[HN Gopher] So you want to compete with Roblox
       ___________________________________________________________________
        
       So you want to compete with Roblox
        
       Author : simonebrunozzi
       Score  : 173 points
       Date   : 2021-10-01 05:06 UTC (17 hours ago)
        
 (HTM) web link (www.fortressofdoors.com)
 (TXT) w3m dump (www.fortressofdoors.com)
        
       | foota wrote:
       | Looking at changes fortnite has introduced to their game browser,
       | I think they're trying to eat roblox.
        
         | leodriesch wrote:
         | They would certainly have an easier time than startups because
         | the userbase is already there.
        
       | kbrtalan wrote:
       | > Roblox first launched in 2006, a full fifteen years ago -
       | that's five years before Minecraft
       | 
       | So if Notch pitched the author Minecraft the answer would have
       | been to abandon the project? This puts a huge dent in the
       | credibility of the article
        
         | meheleventyone wrote:
         | Well at that point Roblox wasn't big and Minecraft wasn't a
         | competing project so probably not.
        
         | breakfastduck wrote:
         | Minecraft and Roblox are two fundamentally different
         | propositions. So no, it doesn't.
        
       | Grimm1 wrote:
       | I had my start programming via https://www.byond.com/games/ and
       | it makes me really excited to see so many platforms where it's
       | easy to hop in and start programming games with modern
       | technologies. I don't work in games as an adult but I wouldn't be
       | where I am without sites like that.
       | 
       | Here's to the next wave of kids that pick up programming from
       | platforms like these.
        
       | thenipper wrote:
       | I've got two step kids who play roblox/Minecraft obsessively. The
       | network effect in playing what their friends play is super
       | strong. That combined with as busy parent there is a reluctance
       | to switch to anything else. They don't want to do it because
       | their friends don't play it. I don't want them to do it because I
       | know roblox/Minecraft are reasonably safe. The idea of having to
       | understand another platform seems exhausting.
       | 
       | Plus them playing Minecraft gives me an excuse to play. :)
        
       | gfodor wrote:
       | The experiences that come to be understood as "the metaverse"
       | will (probably) be web based, in the end, imo. I wrote about this
       | thinking that inspired Mozilla Hubs for anyone interested:
       | https://gfodor.medium.com/the-secret-mozilla-hubs-master-pla...
        
       | hyeomans wrote:
       | I used to work at Roblox and I confirm the layers upon layers of
       | knowledge in code.
        
         | cyber_kinetist wrote:
         | Seriously, they built a custom-built physics engine from
         | scratch that seems to perform much better than the current ones
         | out there (PhysX, Bullet, etc.). This alone is an achievement
         | of years and years of R&D... (For examples of the inner details
         | see https://youtu.be/P-WP1yMOkc4 or some of their technical
         | blog posts)
         | 
         | And the stuff doesn't end there. Nowadays they also have their
         | own Lua-derivative language forked from Lua 5.1 (https://luau-
         | lang.org/) with many improvements like static typing,
         | performance, and sandboxing. And their renderer seems to work
         | smoothly on low-end computers too, they've probably done lots
         | of optimizations over the years.
        
       | isk517 wrote:
       | >"Our platform is like Roblox, but for when kids age out and want
       | something mature!"
       | 
       | I feel like a point that the author missed when discussing this
       | is that there is a lot of evidence that being more mature may not
       | be a strong selling point. The best example would be Fortnite,
       | the most profitable game in the world at one point that had a
       | sales pitch that could be boiled down to 'Like PUBG but more
       | childish'. TF2 is another one that seemed to have plenty of
       | competitors that tried to dethrone them by making a more mature
       | and serious game, but that only one to succeed was Overwatch that
       | went for a even more kid friendly esthetic.
        
         | larsiusprime wrote:
         | It's a point I didn't happen to mention, but one I certainly
         | agree with.
        
       | cwillu wrote:
       | "It lets you do a complete end run around the app stores, and
       | lowers friction for users and content creators alike. However,
       | it's technically demanding to get full browser compatibility
       | across mobile and desktop, and not every "browser-based" solution
       | is created equal."
       | 
       | The problem is that you are _completely_ beholden to the same
       | companies that are making money off their app stores, to continue
       | to develop and maintain their browsers' ability to act as
       | competitors to their own app store.
        
       | herbst wrote:
       | Reading the article I actually think the slow and planned release
       | and build of the sandbox game really does exactly what the
       | article wants to see.
       | 
       | https://www.sandbox.game/en/
        
         | ballenf wrote:
         | The requirement to have a crypto wallet feels like requiring a
         | hunting license in order to watch Netflix.
        
