Earlier quoted context omitted.
Ok? It’s still irrelevant
I’d argue that this developer is still being exploited.
Lessons Learned from My First Roblox Game
31–35 of 35 posts
Re: Lessons Learned from My First Roblox Game
#32Earlier quoted context omitted.
This is my take as a parent who was very hesitant to let my kids play roblox for this same fear. The exploitiveness of an individual Roblox game really depends on that game's developer. They get to decide how to extract money from their players. I've seen a lot of different sales techniques used. Most common are pay to get an overpowered weapon or ability or to skip levels. The ones that annoy me the most are the art…
What convinced you to let them play? I’m genuinely curious as I’ll never allow any my kids to play these sort of exploitive games (or in this case platforms since not every Roblox game is exploiting). I’m not preaching by the way. Exposure may be a better strategy to teach about the dangers of these digital garbage cans. I just don’t want my kids to grow up having even experienced any of these things that I consider…
They had friends that played it and they wanted to play it with their friends. So we started out small by letting them play it only when their friends were visiting. That gave me a way to say yes, but also with strict limits. Once I got to know it better, I got comfortable letting them play it on their own.
I also let them know that if they ever want to buy Robux (the in game currency), that they will be using their own money. It gives them experience with budgeting and valuing money. My daughter has spent most of her Christmas and birthday money already on toys and Robux, and she is learning that money is finite and should be spent wisely.
Once cool thing about it: my daughter's best friend is our neighbor's granddaughter, but she live 2 hours away. However, Roblox plus video calls means they still get to play together regularly.
Re: Lessons Learned from My First Roblox Game
#33Earlier quoted context omitted.
What convinced you to let them play? I’m genuinely curious as I’ll never allow any my kids to play these sort of exploitive games (or in this case platforms since not every Roblox game is exploiting). I’m not preaching by the way. Exposure may be a better strategy to teach about the dangers of these digital garbage cans. I just don’t want my kids to grow up having even experienced any of these things that I consider…
> What convinced you to let them play? They had friends that played it and they wanted to play it with their friends. So we started out small by letting them play it only when their friends were visiting. That gave me a way to say yes, but also with strict limits. Once I got to know it better, I got comfortable letting them play it on their own. I also let them know that if they ever want to buy Robux (the in game cu…
i want them to learn and accept that computer games, and especially in-game sales, are not something to spend money on. they can do that when they are grown up and have learned the value of the money through their own work. we don't let kids smoke or drink alcohol either. some things don't need to be learned that early. (i didn't learn anything from getting pocket money as a 10 year old, but later i got all the money i needed to build my own bike and travel through europe on my own because i could justify the expense. (while we were living on social security))
Roblox plus video calls means they still get to play together regularly
that's the reason i loosened the "no phone" policy, because roblox no longer works on linux/wine.
Re: Lessons Learned from My First Roblox Game
#34Earlier quoted context omitted.
I’d argue that this developer is still being exploited.
Exploited how? He made a game for free, it’s hosted globally for free, and he decided to pay for ads to advertise his game. How in the world is that exploitation of a child or an adult?
Bonus: Now, since most of the developers on Roblox are kids, replace the word “developer” in the previous paragraph with “kid”. Does it seem exploitative yet?
Re: Lessons Learned from My First Roblox Game
#35> It’s better to spend more time on a game to ensure everything is feature complete, rather than releasing something sooner and iterating on it over time. This element differentiates the work of Technical Artists and Software Engineers, and it seems to apply to games as well. Every part of this is completely opposite my experience. I’m totally baffled how this was a take-away lesson.