[HN Gopher] Roblox faces criticism for 'exploiting' young game d...
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       Roblox faces criticism for 'exploiting' young game developers
        
       Author : turbohz
       Score  : 263 points
       Date   : 2021-08-20 15:19 UTC (7 hours ago)
        
 (HTM) web link (www.gamasutra.com)
 (TXT) w3m dump (www.gamasutra.com)
        
       | dang wrote:
       | The video this article is reporting on is
       | https://www.youtube.com/watch?v=_gXlauRB1EQ.
       | 
       | Normally we'd change the URL to the original source but I think
       | most HN readers probably prefer to read a summary even if the
       | article is cribbed.
        
       | djrogers wrote:
       | 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 to do all of the above.
       | 
       | If your filter is a kid who a) wants to make a game that goes
       | viral and earn a bunch of money off of it, then yeah - some of
       | these are legit complaints.
        
         | rdtwo wrote:
         | Can't you fix most of this problem by just buying the blox off
         | market. Though discord and other backdoor channels?
        
         | MrStonedOne wrote:
         | i mean, roblox still makes money off of the kid's effort and
         | labor and work, and engineered the system such that they take
         | large amount of cuts for that work.
         | 
         | I highly doubt the amount they take as a cut is necessary.
        
       | eezing wrote:
       | An 11 year old is having trouble earning a living as an
       | independent game developer?
        
       | csours wrote:
       | A lot of people seem to be missing the point - Roblox is
       | motivated to make money from kids. In pursuit of making money
       | they are likely to ignore harms associated to their business
       | model.
       | 
       | Yes, this is how business works, but this is also why child labor
       | laws exist. Roblox is treading a fine line between game
       | development for fun and game development for work.
        
       | 123pie123 wrote:
       | my son (not yet 14yo) has learnt to write a few games in Roblox
       | 
       | he's learnt Lua, object orientated programing client side/ server
       | side distributed programing (and how to optimse the speed)
       | 
       | he's also learnt that the people who run the platform will screw
       | you over in many different ways (he's learnt a few tricks to semi
       | counter this)
       | 
       | he's learnt that advertising can be useless and costly,
       | 
       | learnt people are extremely fickle, there's a far amount of
       | people who have money to throw around
       | 
       | learnt that doing good graphics is harder than it seems. (also
       | learnt how to use blender)
       | 
       | also that game dynamics and subtile changes can have big real
       | world changes to peoples experiances
       | 
       | also that UI and UX are important
       | 
       | also to train other (kids) how to program - for money
       | 
       | I'd say as a learning platform it has been fantastic, he's not
       | made much real money, but has earned a far amount of robuks
       | (platforms currency) that's he's spent in game
        
       | wonderwonder wrote:
       | Its not really surprising, this is a platform designed solely for
       | the purpose of keeping kids glued to their screens and spending
       | money. And they are excellent at it. My kids are obsessed with it
       | to the point where I have been planning a complete ban on gaming
       | for a couple weeks to try and break the addiction. I know several
       | (4) other families who's kids are going through the same thing.
       | My kids are constantly asking for money as well to buy things in
       | game, constantly to the point that it really reminds me of a drug
       | addiction.
        
       | phone8675309 wrote:
       | These allegations, if true, are terrible, and Roblox should
       | address them.
       | 
       | That said, maybe if these young developers learn first hand why
       | digital sharecropping is bad at an early age they can avoid being
       | chewed up and spit out by the "AAA" game development machine and
       | instead focus on creating and promoting games on a platform they
       | have control over.
        
         | kevingadd wrote:
         | I think it is a terrible waste if even one kid with a bright
         | future developing (for example) indie games is traumatized by
         | this stuff and ends up pushing spreadsheets or designing
         | webpages at an ad firm instead.
        
           | jandrese wrote:
           | On the other hand it may turn a child onto development when
           | they would have normally defaulted into some kind of boring
           | pencil pushing position. Or it may encourage the kids to go
           | into open source if they're not getting paid anyway.
        
       | andrewstuart wrote:
       | It's the epitome of what people have come to expect from Silicon
       | Valley bro culture to exploit child programmers instead of paying
       | them cash.
       | 
       | Roblox developer business model should be renamed Dickensian
       | Development.
        
       | MaxfordAndSons wrote:
       | Sort of orthogonal, but a perhaps culturally telling anecdote: a
       | few months ago I was actively looking for a new job, and got a
       | cold email from a technical recruiter from Roblox (via linkedin).
       | I was curious, so set up a time to call, he asked for me to
       | submit my cv (which is 90% things you could see on my linkedin,
       | but sure, whatever) through a upload page on some recruiting site
       | of their. Within minutes of submitting the cv, I got a rejection
       | email from them, even though I had already scheduled the call. I
       | figured it was an error, but nope, crickets when the time for the
       | call came around.
        
       | MrStonedOne wrote:
       | articles like this would do better to actually spell things out.
       | 
       | What _is_ the cut. They say it 's worse than other platforms, but
       | nothing stops them from actually saying what it is.
       | 
       | edit: the cut roblox takes for themselves is 30% at transaction
       | time, _and 65% at withdrawal time_.
        
       | Shadonototro wrote:
       | some people are jealous they didn't buy the IPO when it was
       | cheap, some FOMO in hopes they can buy some now lol
       | 
       | i am omniscient
        
       | Mountain_Skies wrote:
       | Wonder what the IRS would think of these earnings. If someone
       | earns $5,000 worth of Robux but spends it all in Roblox rather
       | than ever converting it to currency, is that taxable income? Or
       | would it be like S&H Green Stamps? While there likely aren't many
       | who make games that earn that much or whatever the IRS's
       | threshold is, this is the kind of edge case that ends up making
       | headlines when (if) the IRS comes sniffing around.
        
       | kenjackson wrote:
       | This probably is exploitative at some level. Although for my son,
       | he has made a handful of very low budget games. And he's gotten
       | paid in Robux for them. He was actually pleasantly surprised when
       | he got his first payout. Probably the equivalent of a few
       | dollars.
       | 
       | While he can't cash out his Robux, it turns out not to be so bad
       | for him since he likes Robux. On his last birthday his biggest as
       | was for Robux.
       | 
       | As far as gaming development platforms, it is probably the best
       | I've used. I'm not a pro game developer, so I've used simple
       | stuff like Unity. But I have found Roblox to be a really easy
       | platform to get started with.
        
       | caiomassan wrote:
       | they should all go to sandbox. https://www.sandbox.game/en/ Play,
       | Create, Own, and Govern a virtual world made by players
        
       | [deleted]
        
       | flerchin wrote:
       | Cut is high, something like 91.25%. That should probably change.
       | All the rest is whinging.
        