         | robertlagrant wrote:
         | But then I go there and it says I should join Snoop Dogg's
         | metaverse party with exclusive NFTs.
        
           | Kinrany wrote:
           | The article calls Roblox a "company town" version of the
           | metaverse. NFTs are an attempt to extract value from content
           | production when everything else is open and free by design.
        
           | herbst wrote:
           | I don't like their aggressive crypto advertisment model
           | either. I do have some sand tho :)
           | 
           | If you take a deeper look on how it works, the companies and
           | game designers that are involved in it. The crazy amount of
           | money they paid and pay to early designers to build up
           | content...
        
         | [deleted]
        
       | bullen wrote:
       | A 3D action MMO is the only interesting project anyone can
       | undertake today, everything else consumes too much energy.
       | 
       | Minimalistic open-source is the only way forward. The complexity
       | of Unreal and Unity is way to far gone to be able to build
       | anything original.
       | 
       | Browsers are way too complex to make 3D scale, even with WASM
       | your turnaround will be too long for the kind of iteration speed
       | needed.
       | 
       | The author probably bought the stock.
       | 
       | I wrote something on the subject a while back (very biased):
       | http://move.rupy.se/file/park_engine.html
        
         | meheleventyone wrote:
         | > Browsers are way too complex to make 3D scale, even with WASM
         | your turnaround will be too long for the kind of iteration
         | speed needed.
         | 
         | I want to challenge this because it's wrong. And the best way
         | to do it is to show you how fast iteration times can be:
         | https://youtu.be/jvDz72FAOd0
        
           | bullen wrote:
           | That does not teach me how this works, what compiles what,
           | how, where etc.
           | 
           | I use dynamic .so/.dll hot-deploy, which can reload native
           | code in microseconds without disturbing state.
           | 
           | My game can render 600 non-instanced skin meshed characters
           | on a 10W Jetson Nano.
        
             | meheleventyone wrote:
             | Sorry my point in the demo isn't to tell you how it works
             | (we're compiling TS to JS, not really mind blowing) but to
             | show you what is possible in terms of iteration time with a
             | browser native game engine.
             | 
             | I'm also not trying to say you can't have fast iteration
             | time in other ways. Just that the statement about the
             | browser was incorrect.
        
               | bullen wrote:
               | Javascript is not usable, you wont be able to make
               | anything useful if that is your underlying VM.
               | 
               | You need fast turnaround AND performance at the same
               | time.
               | 
               | You are sinking your cost into a dead-end proving the
               | articles point.
        
               | IggleSniggle wrote:
               | The fact that some of my favorite games that I've paid
               | for in the last 5 years have been built using browser
               | technologies proves this completely unfounded.
               | 
               | The V8 is an incredibly good VM. It has compute
               | performance comparable with Rust in Debug mode for a
               | single core, or comparable to the JVM with a single core.
               | That's plenty for a great many game genres, and for ALL
               | of the game genres that I am personally interested in
               | playing.
        
               | bullen wrote:
               | I would be very interested in real examples!
        
               | astlouis44 wrote:
               | Also, Curse of Monkey Island which was just posted to
               | Hacker News earlier today:
               | 
               | Post link: https://news.ycombinator.com/item?id=28723689
               | 
               | Game link: https://personal-1094.web.app/scummvm.html
        
               | [deleted]
        
               | IggleSniggle wrote:
               | Off the top of my head, I bought (and totally loved):
               | 
               | CrossCode, Game Dev Tycoon, Curious Expedition, Screeps,
               | FoundryVTT
               | 
               | I feel somewhat confident that there are others, but the
               | devs of these games were somewhat public about what
               | technologies they used. I can easily imagine other very
               | popular games like FTL, Darkest Dungeons, Slay the Spire,
               | etc having made use of browser tech, even though I have
               | no idea if they did or not.
               | 
               | The fact that I bought these games (in some cases on
               | multiple platforms), spent countless hours playing them,
               | and never had a complaint about performance, should be
               | evidence enough that browser tech is plenty good for
               | delivering high quality games that people are happy to
               | pay good money for.
               | 
               | Heck, the fact that it was possible to do this _three
               | decades ago_ ought to be evidence enough that you don 't
               | need something better than V8 (or even a potato) to make
               | great games that "scale" in terms of number of players
               | and in terms of purchases.
               | 
               | If you mean VM performance, you can always play the
               | Computer Language Benchmarks Game:
               | https://benchmarksgame-
               | team.pages.debian.net/benchmarksgame/...
               | 
               | You'll find that of course languages like C++ and Rust
               | can perform better. But is that level of performance
               | _necessary_ to pull off a great game with a big paying
               | audience in 2021? Absolutely not.
        
