[HN Gopher] Roblox is the biggest game in the world, but is unpr...
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       Roblox is the biggest game in the world, but is unprofitable
        
       Author : mfiguiere
       Score  : 422 points
       Date   : 2024-08-19 01:45 UTC (21 hours ago)
        
 (HTM) web link (www.matthewball.co)
 (TXT) w3m dump (www.matthewball.co)
        
       | amitlevy49 wrote:
       | reminds me of the path Minecraft could have taken - they also had
       | a massive amount of community developers building servers, but
       | instead of encouraging monetization and taking a cut, they banned
       | it and cracked down aggressively
       | 
       | Of course, unlike Roblox, Minecraft was profitable
        
         | RockRobotRock wrote:
         | I appreciate how they left Java edition alone and chose Bedrock
         | edition to dump all the MTX bullshit on.
        
           | HaZeust wrote:
           | For now.
        
             | RockRobotRock wrote:
             | i've been thinking that for 10 years. they forced msft
             | accounts, which is annoying. other than that, hasn't been
             | too bad
        
               | HaZeust wrote:
               | So they're empirically making progress towards it.
        
           | zamadatix wrote:
           | MTX?
        
             | RockRobotRock wrote:
             | microtransactions
        
         | Gigachad wrote:
         | What is the Minecraft online experience like these days? I only
         | ever hear about people playing self hosted servers with
         | friends. Are there still big servers with unique game modes
         | kicking? Seems like it would be hard to keep sustainable
        
           | theshrike79 wrote:
           | There are "Realms" that are essentially MS/Mojang hosted
           | massive servers.
        
           | skerit wrote:
           | I've been running my own (not-for-profit, for people over the
           | age of 21) server for the past 5 years. We're basically just
           | a Vanilla+ server, we have no problems finding new people to
           | join (thanks to /r/MinecraftBuddies)
        
             | xrd wrote:
             | My kids love Minecraft. They often run a curseforge mod
             | (create?) and then open a port so they can play together
             | inside the home LAN.
             | 
             | But, I don't really understand how this works, and I would
             | love to host it in a way that their cousins in another
             | state could join. Do you know how I research this?
             | 
             | I get a bit confused between the curseforge mods, the java
             | edition. Should I start by downloading a JAR of the server
             | and host it on a cloud server somewhere, and then firewall
             | it off to only permit my NAT IP and the cousin's NAT IPs?
             | At some point maybe I can run it all within a
             | wireguard/tailscale network.
             | 
             | How do I get started in my reading? I'm worried I'll get
             | overwhelmed by reading /r/MinecraftBuddies, but perhaps
             | that is a better place to ask?
        
               | password4321 wrote:
               | This may be enough to get the ball rolling:
               | 
               | https://blogs.oracle.com/developers/post/how-to-set-up-
               | and-r...
        
               | HaZeust wrote:
               | First off, it's generally a good idea not to port-forward
               | your own home router outside of defaults (Even if it's
               | just 25565; I created a nightmare scenario for the ISP
               | guy back at my parent's house when I was around 13 doing
               | this).
               | 
               | There's tons of options to host servers in the cloud with
               | near absolute control. I used to use a SaaS company
               | called Minehut (https://app.minehut.com/) before I got
               | into cloud computing and using AWS EC2
               | (https://aws.amazon.com/blogs/gametech/setting-up-a-
               | minecraft... - like $8/month).
               | 
               | If they're interested in learning the nitty-gritty on
               | cloud computing and hosting (they probably do if they're
               | already learning Curseforge), then get them into the AWS
               | method. If you want something one-and-done, opt for
               | Minehut.
        
         | shkkmo wrote:
         | Minecraft took the moral approach of allowing independent
         | servers and mods (in the Java edition.)
         | 
         | Roblox took the scummy approach of monetizing child labor and
         | taking a cut.
         | 
         | I am so glad, despite the other bad things Microsoft has done
         | with Minecraft, that they haven't taken the Roblox path.
        
       | zombiwoof wrote:
       | Toxic corporate culture isn't helping
        
       | wavemode wrote:
       | > Though Roblox isn't profitable, there are some significant
       | caveats to the situation. Over the last twelve months, operating
       | cash flow--a far more important measure than accounting-defined
       | profits--were $650MM, about 20% of revenue. Roblox has been cash-
       | positive for at least twenty-four quarters.
       | 
       | This feels like an example of the phenomenon highlighted in
       | another recent post:
       | https://news.ycombinator.com/item?id=41263855
       | 
       | Namely, that as long as Roblox's cash flow is increasing year-
       | over-year, they probably don't care about profit. (And if cash
       | flow ever does stop increasing, they can always get back to
       | sustainability by pumping the brakes on reinvestment spending.)
        
         | Guzba wrote:
         | Roblox is dilution-maxxing, stock based comp is up 10x since
         | EOY 2020 whereas revenue is only up 3x. SBC is also ~ 1/3 of
         | revenue.
         | 
         | It's pretty cool to get shareholders to pay your employees so
         | you can be called "operating cash flow positive" as if their
         | comp isn't an expense.
        
           | staticautomatic wrote:
           | IDK about the stock but I've interviewed there and their cash
           | comp is legit FU money. Am I misunderstanding you?
        
             | Guzba wrote:
             | I'm referring to companies financial statements where these
             | numbers are reported. It doesn't mean the cash comp isn't
             | high or that a specific job offer won't have a lot of cash
             | comp.
             | 
             | What it does mean is that, in aggregate, Roblox has issued
             | $1B in new shares to employees in the last 12 months,
             | diluting shareholders by 4% or so. This is the most
             | significant factor making the company cash-flow positive
             | while remaining not profitable. It's essentially the same
             | as investors putting more money into the business
             | constantly.
        
             | endtime wrote:
             | I'm a pretty senior IC at Roblox, and my new hire offer was
             | 40% cash / 60% RSUs. It's now closer to 33/67 with
             | refresher grants.
             | 
             | Roblox pays very competitively (see levels.fyi). The
             | apparent strategy is to try to hire lots of long-tenured
             | L6+ Googlers (seriously, it's crazy how many former
             | Googlers I work with).
        
               | ckdarby wrote:
               | Not a good sign for Roblox. Yes, many smart people, but
               | they weren't industry changing (Google almost never
               | loses) and they didn't get or turned down Google's
               | renewal program to retain talent.
               | 
               | Looks like a lot who wanted the high pay, but coast along
               | and leverage their past experience to not be dared
               | questioned.
        
               | eru wrote:
               | Wouldn't that be a fully generalised argument against
               | ever hiring anyone who ever worked at Google?
               | 
               | (Btw, some people also leave Google for other reasons.)
        
               | Jensson wrote:
               | If you want people who know how to build stable large
               | scale infrastructure it is hard to go wrong by hiring
               | people from Google. Google rewrites all their products
               | all the time, they shut down and launch new internal
               | systems just as often as they do external, and it is
               | still stable, so the people from there has probably been
               | through a few rewrites of some infrastructure part and
               | knows what are required for that to work.
        
               | paulryanrogers wrote:
               | For some definitions of 'stable'. As a user having to
               | swap apps and lose functionality randomly makes it all
               | feel very tenuous.
        
               | endtime wrote:
               | > coast along and leverage their past experience to not
               | be dared questioned.
               | 
               | This has not been my experience at all.
        