       | sierpinsky wrote:
       | What I find most disturbing about this is the possibility to use
       | real money to promote the games. Due to the misrepresentation of
       | the chances of success this turns the platform into a gambling
       | den for ten year olds.
        
       | rdtwo wrote:
       | I mean is a shit model but as long as you do all your
       | transactions off marketplace it reduces fees significantly
        
       | forgotpwd16 wrote:
       | Not sure what Roblox is in first place. An integrated game engine
       | and hosting site?
        
         | MichaelGroves wrote:
         | _Second Life_ for kids.
        
           | freemint wrote:
           | With a really good physics engine that can simulate
           | complicated mechanical contraptions
           | https://youtu.be/P-WP1yMOkc4
        
           | sumtechguy wrote:
           | It is basically that. With freemium style monetization,
           | cooldown periods, timed pop ups, consumable items (purchase
           | in the store) and all,
           | 
           | My niece was about 300 dollars into this game before my
           | sister got involved. She was using 'oh get me itunes gift
           | cards' from relatives so mom would not notice. She was using
           | all of the tools of an addicted person to use that game. Her
           | sister on the other hand got bored with it and gave up on it.
        
         | cwkoss wrote:
         | It is a metaverse filled with games for kids. Kind of
         | minecraft-like in quality, but more like an arcade than a lego
         | set.
        
         | TinkersW wrote:
         | A really messy and ugly game that lets people make & distribute
         | mods for it, somehow popular with children, despite being a
         | complete mess.
        
           | AnIdiotOnTheNet wrote:
           | I haven't played roblox and know relatively little about it,
           | but my guess would be that it is popular with children
           | because it has a low barrier to entry. Sort of like what
           | Flash did for young animators.
        
           | tenaciousDaniel wrote:
           | I played Dreams on the PS4 before I had heard of Roblox, and
           | when I first heard about it I thought "oh wow it's probably
           | like Dreams but for PC!"
           | 
           | I was sorely disappointed - I'm as perplexed as you are how
           | they became so successful. It is indeed a total mess.
        
             | wvenable wrote:
             | Kids love the total mess! As an adult I don't see the
             | appeal but I can understand why kids like it. Most of the
             | complaints here about Roblox and revenue sharing, etc,
             | completely miss the point: Roblox is not Steam; it's a
             | playground.
        
           | micromacrofoot wrote:
           | in my experience kids tend to gravitate towards chaos, and
           | roblox has a LOT of it
        
         | jamesgeck0 wrote:
         | Yep. It's surprisingly unknown outside the target demographic,
         | despite being one of the most highly valued gaming properties
         | around.
        
         | djrogers wrote:
         | That's precisely what it is. The game animations are fairly
         | simple, but you can build a world and write fairly
         | sophisticated game elements/rules/etc with Lua, and the kids
         | actually seem to like the cartoonish models.
         | 
         | Once you write a game or create a world, you can click and
         | publish it for anyone to join.
        
         | duxup wrote:
         | Think Steam.
         | 
         | But you can jump from game to game quickly.
         | 
         | Many of the games are similar-ish to popular games but the
         | barrier to entry is low, share assets, games are easy to jump
         | in and out of together with your friends.
        
       | fridif wrote:
       | It's all fun and games till people start talking about money and
       | exploitation.
       | 
       | Back in my day, we made mods for fun, and then we used the skills
       | we learned to get jobs doing something corporate.
        
       | duxup wrote:
       | My son makes some games on Roblox and plays a lot.
       | 
       | He has a great time, he's not chasing $, he just wants to have
       | fun. It works great for that.
       | 
       | As soon as you try to stand out and chase money, yeah it gets
       | HARD. Just like streaming on YouTube... or just getting noticed
       | online for your blog.
       | 
       | But what's the alternative here? That's a question of scale. Just
       | not let kids even have a chance to make money?
        
         | [deleted]
        
         | dtagames wrote:
         | I think what the video presenter is suggesting is that:
         | 
         | 1. Revenue could be shared more fairly. The money that Roblox
         | is keeping _from kids_ is going into corporate pockets. There
         | 's no way around that.
         | 
         | 2. The advertising could be more honest. If it's only for devs
         | to make money, then mention that part only under the dev pages
         | where 1% of the people will find them. For everyone else,
         | advertise playing and creating for fun.
        
         | jnwatson wrote:
         | The main complaint is they encourage kids to create games by
         | emphasizing the revenue sharing aspect, without making clear
         | how hard it is to derive any revenue at all from it.
        
           | djrogers wrote:
           | > they encourage kids to create games by emphasizing the
           | revenue sharing aspect
           | 
           | I disagree completely here - they encourage kids to create
           | games by giving them an easy platform to create games and
           | letting them play games other kids have created.
           | 
           | A kid who sees that other kids their age are able to actually
           | _make a video game_ is far more likely to want to learn to do
           | that themselves.
        
             | DixieDev wrote:
             | While I am sure many kids would be swayed without it, the
             | potential to make "serious cash" is one of just three
             | things they highlight about their platform on their creator
             | page: https://www.roblox.com/create
        
           | vmception wrote:
           | A common practice used to encourage adults too
           | 
           | Whether I dis/agree with the practice or not, I find a
           | separate standard for children to be disingenuous if we are
           | talking about a common practice
        
           | duxup wrote:
           | Honestly I think it is a good learning experience.
           | 
           | I talked about it with my son.
           | 
           | "Yup there's lots of people making games, it's hard to make
           | games as elaborate as everyone else."
           | 
           | And then you just make them for fun ...
           | 
           | The fact that kids try and fail at this is not a bad thing
           | IMO.
           | 
           | If kids out there can't control themselves (they're kids...)
           | I gotta wonder what if any parental involvement there is.
           | Let's say they ban kids from creating content ... kid who
           | can't control him/herself will just go make an 'adult'
           | account too and do the same thing. Roblox can only do so
           | much.
        
       | only_as_i_fall wrote:
       | >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 to withdraw it. ...
       | But to withdraw it, they need to have raked in roughly $1,000
       | worth of Robux.
       | 
       | This part seems pretty indefensible. Like yeah to a certain
       | extent all online content platforms have a gate like this, but
       | I've never heard of one that high. YouTube e will pay you as soon
       | as you make something like $20 iirc. And the fact that they pay
       | you in their gated currency which they then allow you to spend
       | but only within their system seems like am obvious self-serving
       | money grab.
        
         | tomnipotent wrote:
         | > But to withdraw it, they need to have raked in roughly $1,000
         | worth of Robux
         | 
         | You can thank modern accrual accounting for this.
         | 
         | Roblox will be allowed to move money from liability to revenue
         | based on a schedule using some sort of historical trends
         | supporting the method. The higher the threshold, the higher
         | their liability but also the more money that goes back to them
         | long-term.
        