               | astlouis44 wrote:
               | Does the original Diablo PC demo ported to WebAssembly
               | count..?
               | 
               | https://d07riv.github.io/diabloweb/
        
               | meheleventyone wrote:
               | > Javascript is not usable, you wont be able to make
               | anything useful if that is your underlying VM.
               | 
               | I've been making games professionally across a wide gamut
               | of technologies for over sixteen years and that's simply
               | not true. Further there are loads of games written in JS
               | that prove it's not true! Believe it or not I've actually
               | written game code in languages SLOWER than JS for
               | shipping titles!
        
               | bullen wrote:
               | I would be very interested in real examples!
        
               | meheleventyone wrote:
               | Well https://dotbigbang.com at the very top of this page
               | has loads.
               | 
               | Krunker (https://krunker.io/) is a browser based
               | multiplayer shooter.
               | 
               | CrossCode (http://www.cross-code.com/en/home) is another
               | pretty famous one that is also on Steam and very popular.
               | 
               | Slither.io (http://slither.io/) and really the whole
               | genre that these sorts of games became.
               | 
               | The whole Godot Engine IDE
               | (https://editor.godotengine.org/releases/latest/) has a
               | web version.
               | 
               | Game Dev Tycoon (https://store.steampowered.com/app/23982
               | 0/Game_Dev_Tycoon/) is made with JS.
               | 
               | Curious Expedition (https://store.steampowered.com/app/35
               | 8130/Curious_Expedition...) was written in CoffeeScript
               | which is compiled to JS.
               | 
               | And so on, and on. There are literally loads including
               | umpteen multiplayer ports of Quake 3 and that sort of
               | thing. Throw in all the JS13k games. Numerous games
               | people have published using the Unity web exporter and so
               | on. All the little web games people have released on
               | itch.io, all the stuff made with Twine and Bitsy. And on,
               | and on.
               | 
               | The idea that JS is too slow to make games with is pretty
               | silly and smacks a bit of willful ignorance.
        
               | bullen wrote:
               | Ok, which of those have you worked on during those 15
               | years?
               | 
               | These prove the point, they don't scale or deliver
               | anything that will dislocate roblox. Even wormate (which
               | is way better than slither does not run properly on my
               | android pad)...
        
               | meheleventyone wrote:
               | Come on you keep moving the goal posts. You said:
               | 
               | > Javascript is not usable, you wont be able to make
               | anything useful if that is your underlying VM.
               | 
               | And yet all these useful games exist all targeting JS
               | backends. Some of which have made oodles of cash.
               | 
               | Of that list I've been making games for dot big bang for
               | the last three years.
               | 
               | For other slower languages I worked in for shipping games
               | there is EVE Online a large part of which is written in
               | Python and then APB which had a lot of code written in
               | UnrealScript for Unreal Engine 3 both of which are very
               | much definitely slower than JS.
               | 
               | Edit: Another really cool browser based project is this
               | fight simulator: https://www.geo-fs.com/
        
               | astlouis44 wrote:
               | https://vrland.io/ VRland is another great example to
               | check out, lightning fast load times and works across all
               | devices such as mobile, PC, and even VR via WebXR.
               | Entirely web-based.
        
       | astlouis44 wrote:
       | Love the author's point that web-based is an untapped blue ocean
       | opportunity.
       | 
       | My team is building a sort of "Roblox in WASM/WebGPU" that's
       | built in UE4 and compiled to the browser, that will allow anyone
       | to easily create virtual words and experiences for HTML5 without
       | needing to know how to code. We're even working toward live
       | building using editor client side on the web, with hot reloading
       | and a simple "publish" button so you can see in real time as you
       | push changes.
       | 
       | Furthermore, the metaverse will be born from the web, because it
       | "just works", not to mention accessibility is increased when
       | anyone can join with a simple link.
       | 
       | And for developers? No 30% tax from monopolistic walled gardens,
       | plus only one codebase to worry about.
       | 
       | If anyone is interested in early access to our platform, you can
       | join our Discord here:
       | 
       | https://discord.gg/zUSZ3T8
        
         | maverwa wrote:
         | Are you targeting mobile with that? If yes, how does iOS Safari
         | do with WASM and WebGL (since webGPU isnt really supported
         | anywhere in factory settings afaik).
        
           | meheleventyone wrote:
           | From our experience (we're running on WebGL) iOS Safari is
           | very performant and on modern iPhones very, very performant.
           | No support for fullscreen and a bunch of other things makes
           | me sad though.
        
