In-Game Emotes Menu

Based on the above post, unlikely. But could be possible.

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Update sounds great, thank you!

I do have to ask though, because it’s a pretty decent claim: Can we get some statistics regarding R15 being the dominant choice amongst players and games?

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I expect we’ll get this info and more at RDC US.

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This is something you could just look at yourself, based on how many avatars show R15 and what games are using R15. Detailed statistics are a different topic but getting a general sense of how this is applicable is not difficult at all. Most top games use or force R15, for example.

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I believe they even provide an easy API for us to override their emotes with our own custom emotes while still using the universal emote menu. Which would mean they likely aren’t going to be selling them, since it’s entirely likely that a great deal of games will introduce their own emotes unique and relevant to their own experience.

It would be frustrating to purchase Roblox emotes only to have them overwritten in so many games.

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@railworks2 @ElliottLMz
From these two quotes, I believe they will, however, the reason for this feature isn’t for roblox to make money out of it, but rather to give something fun for players to carry with them to all games.

I personally like this feature, Players restart their experience in every game and pretty much have nothing every time, this way they can buy something once and get to use it everywhere.

In order to have customers who’ll be willing to spend on your product, you need to make them happy. Even though you didn’t get R$ in return, you got a happy customer who’ll come back and play your game even more, potentially inviting their friends as well.

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How would making emotes backward-compatible with R6 “a serious drain of our resources”? Couldn’t Roblox make separate emotes from R15/Rthro that are compatible with R6?

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If that was the case, I hope developers could get a % revenue if purchased in their game (if this will be an option in the future). I doubt they would be complaining about that.

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Developers get a commission of all purchases made in their games.

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How will monetization be used for future focus, such as new emotes?

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If anyone were to volunteer to making R6 variants of these emote animations, would you work with them towards bringing the emotes to R6 for this feature?

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Your suggestion is exactly what they’re referring to. Doing everything twice and making the ability for the game to automatically switch which content it provides is a drain of resources.

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Well, they could make R15/Rthro emotes first, then, after a while, make them supported with R6.
In short: Focus on making emotes for R15/Rthro first, then make some emotes supported for R6.

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Whether it’s done today or in 5 months time, it’s still resources. If the playerbase isn’t big enough then those resources and time are better spent on stuff that impacts more people.

If you measure Value = PlayersAffected / TimeSpent then increasing time spent for fewer players just isn’t in Roblox’s interest. Spending the same amount of time on something that affects more players is of greater value.

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Love this update, seems awesome :+1:, however, here are my frustrations.

  1. Selling emotes on the catalog for players to use in game ruins Roblox games that sell them in their game. Story: I mowe the lawn and get a 400 robux gift card. I am sooo excited to buy this new cool emote (on the catalog) to use in my favorite game “Roblox City”. I buy the emote and play the game, only to be upset by the fact that I can’t use the 400 robux I spent, because the developer is selling other emotes in game. Upset, I give the game a dislike even though it’s not the developers fault.

  2. Give us a heads up on the update before the release.

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Emotes will probably be handled in a similar way to avatar animations and avatar scaling, since those are not compatible with R6 either. I imagine that R6 has become the Compatibility/Legacy mode for the Roblox avatar that still exists to preserve old content.

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I can’t use the 400 robux I spent…

Some games may not accept emotes, but there will still be a ton that do. You could make the same arguments for any other item in the catalog - cosmetics, animations, and packages could all be replaced by the game.

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This was just an example from player’s point of view. Roblox makes the animations and earns the robux. With clothing, it’s made by the developers and they get the robux.

I wonder how many people will use the emotes in the game in the current way:

  • enabling this feature
  • Disabling this feature

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When Roblox makes the changes to the emotes will you enable the feature?

  • Enable this feature
  • Disable this feature

0 voters

All voters are unknown

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Yes this is really going to work on a project I am working on. I don’t even know if I am able to still continue with the idea of selling emotes because of this feature. Hopefully it can be disabled like the others.

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I doubt it would hurt revenue that much even considering the feature, just slap ‘Premium’ or ‘Exclusive’ in front of the name so the user knows it not the typical ‘roblox emote’

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