               | pm90 wrote:
               | Having lots of ex Googlers could honestly go either way.
               | I wouldn't automatically assume thats a good thing.
               | 
               | A former mid size company that I worked at had the same
               | scenario and it was definitely not good. They over
               | engineered not just the systems but literally everything
               | else, including the promotion process which involved the
               | whole horse and pony show and was a constant distraction
               | to shipping features while the companys finances
               | struggled.
        
             | paulpauper wrote:
             | _Roblox 's salary ranges from $140861 in total compensation
             | ... Levels.fyi collects anonymous and verified salaries
             | from current and former employees of Roblox._
             | 
             | does not seem like fu to me
        
               | outside415 wrote:
               | They pay very well for senior roles . Like $700k+ tc
        
               | skeeter2020 wrote:
               | what's " + tc"?
        
               | dflock wrote:
               | Total Compensation
        
               | iosjunkie wrote:
               | I'm reading that as $700,000 or more total compensation.
        
               | rvba wrote:
               | What's total compensation?
               | 
               | Doea this mean 700k base salary (real cash) + bonus
               | (stock options)?
               | 
               | On a side note, do senior engineers get company cars?
        
               | erehweb wrote:
               | Total compensation means $700K, some of it being cash,
               | some of it being stock. Company cars are pretty rare in
               | the US, since basically everyone has a car already.
        
               | ecshafer wrote:
               | Company cars are really common in some industries, very
               | rare in others. Ive never heard of it in tech, but I know
               | people in sales that its just part of the gig.
        
               | Arrath wrote:
               | I've not owned a car in 7 years thanks to my engineering
               | gig coming with a work truck for getting around
               | construction sites. Quite enjoy that aspect of it.
        
               | dnissley wrote:
               | Total Compensation is the sum of all the different ways
               | you are paid monetarily. This includes, but is not
               | limited to: Base salary, Bonus, Equity (stock)
               | compensation, Benefits
        
               | acchow wrote:
               | Roblox will not be issuing stock options now and likely
               | stopped doing so for 4+ years already. The equity
               | component of compensation now will be actual stock
               | (shares) and not options.
               | 
               | Another commenter mentioned that cash/equity now has a
               | 33/67 split meaning $700k tc would likely be $230k cash
               | and $470k stocks
        
               | ryandrake wrote:
               | Every company pays well when you look only at the very
               | top of the engineering pyramid where there are fewer
               | people.
        
               | Mistletoe wrote:
               | Beginning to see how they aren't profitable...
        
               | SkittlesNTwix wrote:
               | That's $140k for an administrative assistant. Look at the
               | software engineering roles. IC1 starts at $234k and goes
               | significantly upwards from there.
        
           | MuffinFlavored wrote:
           | > SBC
           | 
           | stock-based compensation
        
         | spywaregorilla wrote:
         | Glossing at their financial statements, about half of that is
         | due to deferred revenue (stuff they sold but haven't delivered
         | on, which I'd guess is sales of their currency that haven't
         | been redeemed). No particular insight on that either way.
        
         | hansvm wrote:
         | > if cash flow ever does stop increasing, they can always get
         | back to sustainability by pumping the brakes on reinvestment
         | spending
         | 
         | This is a point that's sometimes less obvious with cash flow
         | games. It's possible to have positive cash flow even with
         | negative unit economics, _even when no economy of scale can
         | sufficiently improve those unit economics_ [0], so long as you
         | have enough growth and a good cash flow situation.
         | 
         | That's one of the criticisms Uber has had over the years; are
         | they capable of sustaining their apparent pre-reinvestment
         | profits if they cut out that spending? It's potentially a bit
         | different from the Amazon situation because most of the money
         | is going straight into speculative bets, acquiring competitors,
         | ads, ride subsidies, and other activities designed to lock in
         | the market, and it's unclear if that will give them a
         | meaningful moat, as opposed to, e.g., capital investments in a
         | fantastic, in-house distribution and shipping mechanism.
         | 
         | Can Roblox actually become sustainable by cutting spending
         | somewhere?
         | 
         | [0] Imagine a product with -50% unit ROI. For every dollar in
         | revenue you have two dollars in guaranteed costs. However,
         | suppose the product is paid for fairly early relative to those
         | costs (e.g., the business offers a steep discount on yearly
         | subscriptions if you pay up-front, the costs are incurred
         | linearly throughout the year as the subscription is used, and
         | there's a till-the-start-of-next-month plus 30 days lag on
         | billing for computing resources used). You haven't actually
         | used enough resources to be in the red till 6 months after the
         | subscription starts, and you're not actually on the hook for
         | that last payment till 7 months have elapsed. If you're also
         | able to hit a 2x annual growth rate in your paid subscriber
         | count (not realistic for large companies, not uncommon for a
         | few years with good product-market-fit in gaming or some SAAS
         | products), you've paid for the year's losses before the year
         | has ended and still have an extra month at the end where the
         | money is sitting in your account. As your company doubles its
         | subscribers, your coffers will continue to double as well, even
         | if you have indefinitely negative unit economics.
         | 
         | In the real world you usually have smaller numbers being
         | considered (smaller losses, less growth), allowing the game to
         | go on for many more years.
        
           | spywaregorilla wrote:
           | Isn't uber is profitable these days with no qualifications?
        
             | hansvm wrote:
             | Sorry, yes, it's too late to edit, but I perhaps wasn't
             | clear enough about "over the years" vs "now."
        
       | golergka wrote:
       | If you struck gold, don't stop digging. If you hit growth, don't
       | stop reinvesting.
        
         | nradov wrote:
         | Any game has an inherently limited and temporary TAM, unless
         | you can license the engine to other companies.
        
           | kamikaz1k wrote:
           | Why is that true of games but not other businesses?
        
             | nradov wrote:
             | Almost all games have an inherently limited lifespan. How
             | many games released 20 years ago are still selling well
             | today? Games aren't like other software where you can keep
             | enhancing the product and keep getting new sales. Thus
             | games developers have to focus more on maximizing short
             | term revenue rather than building a sustainable business
             | around particular products.
             | 
             | There are a handful of counterexamples like Madden NFL but
             | only very few.
        
               | lodovic wrote:
               | That's really not the case. Check the wiki page for the
               | top games in 2005. Many of these games are still around
               | in an upgraded form.
        
               | teamonkey wrote:
               | In most cases, a re-released game is an entirely new game
               | SKU using the same IP, just as a movie remake is a new
               | movie based on a previous one. And similarly, once
               | released, most rereleased or remastered games have a
               | short tail.
        
               | Ekaros wrote:
               | Maybe not 20, but still long time CS2(CS:GO really like
               | Windows 11) launch 2012, DOTA 2 2013, LoL 2009, World of
               | Tanks 2010. And more. All still making money and
               | surviving...
        
               | lupusreal wrote:
               | In 2000, a 10 year old game was positively prehistoric,
               | some unrecognizable thing only distantly related to the
               | current forms.
               | 
               | In 2010, a 10 year old game was quite old, but a
               | recognizable ancestor of new releases.
               | 
               | In 2020, a 10 year old game was kind of old. You could
               | tell the difference if you had high end hardware and were
               | tuned into certain details, but the new games were
               | essentially the same kind of stuff as the 10 year old
               | games.
               | 
               | The pace of advancement is slowing and game design has
               | reached a mature plateau; games having greater potential
               | to last longer each year. If a game can last more than a
               | few months then there is a reasonably good chance it can
               | survive for several years at least (presuming the
               | publisher doesn't decide to cut it off to sell a new
               | version, which is a popular tactic.)
        