             | cma wrote:
             | The fullscreen thing is gross, it is them batantly saying
             | pay us 30% of gross revenue to enable.
        
           | Jensson wrote:
           | Didn't they just add support for webgl 2.0? That is the
           | important one.
        
             | soylentgraham wrote:
             | It was there behind a OS setting, but most features were
             | available by extension anyway. Still no float
             | rendertargets, which is more of a pain than anything else
        
         | herbst wrote:
         | Any other way to track this than discord? Sounds interesting.
         | 
         | Why do you mention 'no code'? To little coding opportunity is
         | one things that made many metaverses after second Life boring.
        
         | mentos wrote:
         | UE4 dropped support for HTML5 a few builds back are you guys
         | using an old build or did you work to add compiling for HTML5
         | to the latest?
        
           | astlouis44 wrote:
           | We built a new and improved pipeline for UE targeting the
           | web.
        
         | soylentgraham wrote:
         | Genuine query; why aren't you just building it directly for the
         | web, instead of inside UE?
        
           | Cthulhu_ wrote:
           | What other engines are available for building 3D games for
           | the web?
           | 
           | Building games is hard enough already; thinking you can build
           | the whole toolchain on top of that is hubris.
        
             | Tossrock wrote:
             | Unity can target web as a platform. AFrame is a web-native
             | engine built on top of three.js
        
         | pjmlp wrote:
         | So far I haven't seen a use for WebGL other than shadertoy like
         | experiences and product visualisation on online commerce.
         | 
         | Mostly because it is like doing PS2/Amiga games, and dealing
         | with browser blacklisting is even worse than just driver issues
         | on native code.
         | 
         | At least with driver issues one can work around them, with
         | browser blacklisting there is no idea what is happening, while
         | the user gets a single digit FPS.
         | 
         | Additionally WebGPU is now getting some kind of MSL/HLSL/Rust
         | inspired shader language, yet another one to master, with
         | plenty features only after 1.0 MVP.
        
           | scrollaway wrote:
           | I was one of WebGL's early users. I was working with a team
           | doing renderings of 3d models from World of Warcraft online
           | for a WoW fansite database. We could only do it in Flash
           | before webgl became a thing.
        
             | pjmlp wrote:
             | We have lost 10 years catching up to Flash.
             | 
             | 2 generations of game developers were able to get a degree
             | during that time.
             | 
             | No wonder everyone is now yet again going for streaming
             | with server side rendering using the 2021 hardware
             | capabilities via Vulkan and DirectX 12 Ultimate.
        
               | scrollaway wrote:
               | I mean, even at the time flash wasn't a good experience.
               | It was proprietary, nonstandard, buggy, riddled with
               | security holes, didn't work well on Linux at all,
               | required installing a plugin that more often than not
               | came bundled with malware, and I'm forgetting a lot.
               | 
               | I see flash as the MVP of the modern web. It showed us a
               | glimpse of the possibilities if we were to make the
               | tooling available. And it worked: the modern web has more
               | than caught up with Flash and there are absolutely
               | incredible things being done with modern tech.
               | 
               | Google Maps on the web is one of those, by the way. If
               | you look closely and consider everything they are doing
               | with these "catch-up" specs... Well, i for one am glad
               | they're not doing it in Flash :)
        
               | pjmlp wrote:
               | See that is something I don't care at all, it is 1% and
               | still trying.
               | 
               | An MVP that 10 years later there is yet tooling to
               | properly match it.
               | 
               | Unless one goes to Animator, Unreal, Unity, PlayCanvas.
               | 
               | And then regardless of how much everyone tries, it is an
               | API for 2012 hardware capabilities, with constraints.
               | 
               | In 10 years no one was able to produce something like
               | NSight, PIX or Instruments for WebGL.
               | 
               | The best we could get was SpectorJS, really?
        
               | scrollaway wrote:
               | I think you're comparing apples to oranges. The tooling
               | we have on the modern web is leagues ahead of what was
               | available in flash, and it's generally free and open
               | source.
               | 
               | It's just that the web can do so much more today than
               | flash could back then, so you need so much more tooling
               | as well.
               | 
               | And yeah, the web wasn't really picked up by game
               | developers very much. But that is because there is no
               | value appeal to it, it's not due to a lack of
               | capabilities. Web distribution doesn't make sense for
               | most games when apps are a thing for mobile where most
               | players are, and where more involved gamers either have
               | their own consoles or hardware you can distribute
               | executables to directly.
               | 
               | So why would you need such solid tooling for something
               | that doesn't have any market demand? This isn't a case of
               | "build it and they will come",some of it does exist and
               | is used, it's just unpopular.
        
