At the end of the day I think the only worthy argument is whether or not the revenue sharing arrangement is fair.
At the end of the day I think the only worthy argument is whether or not the revenue sharing arrangement is fair.
If it were aimed at adults, but kids wanted to try, too, like Youtube... I don't have as much problem with that. But the target audience of Roblox ads is kids and always has been.
It doesn't seem at all fair to trap kids into this ecosystem, sell them the things they need to get rich and famous, and then also give them a worse cut on their games than Steam, Apple, Google, etc.
or maybe don't pay kids whose work attracts people to your platform in your in-game digital currency. pay them, like, actual money that they've earned.
"Adults can make money but they don't let kids who create content make any money!"
This seems like a fine state of affairs to me.
But even if you're sure you're being 100% fair, you have to be incredibly clear with those kids about what's going on and how it works, and you should probably also make their parents very clear on it, too.
If you can't commit to that kind of fairness towards someone who can't legally sign contracts because the law recognizes that they don't have the life experience to do it fairly on their own, you shouldn't do it, and you definitely shouldn't base your business on it.
What does the industry give indie devs whose games aren't popular?
Most of these kids are just sharing games with fiends on a platform.
If they want to go pro... welcome to the world / every platform where scale / getting attention is hard?
Better they have a learning experience now because they made a roblox game.
If it's manipulative of kids then it's manipulative of adults too.
Given the current state of stupidity in the US, I think there are a lot of children in adult bodies. No, I don't think it's reasonable to have different expectations for users.
That's what parents are for.
However, the comparison isn't entirely fair for several reasons. First off, those platforms don't restrict releasing the content on other platforms. If I'm unhappy with Spotify, I can move my music to Soundcloud, Bandcamp, or even my own website. This isn't ideal, and doesn't excuse bad practices, but it is possible. Roblox games only work in Roblox, and if I want to move my games elsewhere, I have to rebuild it entirely from scratch.
Secondly, all of these services have various tools that enable discoverability, without requiring any payment. These tools are obviously not ideal, but I can become successful on Youtube without giving Google a single cent, and without advertising outside of the site. It's unlikely, but it's possible. Roblox requires you to spend money for any chance at discoverability, and even then there are no guarantees. Roblox doesn't even let you cash out unless you have an active subscription.
Finally, all of these other services pay me in actual money, not their own fun bucks. The conversion rate is also ridiculously bad for creators. According to the video linked in the article, you can only cash out when you have $1000 worth of Robux, which then only returns $350 back to you. Combine this terrible conversion rate with the fact that Roblox takes an additional cut of basically every transaction, and the actual percentage of money going to creators is potentially as low as 17%, which is way worse then any other service I know of.
So yeah, I would say this is more exploitative then someone trying to make it big on other platforms. And we should call out these bad practices specifically when we see them, instead of brushing it off under "all platforms are bad too."
That's false.
"YouTube will run ads on smaller creators' videos without paying them"
https://www.engadget.com/youtube-ads-on-small-creator-videos...
Requirement for YouTube partner is 1000 subscriptions.
In the case of Robox, they are still getting paid for all those small games that make less than $1000, and meanwhile the creators get scrip.
[0] Twitch pays out at $100, if anyone didn't know.