           | dartos wrote:
           | What's TAM?
        
             | SonOfLilit wrote:
             | total available market, the size of cake you split with
             | your competitors
        
             | ethbr1 wrote:
             | Total addressable market
        
             | warkdarrior wrote:
             | TAM = total addressable market, meaning, the market size
             | for a product or service (typically assuming one company
             | owning the whole market)
             | 
             | https://en.wikipedia.org/wiki/Total_addressable_market
        
           | Tossrock wrote:
           | Roblox is not a game, and indeed makes its money by giving
           | its engine to developers for free, then taking a cut of their
           | earnings.
        
         | shermantanktop wrote:
         | Future growth won't keep the lights on, unless you sell part of
         | your future growth, and you probably won't get a good deal.
         | 
         | Which is why large companies are so ideally positioned to do
         | internal ZIRP funding of growth...except they are often
         | culturally unable to do it.
        
           | littlestymaar wrote:
           | Given that they are paying their employees with shares (53%
           | of employees compensation are share, only 47% in cash),
           | future growth is indeed keeping the light on.
        
       | TheRealPomax wrote:
       | This feels like reading finance fan fiction (which it kind of is,
       | given the author's profession?) and uses a _lot_ of text to reach
       | the part that lays out the actual problem: the average operating
       | costs based on daily active users are $18 per user per quarter,
       | and the average amount made is only $13. so either operating
       | costs need to come down, charges need to go up, or they need
       | (more, stable) external revenue (e.g. ads).
       | 
       | This article tries to, foremost, sell you on the idea that its
       | author is someone you should listen to for financial analyses.
        
         | fl0id wrote:
         | Yeah. Pretty sure most of the numbers mentioned are irrelevant
         | in this case.
        
         | doctorpangloss wrote:
         | You're right. What else? Roblox games absolutely utterly suck.
         | Little else matters.
        
           | TheRealPomax wrote:
           | 50+ million daily active users pretty much instantly
           | invalidates that claim (hell, even a million daily actives
           | would have, AAA games dream of these numbers =)
           | 
           | It's not for you and me, we just see a garbage "game", but
           | holy shit is there a large demographic that loves what Roblox
           | gives them.
        
             | loloquwowndueo wrote:
             | Just because something that sucks is popular doesn't
             | invalidate the claim that it sucks (and Roblox does suck
             | hard). Junk food is terrible for your health and is also
             | very popular.
        
               | TheRealPomax wrote:
               | Except "bad for your health" is an objective biological
               | fact, whereas saying something sucks is entirely
               | subjective, so that argument too is invalid from the
               | outset. You think it sucks, vastly more people don't.
               | You're welcome to your opinion, but that's all it is.
        
               | loloquwowndueo wrote:
               | Except the detrimental impact of Roblox is objectively
               | and widely documented in various links in this thread and
               | elsewhere on the inter webs. Kids don't think junk food
               | sucks, I guess millions of parents trying to keep them
               | healthy are just going by their "opinions" as well?
        
               | TheRealPomax wrote:
               | Right, and now you're pretending that you said it was
               | bad, not that it sucked.
               | 
               | Of course it's bad: it's factually and objectively bad,
               | there's plenty of investigative journalism that
               | unequivocally demonstrates it's absolute garbage and
               | enables the worst kind of crimes the US can imagine. But,
               | and this is important: that has nothing to do with
               | whether it sucks or not. In fact, it "doesn't suck"
               | enough for millions upon millions of people to use it
               | every single day. Roblox is terrible BECAUSE it doesn't
               | suck: the whole reason it's so bad for humanity is
               | PRECISELY BECAUSE it's awesome enough for a large enough
               | demographic to keep using it, while being opaque enough
               | to the demographic that should be correcting this
               | behaviour to not get it so that Roblox can keep getting
               | away with it.
               | 
               | The absolutely biggest problem with Roblox is literally
               | that it _doesn 't_ suck. If only it did, kids would stop
               | playing it!
               | 
               | Roblox has, objectively, a terrible effect on the world.
               | This is demonstrably true. It's not an opinion. But
               | saying it sucks is. Words matter.
        
               | cityofdelusion wrote:
               | Has the definition of "sucks" drifted? When it came up as
               | slang in my childhood, it basically meant "not cool /
               | unpopular to associate with". Roblox seems the exact
               | opposite.
        
               | evanmoran wrote:
               | Yes, I'd say "sucks" means "bad" more than uncool.
               | Clearly using stuff that your friends think is bad is
               | immediately uncool so I can see how these can seem to
               | mean the same thing :)
        
           | hipadev23 wrote:
           | > Roblox games absolutely utterly suck
           | 
           | There are hundreds of millions of users a month who strongly
           | disagree with you.
        
         | jandrese wrote:
         | $18/player is a staggering operating cost. I feel like there
         | must be some easy optimizations to be had that would greatly
         | reduce the overhead. Roblox games are user made! They aren't
         | building the most sophisticated game engine. Sure there are
         | server costs, but that should be pennies. Where is all of that
         | money going?
        
           | hipadev23 wrote:
           | It's unclear to me how $18/player was arrived it. It's not
           | correct. We can simply look at Q2-2024 pg. 7 [1]:
           | 
           | * Total expenses: $1,131,492,000.
           | 
           | * Average daily active users: 79.5M, or $14/DAU/qtr.
           | 
           | * MAUs are closer to 375M, QAUs likely somewhat higher let's
           | say 400M?
           | 
           | * So if we're talking about how much they spend per quarter
           | per unique player, it's closer to $3.
           | 
           | * Last quarter they brought in $955M in bookings (revenue is
           | pointless to look at due to the required accounting
           | practices)
           | 
           | [1] https://d18rn0p25nwr6d.cloudfront.net/CIK-0001315098/785c
           | b7e...
        
       | littlestymaar wrote:
       | TL;DR; if you discount the way their accounting is done (which
       | artificially lowers their profits), it's not profitable because
       | Apple and Google are eating 30% of their sales on their App
       | stores.
        
         | echelon wrote:
         | No innovation / monopoly tax levied on real innovation.
         | 
         | The DOJ needs to crack down on Apple and Google.
        
           | hn_throwaway_99 wrote:
           | I think you missed the news...
        
       | snihalani wrote:
       | Where is the money coming from if they are not profitable?
        
         | harry8 wrote:
         | It's an accounting trick.
         | 
         | 1) Make tons of cash.
         | 
         | 2) Invest the cash back in the business.
         | 
         | 3) Record this investment on the financials as an expense.
         | 
         | 4) The expenses inflated by investment spending means you
         | declare no profit and probably pay no tax on that profit you
         | just hid.
         | 
         | The alternative is:
         | 
         | 1) declare profit
         | 
         | 2) Pay tax on it
         | 
         | 3) Reinvest what's left after the taxman took a cut.
         | 
         | Which would you choose if you were raking in loads more money
         | than it was costing you to run the business and you had growth
         | opportunities?
         | 
         | Should this be a choice?
         | 
         | If not, how would you "fix" it?
        
           | lotsofpulp wrote:
           | Are these troll posts? "Investing cash into a business" is an
           | expense, no different than any other business expense.
        
             | harry8 wrote:
             | Advertising, to grow sales can be expensed, for example.
             | Buying new plant, not so much.
        