               | pjmlp wrote:
               | Where is the miles ahead version of Flash tooling on
               | modern Web?
               | 
               | Unity and Unreal don't count, it is just another
               | backwend, where rendering needs to be downgraded to GL ES
               | 3.0 subset.
               | 
               | Yet few Web games can replicate an Infinite Blade
               | experience, other than a couple of demos like the flow.
        
               | EamonnMR wrote:
               | All the reasons you listed are why I didn't use flash
               | during its heydey. What do I have to show for shunning
               | flash? Well, a bunch of projects that never got out of
               | the idea stages, that's what. And a Pygame game that
               | won't run on Py3.
               | 
               | My contemporaries wrote amazing games, finished, and
               | published them.
        
               | pjmlp wrote:
               | Here, https://leaningtech.com/cheerpx-for-flash/
        
           | roca wrote:
           | I guess you don't use Google Maps then?
        
             | pjmlp wrote:
             | The exception to the rule.
             | 
             | Maps could be done in a PS2.
        
           | meheleventyone wrote:
           | Which GPUs do you find blacklisted?
           | 
           | Usually with our users the biggest issue we find graphics
           | performance wise is that they have manually disabled hardware
           | acceleration. I don't think we've seen a single instance of
           | being forced into software rendering for another reason in
           | the wild.
        
             | pjmlp wrote:
             | In general.
             | 
             | Just yesterday I sent a an example to someone, on their
             | computer they got nothing instead of a couple of nice balls
             | rendered with a fragment shader.
             | 
             | Reason, their browser just dropped into software rendering
             | and instead of progressive rendering, they got a black
             | canvas with pixels slowly coming up.
             | 
             | No idea about the specific card, an integrated one in a
             | Windows 8 white label PC.
        
               | meheleventyone wrote:
               | That's interesting, I suppose there are quite a few older
               | machines floating about.
        
       | rewq4321 wrote:
       | > Second, running in a browser makes the top of your user
       | acquisition funnel wider, because all it costs to try your
       | platform is a click. No downloading an executable, no installing
       | anything, and no App store. Just please, for the love of all
       | that's holy, don't throw your advantage away by making guest
       | users register and sign into an account before they can play.
       | 
       | There are way too many web games/apps that don't get this.
        
         | 10000truths wrote:
         | agar.io (as well as Matheus's subsequent io games) understood
         | the need for this lack of friction very well. Literally type a
         | name and press enter to start playing. Once you have a large
         | playerbase where network effects come into play, then you can
         | start thinking about things like registration.
        
           | reducesuffering wrote:
           | Yep. Friendly shoutout to generals.io and slither.io too for
           | quick browser games.
        
             | simplify wrote:
             | Also quite a few here https://quickparty.games
        
       | Pxtl wrote:
       | My kid begged me to play Roblox with her friends when she was 7,
       | and I looked into it and immediately recoiled...
       | 
       | Why is so much children's content crowdsourced and MMO these
       | days? AI-based moderation and whack-a-mole approach to letting
       | strangers play with my kid and what content my kid sees is not a
       | good plan.
       | 
       | I honestly don't understand how this is the business model of so
       | many companies - so much that submitter has to create a post
       | dissuading more from cramming into a crowded space.
        
         | breakfastduck wrote:
         | In fairness to Roblox, it does at the very least encourage
         | creativity and not just button mashing.
        
           | Pxtl wrote:
           | I like the creativity, it's just the "everything is public"
           | approach that's crazy for primary school kids.
        
       | novok wrote:
       | My guess is if you want to compete with roblox, you make a good
       | independent multiplayer game that has a world aspect, get popular
       | and then start adding user editing, vs starting with user editing
       | first.
       | 
       | Basically minecraft with a first class modding engine as a second
       | expansion that kids can use eventually.
       | 
       | The first and most important part is a game that people want to
       | play.
        
         | TeMPOraL wrote:
         | It's kind of like with "edutainment" - authors try to make
         | education more palatable to kids by sprinkling some game
         | aspects in, as if it made more sense than sprinkling a bit of
         | sugar on top of broccoli to get a kid coerced to eat it to like
         | it.
         | 
         | You need to start with a game that's fun, in a context that's
         | fun (i.e. not coerced by outside authority), and only then you
         | can sneak in some extra value.
        
           | saulpw wrote:
           | That may be how you make kids enjoy learning, but edutainment
           | doesn't sell based on fun. It sells based on curriculum. You
           | need to target a specific known study path and be maximally
           | efficient in presenting those concepts and offering a way to
           | grade performance that translates to standardized tests.
           | Anything else is DOA because neither parents nor teachers nor
           | kids will buy it.
        
