This is amazing news for anyone interested in creating ambitious or niche experiences. In the past Iāve considered making a large project paid access and decided against it, having no engagement payouts was one of the main reasons. Combined with paid access sales in local currency instead of robux, the platform is becoming more feasible for people who want to create games outside of the heavily monetized genres that are currently popular on the platform.
Looking forward to see what comes out of it, even though in the early stages I expect itās going to be a hard sell to get users to buy high priced paid access games on Roblox instead of competing platforms.
Guys, i seeing roblox potentially making paid games cost USD instead of robux sometime in the future, making the gameās inaccessible to those who have a lot of robux but not a lot of real currency. Just like they did with plugins.
I recommend buying games that cost robux if you are planning those before they become dramatically expensive, and inaccessible to some countries with USD.
I should really get on that paid access experience train right now.
I am just kidding. You see, making your experience cost Robux to simply access is NEVER a good idea (Iām sure we all know this by now).
To make a long rant shorter, if Roblox really wants us to make paid access content, offering something we can already earn by simply making our experiences free isnāt going to immediately make everyone lock their games behind a one time fee.
There should be more of an incentive to convince us otherwise.
If Roblox ended up doing something like this, they would basically be turning themselves into a knockoff Steam and nobody would want to create a paid access experience (ever).
I still remind myself of the fact that Roblox copied the homework Unity and Unreal Engine have written in their notebooks so I wouldnāt be surprised if you end up being correct here. They already hinted at a possible "local currency" paid access experience thingy (which isnāt too far off).
Nice ragebait, it looks like everybody fell for it.
This affects current paid-access games. This is an added benefit and a major reason people kept games free as it would make them more in the long run, unless you can convince me otherwise.
Iād appreciate it more if you sent the long rant.
Pretend that you are an average Roblox player in search of something to play. You find a few different experiences that peek your interest but one of them is something like Deepwoken (which is paid access). Would you spend Robux on a paid access game that you might only play once and then never look at again?
I would spend my Robux on Deepwoken because I have a lot of Robux to spare.
I would spend my Robux on a different paid access experience around the same price (since Deepwoken is not my style).
I would spend my Robux on a different paid access experience that is cheaper.
I would spend my Robux on the cheapest paid access experiences I can find.
I would consider spending Robux on a paid access experience to be a waste of money and only play an experience that isnāt paid access.
I donāt buy things because I can afford them; I buy things because I want them. Itās the consumerās responsibility to research a product before purchasing. I will buy it if I can afford it and genuinely want the game.
(Everything below is assuming that the game is of decent quality)
It is also the developerās responsibility to price their games appropriately.
If my target demographic is below 13, I may want to make the game cost less Robux. (Welcome to Bloxburg, for example)
If my target demographic is above 13, I may want to make the game cost more Robux. (Deepwoken, for example)
Notice how both games are prevalent despite being paid access. This is because they know how to market their game effectively.
Also this poll is bs, if youāre an average roblox player you generally DONT have alot of money to spare. Deepwoken is 5 dollars and most steam-nintendo games (same damn target audience) are 30-60.
Most free games are littered with microtransactions, deepwoken is completely f2p after purchase.
Also your āopinionsā are blatantly plastered throughout the options.
Good initiative, when it translates the page of the engagement based payouts in German though, weird things happen: HTML tags show, a chain of the same words appears and statements get translated into question.
I understand that the AI used to translate the documentation may not be perfect yet, but itās doing significantly worse than just using an automatic translator for the documentation pages, so I would highly recommend transitioning to that until it gets better.
players donāt know how to play your game[probably] if it costs robux and they havent unlocked it. Also they might not like the game even after that. a better route is to make a game free and make gamepasses as the player gets a choice to first see if the game is good or just enjoy it freely!
Average robux per user is an estimated 60-80 robux. Now imagine a game that crosses this path.
As you know, the average of 80 and 60 is 70; any game above that has a lower chance than other games of rising to the top and for its economy. now when you get user choice into that, the chances lower down