           | tr_user wrote:
           | https://www.thomsonreuters.com/en-us/posts/tax-and-
           | accountin...
        
           | Nursie wrote:
           | I mean, it's not even profit hiding is it? Corporation tax is
           | pretty openly an incentive for companies to invest in growth
           | and people, rather than either sitting on cash or paying out
           | to their owners.
           | 
           | It's entirely normal and above board. Desirable even.
        
           | WheatMillington wrote:
           | Sorry but I'm an accountant and I can't abide such a terrible
           | and incorrect description of how this works. Dunning Kruger
           | in full effect on HN today.
        
             | harry8 wrote:
             | Shame you couldn't manage an explanation and just went with
             | abuse.
        
             | blindriver wrote:
             | I came in to say exactly the same thing. What OP is saying
             | is literally a lie, accounting is much more sophisticated
             | than that.
        
               | harry8 wrote:
               | Everything on this earth is more sophisticated than a 4
               | point thumbnail sketch of a general principle.
               | 
               | You also have not managed any explanation at all, which
               | is a shame. Could be interesting.
        
             | NegativeLatency wrote:
             | Care to explain what's wrong/inaccurate with it?
        
           | svnt wrote:
           | The accountants can't be bothered because your comment isn't
           | even using basic terms correctly.
           | 
           | Your comment suggests that reinvested cash is being "hidden"
           | as expenses, but in reality, these reinvestments are usually
           | recorded as capital expenditures (CapEx) rather than
           | operating expenses (OpEx), depending on the nature of the
           | investment. While CapEx can be depreciated over time, it is
           | not typically expensed immediately in the way operating costs
           | are.
           | 
           | The implication that companies can completely avoid taxes by
           | reinvesting is misleading. Even though reinvestments may
           | reduce taxable income through depreciation or other
           | deductions, this is a legal and common accounting practice,
           | not necessarily an attempt to "hide" profits. There are also
           | tax laws in many jurisdictions which limit the extent to
           | which such deductions can offset income.
           | 
           | Your understanding also conflates profit with cash flow.
           | Profit is an accounting concept that reflects the net income
           | after all expenses (including taxes). Cash flow, on the other
           | hand, reflects the actual cash generated by the business.
           | Reinvesting profits does not "hide" cash flow but rather
           | allocates it to future growth.
           | 
           | Companies don't simply choose between declaring profit and
           | reinvesting to avoid taxes. The decision to reinvest is often
           | driven by strategic goals, such as expanding operations,
           | developing new products, or acquiring other businesses.
           | 
           | Reinvestment reduces the company's taxable income and thus
           | the taxes owed, but it does not eliminate taxes or "hide" the
           | profits. The company benefits from reinvesting by potentially
           | generating more revenue in the future from the new product,
           | which should generate more tax revenue down the road instead
           | of restricting growth now.
           | 
           | Here is an approximation of your comment translated from
           | accounting into software development, minus the part where
           | you misunderstand essential terms:
           | 
           | > It's ridiculous that software developers waste so much time
           | writing tests for their code. If the code is written
           | correctly in the first place, you wouldn't need tests at all.
           | Instead of wasting time on tests, developers should focus on
           | just writing perfect code from the start. It's clear that the
           | whole idea of 'unit testing' is just a way for developers to
           | justify their jobs and take longer to finish projects.
           | Shouldn't we just hire better developers who don't need to
           | write tests?
        
             | harry8 wrote:
             | This is the whole point:
             | 
             | When you're expanding rapidly and want to grow market share
             | above all. Growing that market share with customer
             | acquisition is economically an investment in the future
             | revenue of the business. Advertising is one example of how
             | this might be done.
             | 
             | You can classify investing in your business through
             | advertising spend as an operating expenditure for
             | accounting purposes. And potentially for tax purposes as
             | well.
             | 
             | Now your large positive cashflow does not generate an
             | accounting profit. Because you spent it on something that
             | won't be capitalised on the balance sheet.
             | 
             | There it is, the answer to OP's question.
             | 
             | Note you can't do that buying property plant and equipment
             | (but some structured finance and leasing people might like
             | a word - airlines don't own their aircraft.)
             | 
             | Perhaps you can think of some examples where you've seen
             | huge, massively cash-flow positive businesses in our field
             | that weren't generating accounting profit. Facebook,
             | Amazon, ..?
             | 
             | The only other way you could sustain repeated loss ina new,
             | growing business is capital raising.
             | 
             | Someone else on the thread mentioned Aswarth Damodoran's
             | "Free cash flow to equity" IMHO it's worthwhile avoiding
             | jargon when explaining things simply and concisely.
        
         | rented_mule wrote:
         | Free cash flow and GAAP profit are not the same thing. Jeff
         | Bezos explained Amazon's commitment to this idea 20 (and 27)
         | years ago when many were saying that Amazon could never turn a
         | profit, yet they were already generating enough cash to
         | initiate big bets like AWS and Kindle...
         | https://www.sec.gov/Archives/edgar/data/1018724/000119312505...
        
       | modeless wrote:
       | The bigger question about Roblox is how and why they got their
       | special treatment from Apple. The whole concept of Roblox is in
       | blatant violation of Apple's App Store policies. I believe they
       | are significantly shielded from competition because who else can
       | get that kind of ongoing and reliable relief from Apple's
       | famously picky and capricious App Store reviewers? Maybe Roblox
       | is happy to pay Apple their 30% in exchange for that protection.
       | And this is not a small matter: Roblox is a public company worth
       | 25 billion dollars based in no small part on this special
       | treatment. The SEC ought to be investigating this.
        
         | eru wrote:
         | Why the SEC specifically? Are you suggesting investors are hurt
         | by this?
         | 
         | If you want any part of any government to investigate,
         | shouldn't you suggest some agency that's supposed to be working
         | for consumer welfare or so?
        
           | modeless wrote:
           | If there is any kind of undisclosed arrangement between Apple
           | and Roblox then there's a clear case for securities fraud
           | IMO. There's a huge risk to Roblox were any such deal to
           | unravel, both from the threat of competition being allowed
           | and from the possibility of Apple starting to enforce their
           | published policies on Roblox. For public companies, risks
           | like that must be disclosed.
        
             | chii wrote:
             | > undisclosed arrangement between Apple and Roblox then
             | there's a clear case for securities fraud IMO
             | 
             | not all undisclosed arrangements constitute securities
             | fraud - only those whose intent is to defraud investors do.
             | 
             | As for anti-competitive measures, the investigation ought
             | to be from the consumer protection agencies, like the FCC,
             | or from the justice department regarding anti-trust.
        
               | modeless wrote:
               | You are right that not all undisclosed arrangements are
               | securities fraud. However, an undisclosed arrangement
               | _that represents an existential risk to the company were
               | it to ever change_ would be securities fraud. You can 't
               | go public with huge undisclosed risks like that.
        
               | impulser_ wrote:
               | They disclose risks under Risk Factors in their quarterly
               | filings.
        
               | modeless wrote:
               | Obviously, like all public companies. But have they
               | disclosed the specific risk that Apple might stop giving
               | them special treatment and stop protecting them from
               | competition or start enforcing the policies they violate?
               | I believe I read their S-1 some time ago and didn't find
               | any mention of special treatment from Apple. It's
               | possible they started disclosing it later, but even that
               | would still expose them to shareholder lawsuits from IPO
               | investors.
               | 
               | Edit: They are also vulnerable to insider whistleblowers.
               | Any whistleblower would be eligible for rewards of 10-30%
               | of any penalty ultimately assessed by the SEC. The SEC
               | has paid tens of millions to single whistleblowers in the
               | past.
        