         | 63 wrote:
         | I'm interested to see where Hytale goes since this seems to be
         | their approach, roughly and with pre existing community support
         | to boot. Unfortunately they've been pretty unresponsive since
         | their acquisition so I hope the eventual release keeps same
         | spirit they started with.
        
       | roca wrote:
       | I would love to see a Web-based RPG environment with similar play
       | and creation capabilities (and community) to NWN.
        
         | meheleventyone wrote:
         | One project I've spotted along these lines is:
         | https://www.playmultiverse.com/
         | 
         | Some of the stuff they've been posting on Twitter looks rad.
        
       | meheleventyone wrote:
       | Since other people are popping their projects up here that meet
       | these criteria have ours as well. It's a full game making/playing
       | platform called dot big bang where everything is done in the
       | browser.
       | 
       | https://dotbigbang.com/
       | 
       | We're about to release a new social hub today and our user facing
       | release of our TypeScript based scripting very soon.
       | 
       | One really nice thing about the web is that it works anywhere you
       | can find a browser. So we run on smart fridges and thanks to MS
       | including Edge on the XBox accidentally launched on console last
       | week. Was a pleasant surprise to find full controller support and
       | all our editors working!
       | 
       | Web games also let you do other neat things. We built a game with
       | Day[9] one of the OG streamers and due the wonders of deep
       | linking could open up the game to his entire chat. A short
       | highlight video here: https://www.youtube.com/watch?v=bs1p22oI_V4
       | 
       | We're also hiring a bunch of roles here:
       | https://controlzee.com/#jobs
        
         | rewq4321 wrote:
         | I've told two people about your site (in person, verbally) and
         | both of them have been confused about the "dot" in the name -
         | thinking that it's a single character "dot big bang dot com".
         | Why not Big Bang? More memorable and easier to communicate.
        
           | meheleventyone wrote:
           | Thanks for sharing the site!
           | 
           | As for the name it's a historical accident as far as I know.
           | Our CEO began dot big bang as a hobby project back in 2012ish
           | and wanted to call it big bang at the time but obviously
           | that's a very hard name to get a good URL for. So he
           | prepended a dot which has since stuck. I think we're keeping
           | it for the foreseeable but other URLs are definitely worth a
           | thought.
        
           | elefanten wrote:
           | Oh boy, and when a subdomain is needed...
           | 
           | "support dot dot big bang dot com"
        
           | QuercusMax wrote:
           | Clearly it should be spelled .big!
        
         | Kinrany wrote:
         | How do authors program their objects and worlds?
         | 
         | Edit: oh, so scripting is not even there yet.
        
           | meheleventyone wrote:
           | So a basic voxel editor and world editor are live on the
           | site. You can access them here but you need to be signed in
           | (for now):
           | 
           | World Editor: https://dotbigbang.com/game
           | 
           | Voxel Editor: https://dotbigbang.com/voxelobjecteditor
           | 
           | Currently game functionality is made in a Unity style
           | component system using components written in TypeScript. All
           | the games on the site right now were built in our editors. So
           | with the release of scripting to the public we'll be enabling
           | people with existing game dev or programming experience to
           | make their own games. For an example one of our Incubator
           | program members, who is high school aged with some basic
           | prior programming experience modded our FPS game:
           | https://www.youtube.com/watch?v=d8Cklg-3EBM
           | 
           | We're also working on lowering that bar to entry. Both with
           | elements users can drag and drop into their games to create
           | functionality and simplified scripting environments.
           | 
           | > Edit: oh, so scripting is not even there yet.
           | 
           | Yup, releasing soon but we've been making games internally
           | with it for quite some time.
        
       | thunderbong wrote:
       | This is really a fantastic article. And IMHO, it should be must
       | read by every startup founder out there. The nuggets of knowledge
       | shared here are truly incredible.
       | 
       | He writes about startup hubris, about the meaning of an open web,
       | about empowering your users.
       | 
       | Amazing article. Thanks for posting it.
        
       | roca wrote:
       | One key point that this article makes indirectly: this is why the
       | open Web still matters a very great deal.
        
       | Micrococonut wrote:
       | Garry Newman, creator of Garry's Mod, is taking a shot at it
       | https://sbox.facepunch.com/. If anybody is going to succeed in
       | dethroning Roblox, it's Facepunch.
        
         | breakfastduck wrote:
         | Absolutely. Plus Garrys mod pre dates the official Roblox
         | release (the free versions of gmod at least), so Roblox kind of
         | copied him.
        
