Upon further reflection, I think I've figured out why my kids and I don't see this as exploitative - they're not trying to get rich or famous. I'm not trying to be mean to anyone, but if you look at all of the complaints through the filter of someone who wants to a) learn to make a video game, b) learn some programming, and c) make a cool game to share with his friends, then Roblox is a really fun, free, and easy way…
Roblox faces criticism for 'exploiting' young game developers
141–150 of 227 posts
Re: Roblox faces criticism for 'exploiting' young game developers
#142Earlier quoted context omitted.
> That $1,000 worth of Robux becomes $350 when you go to extract it. Knowing nothing at all about Robux I’m not sure I follow. When you say “$1,000 worth of Robux” here you mean $1,000 USD, right? And not 1,000 units of Robux? So if I’m a developer on the platform and I’ve earned however many Robux equal $1,000 USD and I initiate a transfer then my actual cash receipts will be ~$350 USD? Am I understanding that corre…
Yes, you understand correctly. The minimum amount to withdraw is an amount that would cost 1000 USD to buy. When withdrawing that amount, you would get 350 USD
Re: Roblox faces criticism for 'exploiting' young game developers
#143Earlier quoted context omitted.
Roblox takes their 75% cut out of each sale then if you ever manage to accumulate the 100,000 Robux needed to cash out ($1000 worth for what Roblox sells it for) you only get $350. They're double dipping their cut. You should really watch the video it lays out the case very well. If it's meant to be educational it shouldn't be marketing itself as a way to make money or charging kids to promote their app. It would hav…
I’ll have to watch the video. It looks like there is some missing context in the article alone. Still not sure how I feel. On the fence but leaning more good than bad. The thing I cant get past is “what else would a kid do with their time?” Even if its not a great way to make money, it seems like a better use of time than what I did. It just seems like it still provides a strong learning opportunity. I think there ma…
Learn a programming language and write small games in Unity/Godot/whatever? Make levels in LittleBigPlanet/Dreams?
To be fair, those options can get exploitative too, but Roblox feels on another level. The only time I played Roblox, I distinctly remember thinking "the only people who would put money into this are kids who don't know any better".
Re: Roblox faces criticism for 'exploiting' young game developers
#144Earlier quoted context omitted.
> But to withdraw it, they need to have raked in roughly $1,000 worth of Robux. It's even worse than that. They sell robux at one rate and cash them out for developers at a very different rate. That $1,000 worth of Robux becomes $350 when you go to extract it. So they're taking cuts twice, once on the actual sale and again whenever you try to turn it into real money instead of their scrip.
That is insane. How are they even getting away with such a scheme? Did they start out at a 1:1 ratio and change it once network effects and lock-in happened.
Re: Roblox faces criticism for 'exploiting' young game developers
#145>Second, there’s the matter of how extensively Robux (Roblox’s in-app currency) are used to navigate the creator economy. Roblox creators are paid first by receiving a cut of Robux that comes from the sale, which they can use to purchase other Roblox experiences, in-game assets, cosmetics, etc. That means once a developer enters the Robux economy, their money is all spent inside the Roblox system until they’re able t…
Looking at the numbers they made around $46 billion in the past three years.
Do we know how much of those 46 billions went to creators?
YouTube videos are also very different from video games, one can easily make 30 YouTube videos in 30 days, video games require weeks (if not more), it's easier to give up.
The incentive is very different.
Paying for low effort content posted frequently rewards consistency, YouTube needs their creators to keep making fresh content, not their best content, new is enough.
Video games not so much, they have to be at least appealing and a higher threshold could be better to keep creators focused on finishing their work and/or maintain an higher quality of the product, instead of cashing out quickly by making very cheap games just for the 50 dollars of payout.
Re: Roblox faces criticism for 'exploiting' young game developers
#146Re: Roblox faces criticism for 'exploiting' young game developers
#147See Carmack's rebuttal: https://twitter.com/ID_AA_Carmack/status/1428483898896535562 > I have been impressed by the number of real world economic and business issues that Roblox is exposing my younger son to, both in the experiences and the larger ecosystem. There is a lot of thinking in terms of effort, reward, and risk. "You seem to be ignoring the thesis of the video. For the vast majority of their creators, their…
> thinks Roblox is fine I don't think he's claiming it's not exploitative behavior, but rather values the experience for the real world lessons.
For the creative side, there are other options. Play Minecraft, Trackmania and Super Mario Maker.
Re: Roblox faces criticism for 'exploiting' young game developers
#148Re: Roblox faces criticism for 'exploiting' young game developers
#149Earlier quoted context omitted.
Roblox takes their 75% cut out of each sale then if you ever manage to accumulate the 100,000 Robux needed to cash out ($1000 worth for what Roblox sells it for) you only get $350. They're double dipping their cut. You should really watch the video it lays out the case very well. If it's meant to be educational it shouldn't be marketing itself as a way to make money or charging kids to promote their app. It would hav…
To combine the numbers: Roblox takes 75% of each sale. This means the developer needs to make 400,000 in Robux sales before the developer accumulates 100,000 Robux for cash withdrawal. If 100,000 Robux is sold for $1,000, and 100,000 Robux only nets the developer $350, then the double dip gives Roblox a net 91.25% of developer sales. This excludes any applicable taxes or app store fees.
Re: Roblox faces criticism for 'exploiting' young game developers
#150Earlier quoted context omitted.
Yes, you understand correctly. The minimum amount to withdraw is an amount that would cost 1000 USD to buy. When withdrawing that amount, you would get 350 USD
Ah, thank you. One follow-up question: if I don’t cash out my $1,000 USD worth of Robux can I spend them in game at their full $1,000 USD value?
I'm not sure if this has been mentioned yet, but it's also important to note that not all Robux is equal. There's more information at https://en.help.roblox.com/hc/en-us/articles/115005718246 under section 3.B.