         | spir wrote:
         | These kinds of non-level playing fields are what the ethereum
         | community hopes to replace with open protocols and non-
         | custodial property rights.
        
         | peoplefromibiza wrote:
         | I don't honestly know about Roblox, but I've read that YouTube
         | (to name one of the most popular UGC platforms) keeps 45% of
         | the advertising revenues.
         | 
         | 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.
        
         | nipponese wrote:
         | It's obvious that the company is trying to create clear
         | distinctions between hobbyists and professional devs. A low
         | cash-out threshold seems like bait, where as a higher threshold
         | discourages would-bes from thinking it will be easy money and
         | filling the catalog with garbage.
         | 
         | Though I do concede... the catalog is filled with a lot of
         | garbage.
        
         | code_duck wrote:
         | I had a blog or two that used Google AdWords circa 2008. I got
         | very close to the $100 limit but never reached it - so Google
         | just kept my $90. I wonder how many people and how much revenue
         | that applies to.
        
           | interwho wrote:
           | I had the same issue, Google escheated the money to the state
           | of Delaware (where they're incorporated) after a few years
           | though. Consider checking Delaware's unclaimed property site,
           | you may find your money there.
        
         | ashtonkem wrote:
         | I wonder if the old regulations around company scrip and stores
         | might be used to legally undermine such tactics.
         | 
         | It doesn't matter if you're creating digital experiences, you
         | must pay people with money, not company tokens.
        
           | lotsofpulp wrote:
           | You would first have to establish these kids were employed by
           | Roblox, and I would predict that to be a very uphill battle.
           | 
           | It would be hard to argue Roblox is paying anyone in exchange
           | for work.
        
         | donmcronald wrote:
         | There's probably a long tail where a tiny fraction of devs make
         | more than that. Free labor!
        
           | alex_munroe wrote:
           | By the same logic, YCombinator is "exploiting our free labor"
           | through Hacker News. People write thoughtful comments, get
           | nothing in return, and YC benefits from free publicity. Same
           | for facebook posts, instagram, reddit, and every business
           | that benefits from community and network effects.
           | 
           | Same for every video game that allows mods, custom levels,
           | and so on. The only difference is that Minecraft users make
           | no money at all for their efforts. How terrible! Poor
           | children!
           | 
           | Either that, or people just enjoy being creative, making
           | things is fun, and it's okay for kids to just enjoy making
           | things and sharing them with each other, even if (oh, gasp!)
           | the business that built the engine benefits from it. And
           | being able to make any money from this at all is just a nice
           | bonus.
        
             | darknavi wrote:
             | > The only difference is that Minecraft users make no money
             | at all for their efforts.
             | 
             | Minecraft dev. here, not strictly true. We have a pretty
             | bustling marketplace full of paid and free content (maps,
             | skins, etc.) but the process to release such content right
             | now is pretty hands-on and not suitable for non-adults.
        
             | dtagames wrote:
             | I beg to differ. HN is free because the contributors and
             | audience provide a significant input funnel for founders,
             | employees, and investors who directly participate in the YC
             | economy. It's a recruitment and promotional tool for all
             | three groups.
             | 
             | However, YC does not charge people to play HN in the way
             | that Roblox charges for that game. No one is counting my
             | minutes on HN and sending someone a payment, or a bill.
             | There is no direct monetization of my UGC.
             | 
             | Mod.io is a gaming add-on (for mods) that also has no in-
             | platform direct monetization of UGC assets. Of course, the
             | games that use mod.io do it because having UGC at all
             | brings the right kind of players and those players do pay.
             | 
             | So it is possible to make money, have UGC, and not be
             | exploitative. I don't think Roblox can say that's where
             | they are right now.
        
           | duxup wrote:
           | Most of these kids are just sharing games with their
           | friends... like posting a video to youtube.
           | 
           | Free content maybe, but not free labor exactly IMO.
        
             | kevingadd wrote:
             | It's labor regardless of how much money you make off of it,
             | though I think maybe you mean that they're little games
             | that aren't the result of much effort?
        
               | duxup wrote:
               | Is YouTube getting free labor when I upload a video?
               | 
               | I feel like the exchange there is not about labor...
        
               | ATsch wrote:
               | Yes it is. That is what they make their money off of, the
               | difference between what they earn off of the labor of the
               | video creators and the money they pay out. If nobody
               | uploaded videos, youtube could not sell attention just
               | like if no steelworkers arrived, the steel mill can not
               | sell steel. That applies to all social media/user
               | generated content platforms.
               | 
               | Now, you might argue that this does not feel like labor
               | because it's more voluntary than labor usually is. Which
               | is totally correct and exactly why this industry is so
               | lucrative.
        
               | dtagames wrote:
               | Not sure why you were downvoted but you're right.
               | YouTube, in a total inversion of the TV business model,
               | doesn't pay creators for anything until after it's been
               | monetized -- and then they take a cut first. The cut is
               | so early in the process that millions of videos are
               | monetized and the creators are not even aware, much less
               | paid.
               | 
               | This is the reverse of the Hollywood TV model where you
               | paid creators first and then tried to monetize the
               | content you owned. It's certainly still labor to create
               | it. The only things that have changed are the ownership,
               | licensing, and payment stream.
        
               | duxup wrote:
               | I feel like that really distorts my relationship /
               | expectations with YouTube and just turns just about
               | anything into 'labor'.
        
               | kortilla wrote:
               | Yes, anything that takes the work of a person (making a
               | video, writing a game, writing a blog) is labor.
        
               | ATsch wrote:
               | I don't think recognizing it as labor needs to change how
               | you feel about doing it at all. I'm doing labor that
               | makes HN more monetarily valuable right now by writing
               | replies and I'm obviously fine with that. And as to
               | almost everything being labor in some way... well, that's
               | the world we live in for better or worse.
        
         | majormajor wrote:
         | The threshold to cash out seems high, but the percentage cut is
         | curious, and I'm not convinced "exploitative" is the right
         | word. It's a high cut, but is there anything else that makes it
         | anywhere as close to make a game and share it with your
         | friends? It seems to be in an entirely different league as any
         | of the app stores or PC game development, so a higher cut there
         | would make sense.
         | 
         | The "it's just for fun!" argument does cut both ways - then why
         | introduce real money into the ecosystem at all? - but has an
         | obvious "because real money is needed to make the product and
         | ecosystem exist" answer. Is taking _this much_ real money
         | necessary? That seems like a much harder question. You could
         | say it 's a bit like college sports - playing a game with your
         | friends and there's some institution that's taking all the
         | money, and then, yes, if Roblox is rolling in huge profits and
         | distributing a penance, they deserve some pressure on that.
        
