Introducing Price Optimization: Find The Best Prices For In-Experience Items and Passes

HA
HAHA

Wait the 100k thing isn’t a joke?
Oh dear, there’s gonna be like 3 games that can take advantage of this right now… ;-;
And I think those are your big development studios who only care about money and nothing else, and not us smaller creators who care about the experiences we give to our players.
Ah well. Hopefully soon they realise the error of their ways and give us the tools we so much deserve,

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If you don’t care about money, why would you care about figuring out the best price to purchase ratio?

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Oh.

In 2025M, I might bring a friend over and we’ll attempt to purchase the same ganepass.

May it be that one of us gets charged more for that ganepass than the other?

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My research telling me that Editable Meshes could increase my income and roblxo income obviously too.

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Maybe you guys should raise your Developer Exchange rates, because we have to increase our prices to make ends meet. It’s been since 2017 the last time it was raised and many things happened since then. Price Optimization isn’t a bad concept but the people playing are going to notice the price hikes during daytime and nighttime.

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Kids only care about the experience itself, when you are an adult and have responsibilities and want to do what you like for a living of course it’s about money. You have people to pay, overhead, many things cost money to make a game. Not everyone is talented enough to learn every part of making a game from game design, UI, modeling, etc. not everyone has those skill sets. Most people have 1-2 and have to hire teams to make better games on the platforms and small studios like mine. We care about the experiences we make but we always need more money to make better experiences in the future, or in case we have a drought where you start losing money and you need backup funds to stay up and running long term to sustain your business/game/teams.

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That’s already possible. Developers can change their gameprices whenever they want. This would just help them better optimize what the prices should be.

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I was referring to price discrimination.

I’m assuming that my friend and I will attempt to buy the same ganepass at the same time.

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Roblox Personel - "How to increaser your income’
RobloxPlatform:WaitForChild(‘Server’)

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If you buy it at the same time obviously the price would be the same, I am saying if you friend bought one and the devs decided 10 minutes later to change the price based off of the recommendation from Roblox then you could end up paying a higher price, but developers can change their prices already as is at any time they want to help test what helps them make the most money. So it’s not like Roblox will be changing anything developers already do regarding their prices.

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Yeah with this cap, this is worthless to 98% of games.

This announcement is like an ad for new Lamborghinis, or: insert unobtainium of choice! :slight_smile:

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I get what you are saying but I’m talking about how some games shove IAPs down your throat. Games like DOORS are good because they clearly state that buying the currency is not required to play and it is never forced into your face. Some games, normally the games that attract a younger audience, go too far with their marketing in a hope to get them to spend mom’s credit card on the game, normally using tactics like bright colours, animated buttons and the fact you don’t even need to click the button; it just pops up anyway!

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“Would you like to add ‘[DIDDY] Cart Ride Into a Homeless Man Simulator Obby Hunt Tycoon The Disasters at Freddy’s (and the Warner Sister!) & Knuckles But Your Face Shrinks Every Thirty Five Seconds [12 VISITS]’ to your favorites?”

Anything of the sort should never show up in my face unprompted. No, unexpected popup, I don’t want a gravity coil. If I did, I’d go into the menu that genuinely looks like it could cause a seizure and buy it on my own accord. Whoops, I clicked the giant “Nuke All” button that casts itself irritatingly over everything else on the screen. Great.

In all seriousness, There should be a nice standard in place keeping games from being too overwhelming. While it’s good for retention to a point, it’s better to tone it down a little to preserve the minds, retinas, and safety of the younger generation. Not only that, but good design makes a good game makes a good platform.

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This is awesome, but 100,000 transactions is absurdly high. If you need a larger dataset, offer a larger test period.

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Epic! It’s difficult to earn when you can’t get a reasonable, but still profitable price. I understand that running systems like this takes quite some power, but I hope we can get the transaction limit lower, as the higher games probably already don’t struggle.

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When I see ‘would you like to add this game to your favourites?’ pop up on my screen immediately it always puts me off. I was very surprised to see this tactic used in Murder Mystery 2. And yeah I would like to buy Nuke Server dev product please, please, please!!! :heart_eyes:

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Hello, my game has >100k sales in the last 30 days, but it is not showing the Price Optimization tab.

I still quite don’t understand the point of that. Like I can change prices myself, and having personal pricing is quite scammy ngl. It’s like 100000x value bundle in a mobile game which appears for you every once in a while if you haven’t spent money

Just started a price optimization on my game. I will report back with the results.

Looks really cool if both sides actually win (lower price for players & more sales for devs)