             | jameshart wrote:
             | Apple can and does change even the written terms of
             | AppStore service on a whim without warning. The risk that
             | Apple suddenly changes its unwritten enforcement policy to
             | your detriment is not that much different than the risk
             | that they just change their Ts and Cs entirely. Apple's
             | walled garden, Apple's rules.
             | 
             | ANY publicly traded company that relies on the Apple
             | AppStore for a significant portion of its revenue has an
             | implied 'so long as Apple continue to allow us to do this'
             | caveat hanging over their revenue forecasts.
        
         | saint- wrote:
         | Curious, why is Roblox in violation of Apple's App store
         | policies?
        
           | modeless wrote:
           | > Apps should be self-contained in their bundles, and may not
           | read or write data outside the designated container area, nor
           | may they download, install, or execute code which introduces
           | or changes features or functionality of the app, including
           | other apps.
           | 
           | Roblox is in clear violation of this clause, downloading and
           | executing entire games written in Lua. Apple does have an
           | exception to this policy for HTML5 games and streaming games
           | but Roblox does not qualify because it is not HTML5 and not
           | streaming. Many people have had their businesses destroyed
           | for far less serious violations of App Store policy.
           | 
           | I believe there are also other rules against putting an app
           | store inside your App Store app. Clearly Roblox is an app
           | store for games, with its own currency. Apple has not been
           | reasonable on this point with other companies: they
           | originally didn't even want to allow cloud game streaming
           | apps to play multiple games in a single app. Their ridiculous
           | plan was to require a separate Apple App Store listing for
           | each game that a streaming platform supported, and they only
           | relented under pressure after Microsoft went public with
           | their complaints:
           | https://www.theverge.com/2020/9/11/21433071/microsoft-
           | apple-... And after that debacle they explicitly added
           | exceptions to their policies for game streaming apps. They
           | have never done so for Roblox-like apps, which are still
           | plainly forbidden under their publicly posted policies.
        
             | chad1n wrote:
             | You can make the same argument about Minecraft since
             | servers download you texture packs, data packs or skins. I
             | don't think that Apple should stop these apps, that's their
             | game model.
        
               | modeless wrote:
               | Roblox games are not comparable to texture packs or
               | skins. They are complete games with assets and executable
               | code, or at least the fancy ones are. Maybe data packs
               | are more similar but it seems like Minecraft for iOS does
               | not support them.
        
               | darknavi wrote:
               | Minecraft Bedrock (iOS and all mobile/console versions)
               | do support assets and executable code as well.
               | 
               | They are called "Behavior Packs":
               | https://learn.microsoft.com/en-
               | us/minecraft/creator/document...
        
               | modeless wrote:
               | Seems like they use JavaScript and this might qualify for
               | the HTML5/JavaScript exception that Apple has. Also it
               | seems like they are a lot less powerful than Roblox
               | scripts, and there isn't an in-game store allowing you to
               | purchase them without using Apple's in-app purchase flow.
        
               | darknavi wrote:
               | For transparency I lead the Minecraft Scripting team.
               | 
               | You can purchase content that runs behavior packs from
               | the store, but it's all through soft currency purchased
               | with per-platform stores.
               | 
               | Link to some of the content:
               | https://www.minecraft.net/en-us/catalog
               | 
               | As for the "not as powerful as Roblox", we're working on
               | it :)
        
               | modeless wrote:
               | Neat! And you can do those purchases inside the iOS app?
        
               | darknavi wrote:
               | Yup! Soft currency (Minecoins) travel with you with your
               | Microsoft account and can be used on what ever device you
               | sign into (including iOS). You can also purchase more
               | Minecoins in the game its self each platform.
        
               | kreyenborgi wrote:
               | also https://minecraft.fandom.com/wiki/Tutorials/Redstone
               | _compute... ;-)
        
               | vintermann wrote:
               | Speaking of hated network effect companies, that's the
               | fandom wiki roach motel.
        
               | jorams wrote:
               | Here's the same page on the better wiki:
               | https://minecraft.wiki/w/Tutorials/Redstone_computers
        
             | tasoeur wrote:
             | It's a gray area. If you look at apps like Snapchat,
             | instagram and TikTok, they all have this concept of
             | filters/lens/effect which are effectively <8mb bundles
             | running JavaScript / lua scripts for visual effects and
             | whatnot (see lens studio, meta spark and effect house). The
             | key seemed to be to not use any JIT compilers and make sure
             | it does not change the code of the app itself but mainly
             | just act as a static runtime / engine for the effect.
             | 
             | One app effectively violating that policy is WeChat with
             | their mini programs, but they get away with it due to the
             | fact that iOS without WeChat would be doa in China.
        
               | modeless wrote:
               | It's not gray. Your examples do not violate policy
               | because Apple has an explicit exception to allow stuff
               | like that when specifically running in WebKit's
               | JavaScript engine. That's why they use JavaScript, to
               | qualify for the loophole. But as I said, Roblox does not
               | use JavaScript or WebKit for running games and does not
               | qualify for that exception. There is also an exception
               | for "plug-ins" which seems like it could cover the case
               | of camera filters, but definitely would not stretch to
               | cover an entire embedded app store full of complete games
               | purchased with a third-party currency.
        
               | tasoeur wrote:
               | Going back to my prior example, selecting an AR
               | Effect/Lens on TikTok/Insta/Snap and is kind of akin to a
               | mini app store if you think about it:
               | https://sh1ftdigital.com/wp-
               | content/uploads/2020/09/IMG_8904...
        
               | modeless wrote:
               | If you think about it, a scrollable list of tiny free
               | camera filters is not that similar to an enormous
               | searchable catalog of complete and individually
               | purchasable games.
               | 
               | Apple clearly doesn't think these are the same thing
               | either as demonstrated by their explicit policies
               | allowing the former and their attempt to block cloud
               | streaming apps from providing the latter, later turning
               | into explicit policies specifically allowing it for cloud
               | streaming apps and _only_ cloud streaming apps, _not_
               | Roblox-like apps.
        
               | Drakim wrote:
               | Maybe to us technical folks, but for everybody else on
               | the planet it's night and day different.
        
               | yu3zhou4 wrote:
               | What's doa?
        
               | kwertyoowiyop wrote:
               | Dead On Arrival
        
             | actualwitch wrote:
             | Have you heard about codepush? Apps are routinely ignoring
             | this requirement and apple does literally nothing, as
             | recently discussed on hn:
             | 
             | https://news.ycombinator.com/item?id=41146779
        
               | brunoarueira wrote:
               | It's allowed if the app doesn't change the main purpose
               | based on the review process! In the past, I'd worked with
               | a company which makes whitelabel apps for churches and
               | does use codepush to fix bugs and implement small
               | improvements, so through codepush the company can not
               | change the app to be about casino games.
        
             | teamonkey wrote:
             | Is any Lua run on iOS devices at all? The majority of the
             | Lua code is sent to the server, which then tells the client
             | what to do.
             | 
             | There are Lua scripts intended to run on the "client" (such
             | as camera scripts) but I was under the impression (I could
             | be wrong) that even they were converted by a server into
             | instructions sent to the client, not run as a Lua scripts
             | in a local Lua interpreter on your iPad.
        