           | MrStonedOne wrote:
           | from what i can tell, its 30% at transaction time, then 65%
           | at withdrawal time.
           | 
           | That is not necessary.
        
             | [deleted]
        
               | [deleted]
        
               | [deleted]
        
         | midwestemo wrote:
         | > YouTube will pay you as soon as you make something like $20
         | iirc.
         | 
         | Isn't it $100?
         | 
         | https://support.google.com/youtube/answer/1709871?hl=en
        
           | kibwen wrote:
           | On Twitch it's also $100.
        
           | the_jeremy wrote:
           | Used to be lower.
        
             | tapland wrote:
             | Not for youtube. I made a video and got stuck at $85 or so
             | which has been sitting there. And the gate to get any ad
             | revenue at all has been raised so I'd have to get pretty
             | serious to get the hours watched to earn the remaining $15
        
             | code_duck wrote:
             | When? This was the level I failed to meet for AdWords when
             | I had a blog around 2007. What Google or other companies
             | were doing in 2005 is so long ago that it's hardly
             | relevant.
        
         | Stevvo wrote:
         | Roblox is not comparable to YouTube.
         | 
         | When you make a video and upload it to YouTube, that creation
         | is entirely the result of your own hard work and ingenuity.
         | YouTube doesn't need to exist for your video to exist.
         | 
         | When you make a game in Roblox, you are combining some amount
         | of hard work and ingenuity of your own with a larger amount of
         | hard work and ingenuity by Roblox Creation.
         | 
         | If you want to keep all the money, then you need to do all of
         | the work.
        
           | fshbbdssbbgdd wrote:
           | I'd guess that more engineer-hours have gone into making
           | YouTube what is than Roblox. At least, if someone's going to
           | express a strong claim about that, they ought to supply some
           | numbers and not just an assertion.
        
           | [deleted]
        
           | endisneigh wrote:
           | By your logic unless Roblox corporation created computers
           | they shouldn't keep all the money, either.
           | 
           | I'm not sure why anyone would defend a dollar amount above
           | $1. If you have money in you should be able to get it out
           | immediately IMO.
        
             | jerf wrote:
             | I expect it'll need to be higher than $1 because there's
             | going to be some legal matters to deal with around paying
             | the legally-minor creators any amount of money.
             | 
             | To be honest, when I think about it that way, you're not
             | going to get _that_ far under $1000 no matter what you do.
             | There 's tax forms at the very least, and probably extra
             | stuff to do with dealing with minors, plus generalized
             | legal risk of being sued or investigated anyhow... we need
             | to be dealing with more than a few bucks here before it's
             | worth Roblox's time & risk. Some of this is the cost of
             | protecting minors, too.
        
               | endisneigh wrote:
               | I don't see why the amount matters. It's a solved
               | problem. All of it can be aggregated and forms can be
               | sent once at the end of the year. It's not like this
               | stuff has to be manually dealt with. Computers deal with
               | virtually everything.
        
           | FemmeAndroid wrote:
           | > If you want to keep all the money, then you need to do all
           | of the work.
           | 
           | The person you're responding to isn't even talking about the
           | cut. It's the threshold at which you may take money out of
           | the ecosystem. Both YouTube and Roblox take a cut, but with
           | Roblox, even after the cut, you need to have made a
           | substantial amount of money before you can see a penny of it.
        
           | ashtonkem wrote:
           | I mean, it's not like YouTube content creators made YouTube,
           | by your logic YT shouldn't be paying its content creators
           | either.
           | 
           | In reality the relationship between these platforms and the
           | creators is a necessary and mutually beneficial relationship.
           | The exchange in value between these parties should be in a
           | format useful to both sides: cash.
        
           | jacobr1 wrote:
           | > When you make a video and upload it to YouTube, that
           | creation is entirely the result of your own hard work and
           | ingenuity. YouTube doesn't need to exist for your video to
           | exist.
           | 
           | YT probably does need to exist for many creators to get the
           | kind of distribution that enables them to monetize their
           | content including the operationally managing the scale of the
           | site, the brand they've built and the ad network. A highly
           | viewed piece of content is generally much more valuable than
           | unseen content. Which isn't to say you can't monetize video
           | outside of YT, just the YT is providing a very valuable
           | service and it isn't clear to me that is qualitatively of
           | less value than what Roblox provides its content creators.
        
             | ashtonkem wrote:
             | Also, YT content creators and the YT algorithm are clearly
             | affecting each other in complex ways. The content created
             | for YT is tailored to succeed on YT, and would obviously
             | fail on any other platform with a different recommendation
             | engine and community.
        
           | jameshart wrote:
           | You're definitely undervaluing the raw video encoding,
           | transmission and delivery framework YouTube brings to bear
           | there. Sure, you made a video. But that's not the same as
           | having a player that works in multiple browsers, support for
           | multiple streaming bitrates and codecs, optimized global
           | distribution and caching.. and that's all before we get to
           | the discoverability, hosting and channel management features.
        
             | Talanes wrote:
             | But with a video you have the portability to take your
             | content somewhere other than Youtube for the supporting
             | infrastructure. Your Roblox game is much less portable.
        
         | rtkwe wrote:
         | > 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.
        
           | all2 wrote:
           | They need a stable-coin.
        
             | pjc50 wrote:
             | Sounds like they already have one.
        
               | all2 wrote:
               | I was thinking something more stable than "buy for X and
               | sell for X/10". Probably something not controlled by
               | Roblox at all (USDC or DAI?). That would be giving up a
               | lot of control, but it would solve the problems they're
               | giving the kiddos.
        
               | rtkwe wrote:
               | Yeah Roblox doesn't want that. They want to be able to
               | take a cut every chance they get and also to encourage
               | people to just keep their money in Roblox to keep it
               | moving through purchases so they can keep taking 75% cuts
               | instead of the /only/ 65% they taken when someone cashes
               | out.
        
               | kortilla wrote:
               | They can already solve that problem, it's literally a
               | rate they program. They don't need a shitcoin to do that.
        
           | humanlion87 wrote:
           | 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.
        
             | Kiro wrote:
             | In literally all other games I know of the ratio is 1:0
             | since you can't cash out their in-game currency at all. Do
             | you have any of example of a game or a platform where you
             | can sell the in-game currency for the purchase price?
        
               | rnotaro wrote:
               | Secondlife have a fair spread and is player to player.
               | 
               | They take 3.5% of fee when you are transfering it to USD.
               | (Sellers)
               | 
               | Buyers are charged charged a 7.50% transaction fee with a
               | minimum of US$ 1.49 and a maximum of US$ 9.99 per
               | transaction
               | 
               | ------ The current spread on Lindex (SL Forex) is :
               | 
               | BUY: L$242 / US$1.00 (L$14,816 Remaining) SELL: L$249 /
               | US$1.00 (L$29,411 remaining)
        
               | Talanes wrote:
               | The closest I can think of are systems like Eve, where
               | players can trade in-game currency for game time tokens
               | purchased by other players. 1:1 ratio, but the real money
               | is proxied by game time so that no one can actually
               | remove cash.
        