       | Jensson wrote:
       | People here seems to miss the main point of the article: Don't
       | compete with Roblox!
       | 
       | Why do so many try to make something that is so hard to do?
       | Basically every other game genre is easier to make money with,
       | and non-game startup ideas are easier than making a game. This is
       | about as hard as it can get if you want your project to succeed.
        
         | IggleSniggle wrote:
         | People do this because it is the most fun thing to do.
        
           | Jensson wrote:
           | Makes sense as a hobby. Hope people aren't investing anything
           | on these projects.
        
           | Cthulhu_ wrote:
           | People do this because they think Roblox looks like shit and
           | they can do better.
        
             | cyber_kinetist wrote:
             | Roblox looks like shit for a reason though. Because of
             | that, the game has insanely low system requirements, since
             | most of the players are kids and only have access to
             | potato-level hardware without good GPUs.
        
               | whywhywhywhy wrote:
               | It's not even, Minecraft has low system requirements and
               | although it has a low-tech aesthetic it's a beautiful
               | game. League of Legends runs on a potato and looks fine.
               | 
               | Think the roughness and how everything is a hodgepodge
               | appeals to kids in some way. It's more like the Flash era
               | where you visit Kongregate, NewGrounds etc and although
               | some of the games looked bad they were still fun and the
               | rougher graphic style sometimes added to the charm.
        
               | munificent wrote:
               | The article talks about this explicitly. It's a valuable
               | design choice. When you have a graphical _ceiling_ it
               | means that even the best, most skilled Roblox games don
               | 't look better than the amateurish games kids first
               | makes. That in turn means that a kids' first experience
               | making a Roblox game feels like "my game looks like a
               | real game!". That sensation is _priceless_.
        
         | cyber_kinetist wrote:
         | It's basically the startup equivalent of "indie gamedev wanting
         | to make an MMORPG". You need every edge in technology that you
         | can get (which you will never achieve), and you still need to
         | actually make your game fun enough!
         | 
         | A lot of times, technology isn't really that important in
         | making a good game. Amazon has all the technology they need but
         | still can't understand why people play games, it's hilarious
         | seeing them fail even after all those years of investment.
        
           | disgruntledphd2 wrote:
           | Games are hard because they are a complicated mishmash of
           | software and entertainment, both of which are notoriously
           | hard to do well.
        
       | throwawaywindev wrote:
       | " Second, running in a browser makes the top of your user
       | acquisition funnel wider, because all it costs to try your
       | platform is a click."
       | 
       | While often cited, I don't think that's as much of an advantage
       | anymore in the age of app stores, Steam, game streaming, and
       | downloadable games on consoles, where all it costs is a tap or
       | two.
        
         | 63 wrote:
         | Sure, when your target audience knows how to install Steam it's
         | not, but when you're Roblox, your target audience is about 10
         | years old
        
           | dahart wrote:
           | How do you get yourself in front of a 10 year old? Both my
           | kids played _way_ more Steam games when they were 10 than
           | they did rando web games.
        
             | foobarian wrote:
             | You make your 10 year old's friends make your 10 year old
             | feel bad / FOMO that they are not playing your game, until
             | they beg their parents to help them install it on their
             | device, or they just do it themselves if they have access.
        
       | josefresco wrote:
       | OT (slightly): The Roblox captcha system is INSANE. I witnessed
       | one of my kids' friends attempting to solve one and it was
       | hilariously difficult.
       | 
       | It's a 2x3 grid of floating 3D objects and you need to click the
       | square where two of the constantly moving object collide.
       | 
       | The login/account creation process must be attacked frequently
       | and intensely to warrant making this captcha tool so difficult.
       | I'll never bitch about "finding all the bicycles" again.
        
         | sriram_sun wrote:
         | Does that mean all the other captcha systems are "broken"?
        
           | idealmedtech wrote:
           | More likely that Roblox didn't want the Google dependency,
           | they seem to love building things in house.
        
             | MBCook wrote:
             | Not only that but I imagine at Roblox's scale they'd have
             | to pay Google an absolute fortune for the service.
        
           | novok wrote:
           | Games and consoles have this security issue that I call the
           | "bored teenager effect". They get pummeled security & cheat
           | wise way more than is warranted for their market size, and
           | their user base is way more technically sophisticated and
           | more willing to put up with BS to play their games.
           | 
           | As a result, the average multiplayer game has better security
           | than the typical bank, because thousands of bored and
           | emotionally immature teenagers are trying some pretty
           | sophisticated crap to just get more points in a fucking
           | online game.
           | 
           | So totally not surprised that roblox's captcha is extra hard.
        