               | BlueTemplar wrote:
               | Surely the user interface runs locally ? Or has Roblox
               | been careful to ban interface development in LUA ?
        
               | teamonkey wrote:
               | My assumption is that the server either directly tells
               | the client what to display or it converts the "client"
               | code to some kind of bytecode that doesn't require a lua
               | interpreter.
               | 
               | Or perhaps the lua code is sanitised by the server such
               | that the lua code run on the client is not the same as
               | submitted by the user. Many App Store games do have an
               | embedded scripting system of some kind, just not one that
               | can run code directly inputted by an end user.
        
               | Rohansi wrote:
               | Bytecode or not it is still running code inputted by an
               | end user on iOS devices.
               | 
               | The whole point of Apple's rules here are to force app
               | functionality and features to be reviewed when submitting
               | an app to the app store. Anybody can go and make complete
               | games ("experiences") in Roblox and they will immediately
               | be available on iOS without being reviewed by Apple. It's
               | a full game engine that lets you write custom code, use
               | custom assets, and replace everything. Take a look at
               | Frontlines
               | (https://www.roblox.com/games/5938036553/FRONTLINES) as
               | an example of a game that looks nothing like Roblox.
               | 
               | If you were to release an iOS app and push new features
               | and content to it OTA then you risk being kicked off the
               | store if you get caught because you bypassed their review
               | process and the store page may not be accurately
               | describing the app anymore.
        
             | a2128 wrote:
             | Roblox actually changed their wording in response to
             | Apple's policies at some point. They no longer call them
             | "games", they call them "experiences"
        
         | thomas34298 wrote:
         | I think the same argument could be made for Twitter/X. The app
         | stores by Google and Apple specifically disallow pornographic
         | material, yet the app is full of it. Once you're big and
         | important enough, the rules mostly don't apply for you anymore.
         | Of course, if they tried to circumvent the app store tax
         | directly within the app, there would be consequences, but as
         | long as Google/Apple can make a profit, it's okay it seems.
        
           | drexlspivey wrote:
           | Can an aggregator/distributor be liable for user created
           | content? You can find porn in Reddit or Google Search and
           | these apps are still in the app store so I don't think they
           | are getting any special treatment.
        
             | BlueTemplar wrote:
             | There are some protections for hosting illegal data (real
             | illegal, not EULA-disapproved), but they tend to go away if
             | the host does any kind of editorializing (like showing the
             | data through an algorithmic feed).
             | 
             | Google Search is different yet, since they aren't the
             | primary host.
        
             | theshrike79 wrote:
             | Even Tapatalk had to filter out "adult" forums - and it's
             | just a client to connect to 3rd party forums.
             | 
             | On Twitter you can find actual porn straight up.
        
             | XlA5vEKsMISoIln wrote:
             | Didn't work out for Organic Maps. Merely allowing to access
             | map data makes you un-family-friendly. Or at least that's
             | what we can assume, since Google won't indulge in
             | specifics. https://news.ycombinator.com/item?id=41272925
        
           | hoseja wrote:
           | I don't think I've ever actually seen any porn on eXtwitter.
           | (Well, on main.)
           | 
           | Why was a perfectly fine Unicode Blackboard X filtered out of
           | my post.
        
             | kevindamm wrote:
             | HN strips out emoji and other non-language characters, may
             | be related to that
        
           | Quarrel wrote:
           | > I think the same argument could be made for Twitter/X. The
           | app stores by Google and Apple specifically disallow
           | pornographic material, yet the app is full of it.
           | 
           | Reddit is allowed too. imgur, snap, etc.
           | 
           | I assumed you're fine as long as your raison d'etre wasn't
           | porn and the content was user generated / supplied.
        
             | judge2020 wrote:
             | To add, Tumblr was lambasted for them not properly policing
             | their porn[0], accidentally allowing CSAM, and Apple being
             | the one to inform them of this error. it's what led to them
             | banning all 18+ content, arguably sealing the platform's
             | fate of irrelevancy.
             | 
             | 0: https://www.theverge.com/2018/11/20/18104366/tumblr-ios-
             | app-...
        
               | abirch wrote:
               | I thought Yahoo's acquisition was what stopped their 18+
               | content
               | 
               | But perhaps the most catastrophic misfire of all was the
               | notorious 'porn ban' that came into place on December 17,
               | 2018 - a policy partly driven by a US law [1] that made
               | websites liable for sex trafficking that might take place
               | on their platform. The ban covers 'female presenting
               | nipples', genitals, and any depicted sex acts. Until
               | then, the platform had remained a refuge for a devoted
               | community of users, but this decision affected swift and
               | dire consequences.
               | 
               | https://www.wired.com/story/tumblr-sold-to-wordpress/
               | 
               | [1] https://en.wikipedia.org/wiki/FOSTA-SESTA
        
             | johnnyanmac wrote:
             | And who determines that reason? Twitter seems to work fine
             | with no restrictions but Discord basically has to lock down
             | any server marked as 18+
             | 
             | (regardless of the content of 18+. Don't know how mobile
             | has had 15 years to do granular content warnings based on
             | decades of other medium but app stores still assume 18+ =
             | porn).
        
               | Quarrel wrote:
               | > And who determines that reason?
               | 
               | the exact language of their T&Cs?
               | 
               | Not to be too flippant, but we can guess all we want, but
               | the individual apps signed up to specific terms at the
               | time, and you can almost guarantee that Apple (or anyone
               | else) reserves a lot of leeway to themselves as to how
               | they enforce or otherwise police those T&Cs.
               | 
               | All the conjecture in this bit of the thread seems a bit
               | pointless given none of us are reading it, let alone
               | reading the specific bit that whichever app in question
               | might be held to.
               | 
               | Hence my start to it, as well, these seem to be allowed
               | ...
        
         | ec109685 wrote:
         | Roblox gets away with this due to the framing that it's a
         | single platform with many different experiences:
         | 
         | "To start, Roblox is not a single game. It's a platform that
         | hosts millions of user-generated experiences, such as
         | historical roleplaying games or virtual labs to simulate
         | physics experiments. Because of the diversity of content you'll
         | find on Roblox, we use the term experience to refer to what you
         | play on Roblox."
         | https://create.roblox.com/docs/education/resources/frequentl...
         | 
         | From the epic trial, Apple addressed why it allows them in a
         | pretty tortured manner:
         | https://www.polygon.com/22440737/roblox-metaverse-game-exper...
         | 
         | I think the best argument is that you're a single player across
         | games, kids speak of "playing Roblox", there are portals
         | between worlds, etc. This comment makes the point that all
         | games feel the same:
         | https://news.ycombinator.com/item?id=41287780
         | 
         | It's pretty different from what Epic wanted to do by offering
         | completely separate games in their App Store without paying
         | apple commission.
        
           | modeless wrote:
           | How were they getting away with it for the 10 years before
           | that when they were still calling them games and were still
           | clearly in violation? It's pretty clear that the name change
           | is just a retconned excuse and has nothing at all to do with
           | the real reason.
        
             | ProfessorLayton wrote:
             | Well, they actually _did_ get banned from the App Store at
             | one point, but successfully appealed.
             | 
             | Here's a key part of this: Executives also have kids and
             | they want to play Roblox on the go!
        