             | Moru wrote:
             | They get away with it because it's all kids that doesn't
             | know any better.
        
           | stickfigure wrote:
           | Can you transfer it? If so, seems like it would be hard to
           | prevent secondary markets from forming.
        
             | kenjackson wrote:
             | You can sort of transfer it via trading. There is a black
             | market that exists, but it is FULL of scammers.
        
               | [deleted]
        
             | rtkwe wrote:
             | No, they don't have a way to move anything other than
             | games. Probably specifically to avoid the chance of a
             | secondary market forming. Trying to police real world
             | trading is hard so they just cut off the chance for it
             | entirely.
             | 
             | https://en.help.roblox.com/hc/en-
             | us/articles/203313090-Can-I...
        
               | rtkwe wrote:
               | I was wrong there is a trading system this is just about
               | moving items between accounts. Some places implement
               | balanced trade requirements to get around RWT.
        
             | robocat wrote:
             | Section 3.F of Terms of Abuse:
             | 
             | "the following will make you ineligible for a Cash Out:"
             | "attempting to exchange Robux for real currency other than
             | through DevEx"
             | 
             | https://en.help.roblox.com/hc/en-us/articles/115005718246
        
             | [deleted]
        
           | elliekelly wrote:
           | > 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 correctly? Because that seems nuts. Especially when
           | they're targeting kids as their primary "developers".
        
             | Fargren wrote:
             | 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
        
               | Arrath wrote:
               | Wow, that is pretty awful.
        
               | elliekelly wrote:
               | 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?
        
               | Raymonf wrote:
               | Yes, you can spend it in-game at the full 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.
        
               | robocat wrote:
               | 3.B "Minimum of 100,000 earned Robux in your account. In
               | order to protect against money laundering and comply with
               | applicable law, we limit all Cash Outs to "earned" Robux.
               | Robux are considered "earned" if you receive them by
               | receiving payments from a bona fide third party
               | transaction through the Services for (a) virtual items
               | (such as clothing for an avatar) that you created or (b)
               | virtual things in your game or for your game or
               | experience. This means that Robux acquired in other ways
               | (e.g., receiving Robux as part of a membership plan or
               | referral bonus, a purchase of Robux or gift card, or
               | trading/selling virtual goods that you did not create)
               | are not considered "earned". We will determine how much
               | you are eligible to Cash Out by totaling the amount of
               | Robux earned (over the lifetime of the account) and
               | subtracting the amounts previously paid out to you
               | through DevEx;"
               | 
               | Also note that there is a comment in the video that you
               | need to be careful how you spend your Robux for buying
               | development, because if you are not then a cut gets
               | taken, which maybe relates to 3B for the person you are
               | paying?
        
               | dtagames wrote:
               | Ugh. It feels like Roblox is the MLM of gaming.
        
             | jedberg wrote:
             | I believe it is like Forex but with a really bad spread.
             | You can buy Robux for $X USD, but when you sell robux you
             | only get $.35X USD.
        
             | rtkwe wrote:
             | > my actual cash receipts will be ~$350 USD?
             | 
             | Yes, ignoring any tax requirements because I'm not a tax
             | attorney. You have to have 100k Robux (Rb) to initiate a
             | withdrawl, that 100k Rb costs 1000 USD (ignoring any bulk
             | deals they may run) to buy if you just purchased it from
             | Roblox, but when you sell it to Roblox for USD you get 350
             | USD. So depending on how you look at it it is worth either
             | 1k or 350 USD. The article was using 1k as the frame and
             | it's what it would cost you to get that much buying
             | directly so to me that's the most accurate.
        
             | [deleted]
        
         | [deleted]
        
         | Anaminus wrote:
         | Worth noting that, since the currency can also come from a
         | handful of other sources (e.g. trading cosmetics), each cash-
         | out is manually reviewed to ensure that the currency only comes
         | from approved sources (sale of assets, games, products).
         | Because of this, reducing the minimum payout does not scale,
         | and at some point becomes infeasible. The article and video, of
         | course, both fail to mention this.
         | 
         | Maybe throwing more manpower at the problem will let them
         | reduce the minimum rate. Or they could work on altering their
         | infrastructure to support a more automated system, possibly
         | eliminating the minimum rate entirely.
        
       | tyleo wrote:
       | I read the article but have not watched the video so I may be
       | missing some context.
       | 
       | It really depends on how you define "exploiting". It doesn't seem
       | like you _need_ to buy the ads. A kid could make a game on any
       | platform and would encounter similar barriers.
       | 
       | Would it be better if the kid played Call of Duty rather than
       | creating something? Even if the chance to profit is low does the
       | kid get something else out of Roblox?
       | 
       | To my knowledge kids aren't dropping out of high school with
       | hopes of being a Roblox millionaire. They may dream about it but
       | I don't think they act on it. I dreamed about being a pro eSports
       | gamer in high school and I'd argue my time was much worse spent
       | doing that.
        
         | rtkwe wrote:
         | 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 have better ways to surface new applications
         | instead of only showing the top N that already have to have
         | over a thousand users.
        
           | [deleted]
        
           | stuaxo wrote:
           | The comparison to being paid in scrip you could only use in
           | the company store is spot on.
        
           | dtagames wrote:
           | Microsoft MakeCode (here's MakeCode Arcade[0], just one
           | aspect) is a terrific gaming platform which teaches standard
           | Typescript (using a Scratch-type interface). It doesn't offer
           | monetization of any kind so they can honestly advertise for
           | the pure creative, maker, and educational markets. And they
           | do!
           | 
           | [0] https://arcade.makecode.com/
        
             | rtkwe wrote:
             | Yeah there's definitely a cool niche there for an easy to
             | use tool to build games in a way that deals with the mess
             | of networking and servers that isn't just siphoning all the
             | money away from the users at every turn.
        
           | testudovictoria wrote:
           | 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.
        
             | robocat wrote:
             | The video mentioned you must also have a premium account at
             | $5/month, so conservatively 7 months is another $35 down.
             | 
             | And presumably you have to pay for the premium account
             | before you withdraw, so you are investing real cash for a
             | chance of a payout?
        
             | [deleted]
        
           | tyleo wrote:
           | 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 may be a different argument about whether it
           | exploits developers generally and not just kids.
        
             | PoignardAzur wrote:
             | Play Minecraft?
             | 
             | 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".
        
             | kortilla wrote:
             | The argument you're making could just as easily be applied
             | to having kids "compete cleaning tables at a restaurant"
             | where the winner for the day gets $10.
             | 
             | Once money is in the equation, all of the incentives change
             | and it's not about "learning opportunities" or fun.
        
