Earlier quoted context omitted.
The main reason this argument exists is because of Roblox being difficult to compare with other platforms. For the most widely used platforms/engines/storefronts in the industry, the main payout model is that the percentage (for storefronts ~30%, smaller for smaller platforms, for commercial game engines ~5%) or fixed/variable fee (per month or per seat in the client organisation) is taken as payment for using the di…
Your response explains why Roblox might charge such a steep fee but that isn't my issue as I said earlier. > 67% given to developers per in-experience dollar spent Profit given to dev is $0.25 per dollar spent, not $0.67. It's as simple as that. I understand Roblox needs to maintain infra, support regional regulation, etc, but that's Roblox's business operational cost and shouldn't claim the delta of $0.42 is "given…
Comparing with a platform like a digital distribution storefront, the infra & support & other OpEx still has to be paid. Could be argued that the developer has more choice on what to spend it on in the case they are given revenue directly, and in that case it would be their OpEx. That's why I think it's equally reasonable to consider it either as developer operations cost or a business one.
Other platforms routinely state that this money is given to the developers directly, which I suppose is true (given they also often host offline singleplayer games with generally much lower ongoing costs than multiplayer, which Roblox doesn't). Their communities also routinely refer to the money interchangeably as a "profit"/"revenue" cut, which I think is less forgivable and probably an indication of larger terminological clarity problems in the game industry regarding these cuts than just Roblox.