               | modeless wrote:
               | Yes, favoritism by Apple execs is the most plausible
               | explanation to me. I wonder if Phil Schiller owns any
               | RBLX shares...
        
               | ProfessorLayton wrote:
               | All this happened when Roblox was private, I don't
               | believe there was/is any monetary interest beyond
               | whatever executives had from their employers. If it's
               | anything like the story for getting Roblox on game
               | consoles, then it really is executives caring about what
               | their kids also care about, and that gives RBLX a huge
               | leg up.
        
               | modeless wrote:
               | You may be right, but Apple execs are accredited
               | investors worth tens to hundreds of millions and as such
               | are easily able to invest in private companies, so that
               | doesn't rule it out. Nepotism is another possible
               | explanation if there are any connections there. And while
               | it wouldn't be illegal while they were private, it would
               | still be immoral, and it would become illegal when not
               | disclosed as a risk at IPO.
               | 
               | It could also further jeopardize Apple's standing with
               | regulators, since they profess to apply their rules
               | fairly and equally without secret deals (which is
               | transparently ridiculous but Tim Cook said it in
               | congressional testimony so it would be perjury if proven
               | wrong).
        
           | johnnyanmac wrote:
           | >Even Apple acknowledged this when a marketing head, Trystan
           | Kosmynka, expressed "surprise" that Roblox was approved for
           | the App Store in 2017 in an email. Kosmynka then defended
           | this decision during the trial by saying Apple did not
           | consider Roblox to be a place where people go to play games.
           | 
           | >"I look at the experiences that are in Roblox similar to the
           | experiences that are in Minecraft," Kosmynka said. "These are
           | maps. These are worlds. And they have boundaries in terms of
           | what they're capable of."
           | 
           | Wow. The damage control was even worse than I thought. So I
           | guess the new UE Fortnite Network would be approved no
           | problem since "it's not a game, it's a UGC platform" (not
           | that Epic cares about app stores anymore). Because Epic isn't
           | making the games anymore. Just offloading the labor to others
           | a LA VR Chat.
        
         | 2OEH8eoCRo0 wrote:
         | > I believe they are significantly shielded from competition
         | 
         | I think you're onto something. All of the nieces and nephews of
         | mine that play Roblox do it on an iPad.
        
         | samatman wrote:
         | This is a fundamental misunderstanding of what an App Store
         | policy is.
         | 
         | You're reasoning as though the policy is for Apple to follow.
         | No. It's for developers to follow. Apple can put whatever it
         | wants on the App Store, the policies are guidance for
         | developers to give them a fighting chance that their apps will
         | be accepted. If Apple wants an app, it'll go on the store. If
         | they don't, it won't.
        
           | modeless wrote:
           | So Apple's decisions are arbitrary and capricious? Tim Cook
           | testified to Congress that Apple's policies "are transparent
           | and applied equally to developers of all sizes and in all
           | categories". Did he commit perjury?
        
       | jrm4 wrote:
       | There's something weird and sad about Roblox for me as an old-
       | timer who still has silly dreams about free/open software
       | internet utopias for just fun? There's so much creative
       | (programming etc) energy in that place and, for what?
       | 
       | short rant over
        
         | TulliusCicero wrote:
         | In a lot of ways it reminds me of BW/War3 custom maps.
        
           | Aeolun wrote:
           | Sorta, except that everyone is racing for money.
        
             | pjmlp wrote:
             | Turns out supermarkets don't take pull requests, and not
             | everyone wants to live in a community farm, doing NGO like
             | work.
             | 
             | Or placed in a less snarky way, capitalism spoils ideals.
        
               | wiseowise wrote:
               | Evil capitalism where people want to live nice and system
               | provides means to do so.
        
               | pjmlp wrote:
               | I haven't said otherwise, only that people coming from
               | FOSS like backgrounds might not get what they want.
        
         | treyd wrote:
         | I've had this half-idea for recreating something like Garry's
         | Mod in Godot for a while now. It seems like something someone
         | would have created by now but it doesn't exist yet for whatever
         | reason.
         | 
         | Like, a framework for building first-person FPS-ish game modes
         | and handling all the asset management, sync, etc, like GMod
         | being built around Source does and just letting developers
         | build the game modes without worrying about the annoying tricky
         | stuff.
        
           | billyjobob wrote:
           | Like The Mirror? https://www.themirror.space/
        
             | treyd wrote:
             | This is interesting, but
             | 
             | > allowing you to own everything - unlike Roblox,
             | Unreal/Fortnite, and Unity.
             | 
             | makes me worried it's not in the same spirit that GMod is
             | in. Specifically the use of the word "own" there.
        
               | johnnyanmac wrote:
               | I took "own" here as "you have control over the entire
               | stack". Seems like the idealized version of Garry's mod.
               | Garry doesn't even own all the assets in Garry's Mod.
        
           | MaPi_ wrote:
           | That seems to be exactly what Garry (the creator of Garry's
           | Mod) is trying to do with s&box https://sbox.game/
        
             | treyd wrote:
             | They're using Source 2, which isn't foss.
        
         | low_tech_love wrote:
         | I get you perfectly (I play Roblox with my kid almost everyday)
         | but I have another opinion. When I think about what it
         | accomplished, I think Roblox is pretty amazing; actually one of
         | the most amazing software ever made. It accomplished in
         | practice basically what lots of people have been trying to do
         | for decades, since the MUDs from the 70s, and what Zuckerberg
         | wasted billions of dollars with. Sure, most of its content is
         | total crap, but the same could be said of many other great
         | things (the internet for ex.) If you dig a bit you can find
         | really nice puzzle games ("obbys") for example that require two
         | or three people to collaborate, and there are _actually_ kids
         | there waiting to collaborate with you. So the point is, yes it
         | needs active filtering, but the engagement of players and
         | developers is unprecedented and pretty exciting.
         | 
         | My main criticism right now is this idea of jumping on the LLM
         | buzzwagon. It's sad that they don't understand that their
         | success is 100% human-driven, and that using LLMs beyond QoL
         | stuff will be their downfall. The moment we get fully AI-
         | generated games and worlds, it'll be over.
        
           | itomato wrote:
           | "...is total crap"
           | 
           | Why are people OK with this? Because there's a place to spend
           | "money" inside this virtual space?
           | 
           | The paradigm could be replaced with literally anything, yet
           | the prevailing mode of "play" in these spaces is convert
           | meatspace credits to in-game "virtual property"; costumes,
           | weaponry, etc.
           | 
           | These kids arent' making anything, they're aphids.
        
             | simpaticoder wrote:
             | Nice reference to aphids (which are used like cows by ant
             | colonies). So kids make games which require currency from
             | other kids?! Why would they do that? Do they get a cut?
        
               | crim1 wrote:
               | Yes. Like $105 for every ~43,000 robux (~$350-$490,
               | depending on the tier of robux purchased) players spend
               | in your game. Not including the money you get for free
               | just by retaining players with a Roblox subscription in
               | your game.
               | 
               | Top Roblox devs are making millions of dollars. [0]
               | 
               | [0] https://okmagazine.com/p/teen-ceo-brandon-
               | millionaire-throug...
        
               | watwut wrote:
               | Top Roblox devs are adults.
        
               | johnnyanmac wrote:
               | Yup. I imagine those millions are the ones I see on
               | LinkedIn offering 50-60k for a "Roblox game developer".
               | Even in a UGC platform, the biggest money makers are the
               | ones doing it as a legitimate job.
        