             | Tostino wrote:
             | It can be a "good" for the child, while still being
             | exploitative. Take care of the exploitation, and don't
             | destroy the "good" parts. I don't think it's an entirely
             | binary situation.
        
             | [deleted]
        
         | Ashanmaril wrote:
         | It sounds like Roblox does want there to be dedicated Roblox
         | developers. I saw a clip from one of their conventions with
         | someone, possibly the CEO, saying they envision companies of
         | 100 people doing Roblox development
        
           | dexwiz wrote:
           | There are already studios like this, such as Uplift
           | https://en.wikipedia.org/wiki/Uplift_Games
        
       | anonymousab wrote:
       | If they were forced to change, I feel like the most likely
       | outcome would be to remove the chance of renumeration for young
       | developers, to sidestep any possible legal implications
       | altogether. To turn experience-making, for kids at least, into a
       | purely hobby effort. Maybe that's not bad, but I figure the same
       | negative pressures would still exist, for the most part.
       | 
       | It would be interesting to see the company's reaction to a
       | completely free, hobby Experience becoming the most played (and
       | unpaid) game on the platform. It's unlikely, but fun to imagine.
        
       | jamesgeck0 wrote:
       | If you're interested in more info about the platform dynamics of
       | Roblox, I found _So You Want to Compete with Roblox_[1] to be
       | informative.
       | 
       | 1. https://www.fortressofdoors.com/so-you-want-to-compete-
       | with-...
        
       | alexgmcm wrote:
       | I have no experience of Roblox development, but if it teaches
       | transferable skills to 'real' programming then it's still
       | probably a net good.
        
         | bink wrote:
         | It does. The development environment is pretty bloated, but
         | it's relatively easy to use and does require actual Lua code to
         | do anything complicated.
        
         | duxup wrote:
         | The scripting under the hood teaches some real skills. They use
         | Lua. Very handy.
        
       | djrogers wrote:
       | My kids (and I) certainly don't see it as exploitation - they
       | _love_ learning to create games, and would be happy to do it even
       | without any chance of payout.
       | 
       | I don't think the $1k minimum payout is crazy either, as the
       | overhead of paying 10s of thousands of kids $11.32 would kill
       | margins (leading to Robux having to take a higher %age). I'd have
       | to think most kids are in the same boat as mine - if their games
       | ever earn them any Robux, they'll turn around and spend those
       | Robux in another game, because that's what they want to do with
       | it anyway.
        
         | rtkwe wrote:
         | It looks worse when that $1k becomes $350 because Roblox cashes
         | out Robux at a 65% discount for itself after taking nearly 75%
         | of every transaction.
        
           | BigJono wrote:
           | So, to make $350 you need to sell $4000 worth of mtx? That's
           | ludicrous.
        
             | [deleted]
        
           | [deleted]
        
         | bink wrote:
         | Same with me. My kid makes Roblox games for her and her
         | friends. It didn't take her long to realize that the odds of
         | her making any money at all were very slim. In the meantime she
         | gets to learn programming skills in a way that she finds fun.
         | 
         | I do feel a bit bad for the older kids that put real effort
         | into it, but I don't see how it's much worse than trying to
         | start a youtube or twitch channel and failing. At least with
         | coding they're getting some valuable experience.
         | 
         | All that said, the way they sell "Robux" is absolutely
         | predatory. We've had to have several talks about what is
         | reasonable to spend money on. They even let you pay with
         | Amazon. Payments via Amazon are on by default for Amazon
         | accounts and don't require re-authentication, so a kid who
         | clicks on a link in Roblox on a computer that has already
         | authenticated with Amazon can drain their parent's account.
        
         | thenayr wrote:
         | The $1k minimum is kind of the entire argument here though,
         | they are exploiting free labor and making massive profits off
         | of it.
         | 
         | So you're basically saying "It's totally fine if Roblox keeps
         | up to $999 in profits from millions of developers (potentially
         | children) because they haven't hit the $1k min."
         | 
         | I'm almost certain ANY of these kids would be happier with $100
         | in cold hard cash in their pockets than they would be with $100
         | of robox currency. Right now they just have no option.
        
         | [deleted]
        
         | jonny_eh wrote:
         | Do you not see that there's a huge difference between $11.32
         | and $1000?
        
       | 41209 wrote:
       | Hard disagree.
       | 
       | The absurd vast majority of people will never make any money via
       | Roblox, or any of the major app stores for that matter. I have a
       | few apps on both Google Play and the App Store.
       | 
       | I'm never going to see a dime. If anything I like that Roblox is
       | encouraging kids to learn game development, later on they can
       | always move on to Unity or Godot( I'm not really an Unreal fan
       | since the editor doesn't run well on my computer). Then they can
       | also enjoy making no money on Steam ! It's very very rare for
       | indie game devs to make money !!
        
       | dreyfan wrote:
       | This is no more exploitative than someone trying to make it big
       | on Youtube, Twitch, or Spotify and gaining zero traction. If the
       | content someone creates on these platforms doesn't capture an
       | audience, the hosting platform doesn't generate any revenue and
       | neither does the creator. It's completely free to produce the
       | content (minus your time) and the platform hosts it for free,
       | even though 99% of it never receives any views/plays/listens.
       | 
       | At the end of the day I think the only worthy argument is whether
       | or not the revenue sharing arrangement is fair.
        
         | nyghtly wrote:
         | > the hosting platform doesn't generate any revenue
         | 
         | 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.
        
         | ARandumGuy wrote:
         | Well yeah, streaming services also suck for creators. That
         | doesn't excuse the practices of Roblox.
         | 
         | 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."
        
         | [deleted]
        
         | wccrawford wrote:
         | For adults, I agree. But this is squarely aimed at kids and
         | they haven't got the life experience to see these problems
         | coming or deal with them appropriately.
         | 
         | 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.
        
           | inetknght wrote:
           | > _For adults, I agree. But this is squarely aimed at kids_
           | 
           | If it's manipulative of kids then it's manipulative of adults
           | too.
        
             | only_as_i_fall wrote:
             | Eh, I think it's reasonable to have different expectations
             | of children vs adults. After all, isn't there a reason why
             | children can't sign legally binding contracts?
        
               | inetknght wrote:
               | > _I think it 's reasonable to have different
               | expectations of children vs adults._
               | 
               | 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.
        
           | alex_munroe wrote:
           | > For adults, I agree. But this is squarely aimed at kids and
           | they haven't got the life experience to see these problems
           | coming or deal with them appropriately.
           | 
           | That's what parents are for.
        
           | duxup wrote:
           | What then? Just don't let them make money on the platform?
        
