeping them in game… Most of my revenue comes from teleports.
Yes, video ads count towards this limit. That’s the primary performance consideration but would love to hear any feedback related to performance or the product itself!
So, in-theory; it is infeasible to have more than two AdGuis with this setting enabled at once? And outright infeasible to include these in experiences which contain any other use of a VideoFrame?