Roblox raises $520M at $29.5B valuation
venturebeat.com
venturebeat.com
The fact a business is raising money is rarely a sign that they actually need money; companies raise because they want money to do something. Heck, if your company genuinely needs money raising is much harder because there's a real risk of the business failing.
Normally, though, you are probably right.
I imagine for it to be actually net beneficial there would still need to be at least 5x or 10x growth potential and assuming it’s already a unicorn that somehow can’t finance otherwise on favorable terms... would imply a quite unique situation.
They are also pushing to internationalize the product.
IMO while I tend to agree that achieving what Boston Dynamics did is surely the bigger engineering achievement, that doesn't say much in the company's position in the market.
Also here's a more positive narrative: Why not celebrate that online kids games are now evaluated more than military technology!
I am not sure I get your point here. First, boston dynamics is not only for military technology, sure its initial and I think a lot of current funding comes from defense stuff but so did the Internet and early web technology's funding. So if we ignore that spin, the narrative is that online kids game is being valued more than advances in robotics. Now that does not sound positive in many ways.
Ask any IT pro if they've heard of Boston Dynamics: yes! Do you own any Boston Dynamics products? No.
Ask a normal person if they've heard of Boston Dynamics: no.
Ask a normal person if they've heard of Roblox: yes! Do you own any Roblox products? Yes! My kids love it!
You can't take some highfalutin notion of 'potential progress in engineering' and directly translate it to market value. Market value comes from performance in the market.
Is it though? Do you have a source for that? Now I understand its hard to actually calculate how much funding is going to which field, after all Robotics is an interdisciplinary field if there ever was one. Last year the AI budget in US was around 1Billion and another half billion or so for quantum computing. Those numbers are so small its astounding considering a kids game is valued at 29.5 billion american dollars.
edit: Source for numbers
https://syncedreview.com/2020/08/22/trump-slashes-research-f...
And my point with choosing a THAT narrative was to put the headline into a positive light: More money towards kids games than military tech! Hooray!
Apart from that, there's of course a very logical argument too. Which is that a digital economy like Roblox is a novelty. That means it's difficult to evaluate and often it's evaluated by its potential.
The economics for robots on the other hand are drastically different. They'll have to be researched, developed, built, and maintained. Whereas for any software: You write it once and copy it for "free" to as many customers as you want.
Anyways, anyone is free to pick and chose their narrative according to their liking.
And presumably the people who just invested half a billion at $30G expect it to go significantly up from that after the company goes public.
Man that statement makes me feel old, but Sega is the biggest, their growth happened in the previous century, decades ago.
Sega genesis, which I'm randomly assuming was the best selling product of this group of companies, got to about 30 million players. Nowhere near 700 million revenue. To put it mildly, this was not something they could sustain.
So I have little doubt that Roblox is indeed worth more than the sum of these companies. I don't like the games either, sort of a second life but for kindergarten, but clearly they are commanding more success in the market than those companies.
Ubisoft alone makes more than $2 billion in revenue per year.
edit: Square-Enix is another $2.3 billion in revenue. Capcom is around $700 million per year. And Sega is even more at $3.4 billion per year.
They are huge, own many studios and their sales are orders of magnitude higher than the Genesis, which is an odd assumption to make.
They may have made decent stuff 15 years ago, but now they make pretty garbage.
I'm sure BD could make more money if they exclusively signed military contracts. But I'm sure that's not what a lot of people here would want either.
Boston Dynamics has a handful of YouTube videos.
I have an Away carry-on and it’s nice, but no technical wonder.
Surely Roblox’ platform’s sophistication, reach, and financial potential are orders of magnitude higher than.. a suitcase.
Building real things is hard and expensive. Building software, sure it’s hard, but it’s nowhere near as hard.
They control the market of expensive electric cars that sell like hot cakes. And they will for many years.
They build robotic factories at incredible rates.
They have a great solar roof business.
They have a great battery business. They innovate battery tech.
They have a truck and a semi and a model Y coming out.
And they promised a cheap electric car.