             | mike_d wrote:
             | Sure. I also don't think 11 year olds should be working in
             | coal mines or farm fields either.
        
               | kook_throwaway wrote:
               | Although I can't prove it, I suspect there wouldn't be a
               | lot of kids that would stop making games on roblox for an
               | enjoyable day in the coal mine with their friends.
        
             | MichaelGroves wrote:
             | That's how it works in minecraft right? Kids can design and
             | build a minigame within the context of minecraft, but
             | minecraft doesn't provide provide some _minecraft diamonds
             | to USD_ conversion service that allows players to bring
             | real money into the game, or to cash out game money for
             | real money. (Some third party servers might provide this,
             | in violation of the Terms of Use.)
             | 
             | This seems like a fine state of affairs to me.
        
             | trs8080 wrote:
             | uh, yes? if your business model relies on exploiting
             | children, you shouldn't be allowed to operate as a
             | business.
             | 
             | 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.
        
               | duxup wrote:
               | I feel like we'd then have the same article:
               | 
               | "Adults can make money but they don't let kids who create
               | content make any money!"
        
               | trs8080 wrote:
               | kids can still make money from their creations. just pay
               | them with real money instead of roblox digital currency
               | (and remove the ridiculous minimum of $1k).
        
               | gbl08ma wrote:
               | One could argue that this would fall into child labor
               | laws, which exist for a reason.
        
             | wccrawford wrote:
             | If you make money from the work of kids, you _must_ be 100%
             | fair with them. Giving them a worse cut than the parts of
             | the game industry that are already under fire for not
             | giving a big enough cut is _not_ fair. Setting false
             | expectations for them is not fair. And forcing them to earn
             | $1000 before they can pull money out is not fair. Someone
             | else mentioned that Second Life only requires $10 as their
             | minimum.
             | 
             | 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.
        
               | duxup wrote:
               | >Giving them a worse cut than the parts of the game
               | industry
               | 
               | 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.
        
           | AnIdiotOnTheNet wrote:
           | Honestly the only thing I find really disingenuous about this
           | is the implication that it's realistic to get rich and famous
           | on it, which is a quality shared by a lot of "creator"
           | platforms. Also college.
        
         | micromacrofoot wrote:
         | 8 year olds, dude
        
         | AnIdiotOnTheNet wrote:
         | Yeah, I'm reading this and thinking it is pretty similar to the
         | situation on twitch. I'm the world's lamest twitch streamer in
         | a category with paltry viewership, so it took me over 600 hours
         | of streaming to get a payout[0] and I had to hit arbitrary
         | milestones for affiliate in the first place. I have no idea how
         | discovery even works on twitch, but I have to imagine it's the
         | same as everywhere else: popular stuff gets more popular and
         | everyone else languishes in obscurity. How else could it work,
         | really?
         | 
         | [0] Twitch pays out at $100, if anyone didn't know.
        
           | meheleventyone wrote:
           | Twitch isn't amazing at it in total but it does recommend
           | smaller streamers to people.
        
             | xmprt wrote:
             | I think discoverability on YouTube is 100x easier than
             | Twitch. I've been recommended videos with a few hundred or
             | thousand views before. The equivalent on Twitch is a 0-10
             | viewer stream which I've literally never come across
             | without it being through me actively looking for a niche
             | game, through a raid, or through (ironically) finding their
             | channel on YouTube which linked to their Twitch.
        
               | meheleventyone wrote:
               | Twitch has a "Recommended Smaller Communities" section on
               | their user frontpage now.
        
       | RistrettoMike wrote:
       | I'm with others here in that this - while an extreme example - is
       | just another version of common revenue-sharing that happens on
       | pretty much _all_ online creation platforms where the user isn 't
       | responsible for hosting the content themselves.
       | 
       | I think it's a bit ludicrous that the company is pushing that as
       | a marketing point towards children, that the payout-threshold is
       | so high, and that they take multiple cuts of that payout, but at
       | the end of the day; _aren 't all monetized products aimed at
       | children kind of a scam built on exploiting people who can't
       | recognize they're being exploited?_
       | 
       | Kind of egregious, but also just the same principle as _many_
       | other platforms like Twitch, YouTube, Spotify, Medium, Google,
       | etc.
        
       | [deleted]
        
       | sillysaurusx wrote:
       | See 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 is very little reward, and
       | mostly a lot of exploitative business preying on children."
       | 
       | > I am disagreeing with the thesis of the video. Roblox provides
       | opportunities previously unavailable; it is up to the individuals
       | to decide if they are worthwhile to invest time in.
       | 
       | If the most legendary game developer of all time thinks Roblox is
       | fine, are you sure he's mistaken?
        
         | TeMPOraL wrote:
         | > _Roblox provides opportunities previously unavailable; it is
         | up to the individuals to decide if they are worthwhile to
         | invest time in._
         | 
         | Oh boy. I think we've all heard that many times before. Every
         | exploitative business will use this line as its defense (see
         | e.g. every controversy about employee/contractor status in the
         | gig economy), so taken alone it isn't much of an argument.
         | 
         | For example, individuals can be mislead as to whether the
         | opportunity is worthwhile to invest - with enough trickery and
         | unsophisticated target group (e.g. Joe Random Uberdriver who
         | never before calculated depreciation of their car), the
         | business can exploit people for many years before they wisen up
         | as a group.
        
           | thethirdone wrote:
           | I think it is important to note that its not the payment
           | model itself that's the issue in those cases. It is instead
           | the marketing that convinces people to engage with it in a
           | way that is harmful / allows them to be exploited.
           | 
           | I would think contractor status can make sense for a small
           | portion of people in the gig economy, but for a lot of people
           | it would not.
        
         | jwmhjwmh wrote:
         | > If the most legendary game developer of all time thinks
         | Roblox is fine, are you sure he's mistaken?
         | 
         | Isn't this an argument from authority?
         | https://en.wikipedia.org/wiki/Argument_from_authority
         | 
         | Furthermore, the video made the argument that Roblox tries to
         | mislead kids into thinking they can make money. In other words,
         | an individual might be wrong in thinking the opportunities are
         | worth investing time in due to the manipulative practices of
         | Roblox.
        
           | sillysaurusx wrote:
           | It is. And you're right to be skeptical of such arguments.
           | 
           | But such arguments also happen all the time. For example, if
           | you join a company as a junior developer, most people would
           | trust an existing senior developer.
           | 
           | I was about to write "I think it's fine to mislead kids into
           | thinking they can make money." Then I reconsidered.
           | 
           | After reconsidering, I think it's fine to mislead kids into
           | thinking they can make money. Lemonade stands and lawnmowing
           | for neighbors are examples of this. They may make a little
           | bit, but unless they're exceptionally lucky, no one would be
           | under any illusions that it would become their full time
           | profession.
        