             | canadianfella wrote:
             | Do you have any idea of how big Roblox is? There are few,
             | if any, games that are more popular.
        
           | josefresco wrote:
           | From my experience, as a web guy who implements CAPTCHA at
           | least once a week for a client being spammed - yes it's
           | broken. reCAPTCHA rarely slows down bots, it only stops the
           | lowest tech/efforts. v1/v2/v3 doesn't matter, I implement
           | them all and clients still get spammed.
        
           | kevingadd wrote:
           | They may have just decided to NIH, there are other large-
           | scale games like Genshin Impact that use much simpler captcha
           | systems despite the amount of money at stake.
           | 
           | Perhaps the off-the-shelf captchas people are using are too
           | expensive for Roblox's tastes.
        
         | [deleted]
        
       | DeathArrow wrote:
       | You don't compete with Roblox by creating another Roblox. You
       | will fail.
       | 
       | You compete with Roblox by creating another game the users will
       | want to spend time on.
       | 
       | Apple won the competition with PC and Microsoft when they
       | discovered a new paradigm. Macs lose the battle but iPhone won.
       | 
       | Create new markets, create new needs.
        
         | Cthulhu_ wrote:
         | > You compete with Roblox by creating another game the users
         | will want to spend time on.
         | 
         | And if the past 5-10 years of video games gone viral is
         | anything to go by, none of them did it on purpose.
         | 
         | Minecraft (at least in my opinion) kickstarted the indie game
         | market, and years later slowly grew in popularity with a new
         | generation of gamers.
         | 
         | Fortnite was a(nother) failed project from Epic, after they
         | tried to do another Unreal Tournament. For a laugh they added a
         | Battle Royale mode on top of what they already made for what
         | they first thought would be popular, and the rest is history.
         | They added a battle royale mode after the unexpected success of
         | the shit looking PUBG, built in a shit engine with shitty
         | looking assets by a half-assed developer. Which in turn was
         | based on dayz, standalone version of a survival mod for the
         | pretty obscure military game ARMA.
        
       | jcun4128 wrote:
       | Listened to a podcast about it recently on Hansel Minutes pretty
       | crazy the tech involved with Roblox and the meta verse thing.
       | 
       | I don't see myself playing it but when I was younger Runescape
       | was my thing, lost in that world. Philosophically (ha) question
       | of what matters in life ultimately guess it's having fun since
       | time is one directional (what you own/sentience) and fun is
       | subjective. This is my neg comment on how (playing) video games
       | could be considered a waste of time for not being "real" but it's
       | about the experience. West World vs. reality too.
       | 
       | I do play video games, like a few hours a week of some
       | multiplayer game like BFV or watch TV when I'm burnt/can't think
       | anymore.
       | 
       | Also a tangent, space travel (probably impossible in our life
       | time eg. stars) vs. going inwards eg. virtual reality/brain jar.
        
       | dahart wrote:
       | This whole thing rings very true for just about any startup
       | business idea. The bit on education was especially fun to
       | revisit, and by fun I mean painful, because I've made that
       | mistake of trying to sell software to education. It's unending
       | amounts of work for no commitments, especially if you are
       | targeting kids or classrooms. I'm now suspecting the only way to
       | sell to education markets reliably is to convince a state
       | legislator or a board member somewhere. Schools just don't
       | approve or buy their own things no matter how much they like
       | them.
       | 
       | Other mistakes I've actually made myself that this article is
       | right about - technically superior, better graphics, quirky
       | features, lower prices. Don't compete with X, where X is any
       | large entrenched business. It's more or less guaranteed that you
       | don't know _why_ that business is successful. If it looks like
       | they have bad graphics or are technically inferior or lacking
       | features, the assumption should be that these things are a
       | competitive advantage. But that never stops most of us from
       | making the wrong assumption, does it?
        
         | Jensson wrote:
         | Roblox is a social network, a technical tool those persons have
         | already familiarised themselves with and a game.
         | 
         | Meaning, you have to overcome the network effects of social,
         | the lock-in effects of a popular programming environments in
         | addition to all the usual problems with trying to make a
         | successful game. All of those challenges are hard to overcome
         | on their own, overcoming all three at once isn't something
         | anyone should bet on.
         | 
         | And worst of all, there is no need for multiple products in
         | this space. You only need one game maker game, making more
         | doesn't add more value. This is why the other things matters,
         | it would be easer to replace World of Warcraft or Fortnite or
         | Unity etc, since there are fewer entrenching effects.
        
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