Take the 'Spot' robot. It costs 75k and can carry 14kg of weight. For that cash you can hire a human who is way smarter and can carry much more for like, a fraction of that price.
So according to [1] spot costs 1 year of a decent-wage employee or 2 years of a minimum wage employee. And of course that's disregarding that spot will happily pull nighttime duty, work on weekends, Christmas, and will happily walk into a chemical plant risking his life for you ...
[1] https://beebole.com/blog/how-to-calculate-the-real-cost-of-a...
I have a very hard time coming up with applications where the walking capability is useful. On the other hand the space wasted to put all this technology could be used for more batteries, a sturdier body to carry heaviers weights, etc.
Those sorts of things can be a real pain for wheeled robots (things like stair climbing wheel assemblies, and just larger wheels can overcome some of these, but have their own downsides), while spot has no issues handling them.
If you can design the environment to fit the needs of the robots, then sure wheeled or even on-rails will likely be a better choice (less expensive, greater load, etc) But for retrofitting robots into existing environments without totally reconfiguring them legs can be rather useful.
The question is are there enough such circumstances that Boston Dynamics can actually make reasonable amounts of money? I'm not sure. It is possible there are some fields with a lot of killer applications for such robots, but few spring to mind.
Humans usually charge quite a lot for suicide missions.
Not familiar with this phrasing. I tried to google it but didn't turn up something I could understand. Care to explain?
Take-Two's Q revenue is nearly 4x Roblox.
Call your rep and ask.
It seems we’re sufficiently far enough into the future that the the largest cohort of investors is too young to remember the late 90s.
And this doesn’t have to end in a crash. Could just be a decade of lost returns going forward as we’ve pulled all the gains from the future into the present.
It was a fine game when I last played it 10 years. What have they added that make it so good?
A buddy of mine cofounded FlowPlay. Surprisingly popular, but nothing like Roblox. Pretty much same idea. Users keep going back to hang out with their friends.
I've read that Roblox also has a thriving eco system of third party developers. Something that MineCraft, SecondLife, and other 3D/VR MUDs/MMORPGs didn't quite crack.
So Roblox gets that sweet flywheel effect. Like an in-game Steam (app) store.
Since my nephews cannot and will not use lame adult phones or chat apps, I installed both Roblox and FortNite, their preferred chat clients. I've never actually played any of the content.
- it’s very social and online first, kids can play with each other online seamlessly
- it’s simple. Most games you join and do silly kid stuff.
- there’s endless freedom to create new games and experiences
- a strong YouTube presence with popular you tubers that get kids excited to try different things.
It's still a janky as fuck attention grabbing upsell platform. Like an ultra-capitalist minecraft. My kids don't use it - they got bored quickly.
Some of the games are immense - full on theme parks, weird physics games, movie tie-ins, "total wipeout" physical games, all sorts. There was a really accurate Natural History museum at one point. It's so incredibly diverse, that it's hard to get a real handle on it unless you play it.
It seems to have got real traction with some of the kids in terms of the effort they put into programming their games, and hopefully it'll be a gateway to programming for some of them.
I think kids spend too much time playing games, but Roblox is pretty good, and they even make an effort to censor the chat - which can never be 100% but it's better than a lot of places.
FTR I've played minecraft with them a lot too, but the issue is that ends up being a fighting game ones the boys' hormones kick in (sadly!)
If I had to compare to something, I'd say it's like Unity, except with their own app store from which you can instantly launch games/experiences, and with cross-platform multiplayer taken for granted.
What I love most about Roblox is how the community is leaving behind a lot of the old game tropes and coming up with completely new things, as a lot of the game makers are kids. Turns out most games don't have to involve shooting anything.
While Minecraft has sort-of become a platform too, with people doing custom servers etc., Roblox is explicitly built to facilitate being a middleman skimming percentages of people buying and selling digital assets and game passes.
The marketplace added to the Bedrock edition of Minecraft is a baby step in that direction, but nowhere near as flexible.
Definitely an interesting platform, for sure.
Thanks to Proton work, VMProtect hurdle has been passed and the new issue is in regards to the challenge packets that the game sends at start.