Testing Improvements to the “Recommended For You” Algorithms

Just a question that may not be directly related to this post but is about the algorithm.

Does the algorithm start observing experiences as soon as they become public? For example, if I were to be working on an experience (assuming it’s an unfinished project) and it has been private for let’s say 5 months, I usually play the game to test it out myself and so I see the game analytics adjusting…

When I put the experience to public, will that have some sort of adverse affect on the algorithm? Assuming that it’s an old experience that was private for a while.

Would I have to create a new experience (re-publishing) so that it seems fresh to the algorithm?

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Detecting crashes as a means to lower a game in the algorithm sounds kinda awful, I’ve had several times players try and load my game on VR (which it doesn’t support) and end up crashing because of it, and/or exploiters crashing from either the anti cheat or their own scripts breaking.

All those false alarms sound like they could potentially tank a games performance for getting recommended.

Furthermore I get as a company that you need to make money, but the fact that monetization is a “indicator of user value and long-term retention” is dumb. There have been several games I hate that I’ve spent money on for something, and making games that are predatory with gamepasses and purchases plastering every inch of it are obviously going to have more purchases, but that is NOT an indicator of user value or retention.

Very rarely do I pay for something on Roblox and feel good about it, it’s almost always sold in a way to make you skip otherwise boring work, prey on people who don’t know better, or nearly impossible to play without paying something to begin with.

And if your ranking things based on monetization as a core value to begin with, no wonder the front pages are so often covered in over saturated gamepass riddled slop games and simulators. Literally anyone can get an uncopylocked simulator game, plug in their own gamepasses, and just idle-y make money off of the younger audience who doesn’t know better.

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This is a good change but users should have a way to remove recommendations they aren’t interested in so that stuff they actually want to Experience is recommended to them. Hopefully that will come in time :yum: .

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yeah, one of my main critiques is the top few games are always cashgrabs that a ton of people play so show since “well everyone likes these games so you should play them”

i want to be able to remove them!!

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Please consider adding a “hide” button for each recommended item so the user can provide valuable feedback for the algorithm.

If there are games I’m shown that I’m not interested in or that are offensive to me I should have the option to ‘don’t show this again’.

The algorithm could use this feedback to provide better recommendations.

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Can y’all also make the games displayed change faster? It’s been a month

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ye but why would i wan’t to keep updating a game if roblox doesn’t push the game in the algorithm, it has good stats but roblox is still sleeping, i don’t wan’t to waste time updating a game that can die the next day because roblox doesn’t wan’t to help

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Some feature like “i disliked this game get it out of my algorithm and page” might help, but knowing roblox they see that high monetization and will shove it on everyone’s recomdation page regardless…

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I agree that the feature would be helpful but your second point (below) is completely incorrect. If a player does not like a game concept, repeatedly displaying the game in their recommendations is a complete waste of space because the chances are - they’ll never play the game.

In terms of revenue for Roblox, I can imagine they’d be better off removing even the best monetized games from anyone’s recommendation page who simply isn’t interested.

I was prepared for fluctuations but maybe not this much of a difference- I’m not sure what happened or if this was intended but it looks like my audience was completely reset. This is my thumbnail personalization chart

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