             | cma wrote:
             | But he is CTO of a company trying to become Roblox which
             | takes half the money from kids the article/video talks
             | about, and he's CTO of a 30% app store which takes the
             | other half of the money from kids the article/video talks
             | about.
             | 
             | Why does his C-programming ability have more weight than
             | his obvious conflict of interest weighing in here? He may
             | be being geniune, but since he works in this exact area, it
             | is too tainted by that to take at face value or especially
             | to take on authority.
        
             | CobrastanJorji wrote:
             | Lawnmowing for a neighbor takes about an hour and earns
             | maybe $10. Making a Roblox game takes perhaps 100 hours and
             | is almost certainly going to result in earning $0 for
             | everyone except the Roblox Corporation.
        
               | sillysaurusx wrote:
               | Ditto for learning the violin. (In this case, you learn
               | Lua.)
        
           | vmception wrote:
           | An argument from authority isn't inherently a fallacy, as
           | your own wikipedia article mentions.
           | 
           | But, like you, I do think it is inherently a flag that
           | suggests other inputs are necessary. And that all opinions
           | that solely reference the authority are equally lower
           | weighted until additional inputs are found to match, or
           | further negate.
        
         | cma wrote:
         | > If the most legendary game developer of all time thinks
         | Roblox is fine, are you sure he's mistaken?
         | 
         | FWIW, he's the CTO of a 30% app store trying to also break into
         | the Roblox business (their Metaverse talk/Facebook Horizon).
         | 
         | So rather than Roblox only taking 40% and giving 30% to Apple,
         | Facebook will potentially be in position to take the full 70%
         | (or more due to getting children to pay for ad spend) of the
         | child labor.
        
           | elefanten wrote:
           | I don't think Oculus is courting amateur kiddie devs.
        
           | sillysaurusx wrote:
           | Carmack is a full time AI developer. He's working on AI in
           | the most hardcore sense: aiming at full AGI. I've DM'ed with
           | him for months about it. I was skeptical, and then his ideas
           | turned out to be some of the most innovative I've seen.
           | 
           | When Carmack tweets something, it's because he believes what
           | he's saying is true.
           | 
           | Searching for the most charitable interpretation of your
           | argument, the only thing I can think of is "Maybe Carmack's
           | view was contaminated by his time spent as CTO of Oculus."
           | But he joined Oculus long before Facebook acquired it, and
           | before the policies you mention. Carmack may be legendary,
           | but he likely had no say in those policies.
        
             | cma wrote:
             | > Carmack is a full time AI developer.
             | 
             | He's still simultaneously the CTO of Facebook's Oculus
             | division, which runs their 30% app store and is building
             | the Roblox-aesthetic Facebook Horizon "metaverse":
             | 
             | https://techcrunch.com/wp-
             | content/uploads/2019/09/Facebook-W...
             | 
             | https://roadtovrlive-5ea0.kxcdn.com/wp-
             | content/uploads/2020/...
             | 
             | https://roadtovrlive-5ea0.kxcdn.com/wp-
             | content/uploads/2020/...
             | 
             | He's separated out his AI work as his own thing.
        
         | w-j-w wrote:
         | I'm not really convinced by "John Carmack doesn't think it's a
         | bad deal, so it's probably ok". He might very well be an
         | incredibly talented game developer, but he also hasn't been in
         | the position of being unknown in the space since the 90s. He
         | also isn't an economist. However, I do think he makes a good
         | point about accessibility. I also think that similar arguments
         | are commonly used to defend MLM companies, which many
         | rightfully still dislike.
        
         | andyfleming wrote:
         | > 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.
        
           | PoignardAzur wrote:
           | Yeah, the only way I think Roblox could useful for kids is as
           | a case study for how predatory game companies try to take
           | your money.
           | 
           | For the creative side, there are other options. Play
           | Minecraft, Trackmania and Super Mario Maker.
        
         | tpush wrote:
         | Carmack being a prolific game developer doesn't mean that he
         | has special insight into any other issue, like corporations
         | economically exploiting children.
         | 
         | He may have a point, but him being 'legendary' doesn't make his
         | arguments any better (or worse).
        
           | sillysaurusx wrote:
           | I think him being a father gives him special insight into
           | that issue. Most fathers are keenly aware when their children
           | are being taken advantage of.
           | 
           | Most parents on this HN thread seem to agree.
        
             | sombremesa wrote:
             | Quote from my friend, who is a mom:
             | 
             | > I'm honestly not a fan as a mom but it's a very fluid
             | marketplace for games and gives people an opportunity to
             | make their own video games and make money.
             | 
             | Given that this opportunity to make money scarcely exists
             | in reality (it's equivalent to my opportunity to make money
             | by starring in a Hollywood film as a random Seattle
             | engineer), seems like parents don't really have a clue
             | what's going on.
             | 
             | From my own experience from when I was a kid, it would seem
             | to be true that parents don't have a clue what their
             | children are actually exposed to on the internet, unless
             | they take extreme and draconian measures.
             | 
             | Unfortunately, parents have a strong interest in protecting
             | their image as that of a good parent, so it's rare for them
             | to admit to not knowing such things.
        
         | johnny53169 wrote:
         | > If the most legendary game developer of all time thinks
         | Roblox is fine, are you sure he's mistaken?
         | 
         | If he was the most legendary game _designer_ sure, but in that
         | area he hasn't been very relevant in a while, as a programmer I
         | don't see what special insight he has.
         | 
         | He seems like a nice guy and he is obviously one of the best
         | developer ever, but I don't get the near cult he has
        
           | sillysaurusx wrote:
           | I was surprised how grounded he was. It's pretty much the
           | opposite of a cult.
           | 
           | When you talk with him about a technical idea, you come away
           | feeling that whatever Carmack said, it was plausible. So you
           | start questioning your own assumptions.
           | 
           | I've learned to trust his thinking. It doesn't mean that I
           | don't think for myself. Quite the opposite; I don't think
           | anyone else in the AI scene insisted to him that it was
           | crucial to have a loss function.
           | 
           | But in matters like this, where he's clearly given it more
           | thought than I have (see tweet) and has more experience than
           | I have (see son), I am perfectly content to outsource my
           | thinking to him.
           | 
           | I'll wager you $500 he's right. (The problem with such wagers
           | is that it's hard to define the terms precisely. But, if it
           | were possible to make it precise the way a mathematics
           | formula is precise, I would happily bet you the $500.)
        
         | elliekelly wrote:
         | Aren't most modern game developers notoriously exploitative of
         | their adult workers? And, increasingly, their users of all
         | ages? Perhaps a "legendary" game developer isn't the best
         | person to weigh in on whether Roblox is "fine" or exploitative.
        
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