             | johnnyanmac wrote:
             | >Why are people OK with this?
             | 
             | Because like it or not, this space has basically become a
             | "third place" for many kids. In that regard it has to
             | compete with console games about as much as a lonely arcade
             | machine in some old bar does. They aren't coming for the
             | games alone.
             | 
             | >The paradigm could be replaced with literally anything,
             | yet the prevailing mode of "play" in these spaces is
             | convert meatspace credits to in-game "virtual property";
             | costumes, weaponry, etc.
             | 
             | Yup, but as we know from growing up and seeing the rise of
             | social media: the best, sleekest solution isn't always thr
             | Victor. It's all about network effects.
        
           | BlueTemplar wrote:
           | Looking at the founder's bio, he _has_ kept trying to do this
           | since at least the 1980 's.
        
           | simpaticoder wrote:
           | My kids have recently become interested in Roblox. I
           | installed it on the PS5 but honestly I don't get the appeal.
           | The games we tried are of very low quality. It doesn't have
           | the complexity or interest of Minecraft. It doesn't have the
           | polish of Astro's Playroom (or Ratchet and Clank: Rift Apart,
           | which they are too young to play). It reminds me a little of
           | Fortnite's non-battle-royal games, but much worse. Can you
           | give some advice on how to approach it as a parent? I suspect
           | there are some good games in there that we missed.
        
             | auadix wrote:
             | I play with my kid and my advice is to not look for a game
             | in Roblox, but to play Roblox as it is. It's not going to
             | be about the quality, it's not polished and there are
             | probably 8 game types to it: Clicking, Obby, Tycoon,
             | Survival, Farming, Sports, Shooter and Story.
             | 
             | All the games in one of those categories are a variation of
             | itself, some are better balanced and the grind is fair,
             | some will reach a point which the kid will give up and some
             | have a very interesting trick that will soon be copied by
             | all the others.
             | 
             | Why do we play it? For him, because it's familiar, he knows
             | what to do and how to master it. For me, mindless gaming
             | that I don't have to put any effort to it.
             | 
             | The time that I spend with him is very valuable, and there
             | is a reversal here because its me entering to his world and
             | not him to mine. He feel proud when he is better than me
             | into something, the obbies are challenging even for someone
             | who spent his life playing platform games, I just can't
             | make the jumps and he can, so he comes to recue me taking
             | my iPad and going for it.
             | 
             | I do enjoy some of the games, Islands is very well done but
             | the devs quit it, Wacky Wizards is very quirky and with
             | endless potion combinations, Death Bumper Car is really
             | crazy and frustrating, but fun to play together, The Space
             | Simulator is a space mining that is really hard in some
             | places and interesting challenge... there is a lot to find.
             | Sometimes I just can't play the game and I will tell him
             | that I didn't like it, he feels defeated because he was
             | trying to invite me in to his world and I shut it down,
             | sometimes I just suck it up and play the bad game, I think
             | the important part is to remember that this is a world that
             | they have more control than you, let them lead. :)
        
             | loa_in_ wrote:
             | Your take sounds about right. It's minigames. You can play
             | an exact equivalent minigame in minecraft 98% of the time,
             | but it's easier just to pick one ready from the browser and
             | get started immediately with people doing the same and
             | nothing else. If I was a parent I 'd try to skim ideas from
             | Roblox yourself, make it happen for your kids and their
             | friends in Minecraft, join yourself, talk about it, record
             | yourself playing it, share it with strangers; for full non-
             | Robux-driven wholesome non-mindless experience.
             | 
             | Essentially Roblox store is built upon outsourcing game
             | making to kids and so the games themselves are appealing to
             | kids, but also they carry as much merit as a 4th grader can
             | put into them.
        
             | maxsilver wrote:
             | It's less about the games being high-quality, and more the
             | games being community-created and user-driven.
             | 
             | Roblox isn't a competitor to Astro's Playroom or Ratchet
             | and Clank. Roblox is like, the next generation of
             | ActiveWorlds, or like a user-generated version of Uru. It's
             | a 3D Chatroom that solved the problem of _" what do you do
             | when people want something to do, while standing around
             | chatting in the 3D chatroom?"_ by saying, _" we'll give a
             | bunch of tech tooling to the players, and maybe 0.1% of
             | them will do something interesting with it"_. And that's
             | enough.
             | 
             | The closest PS5 equivalent would be something like, the
             | Dreams game from Media Molecule.
             | 
             | ----
             | 
             | As a parent (with a kid, who loves Roblox), I totally get
             | it. I _lived_ on ActiveWorlds as a kid, I saved up paper-
             | route money to pay for my own  "P-10 World" back in the
             | day. The next summer, I used paper-route money to buy a
             | "catch-a-call" device, so I could be on ActiveWorlds via
             | Dial-up without tying up the phone line from my parents. I
             | had an entire alternative identity and active social life
             | on there in middle-school & high-school. I would bicycle
             | all the way downtown to local community college, to take
             | VB6 classes with college students over the summer, to learn
             | how to program against their ActiveX control API to write
             | my own ActiveWorlds Bot, to interact with folks in my
             | private ActiveWorld. I ran an ActiveWorlds "TV Station" (in
             | AW, you could set a JPEG image to 'refresh' regularly like
             | a webcam, and I would point the URL at a custom PHP script
             | I ran on an old cPanel-based shared hosting plan, that
             | would rotate JPEG images out in appropriate order every 1
             | or 2 seconds, in pre-programmed ways, so you could have
             | 'shows' broadcasting, and you could switch to 'live'
             | (screenshots) on 'air' and such)
             | 
             | I treat Roblox similarly for my child. (They can play on
             | it, but never use real names, reveal no personal
             | information, there's some time limits to ensure you don't
             | go crazy, talk through appropriate content and what stuff
             | warrants adult intervention, etc. And gently prod them
             | that, if they're ready to deep-dive on Roblox, all the
             | tools people use to make their favourite "obbys" are things
             | they could actually learn and write themselves, with some
             | time and patience and practice...)
        
               | simpaticoder wrote:
               | It sounds like the platform really matters for Roblox, if
               | it's that much of a creative tool. BTW the first time I'd
               | heard of "ActiveWorlds" (or Uru) was just now from your
               | comment. And it also sounds like my kids don't have the
               | problem Roblox solves! (And I don't really want them
               | standing around in a chat room looking for things to do;
               | absent a compelling reason to look at a screen, I
               | encourage them to do real-world things.)
        
               | ryandrake wrote:
               | > It's less about the games being high-quality, and more
               | the games being community-created and user-driven.
               | 
               | There's also the socialization part. My kid's friends are
               | all on Roblox. They don't get together IRL because a lot
               | of them moved away when their parents had to move, and
               | others just live way across town and "meeting at the
               | park" is so 1980s. When new kids come to school, they
               | share their Roblox and Fortnite usernames and that's
               | where they hang out after school to socialize.
        
               | Biganon wrote:
               | Thank you for mentioning ActiveWorlds. The French
               | speaking version (Le Village 3D) was extremely important
               | to me in my teenage years
        
         | axus wrote:
         | Looking at the pages and pages of crap games in Roblox is a bit
         | reminiscent of a long list of horrid software on a dialup BBS.
         | 
         | Everything popular seems to start as a clone of non-Roblox
         | games, and then goes off on it's own direction from there.
         | 
         | Not Roblox's fault, but it's not a good place for kids to make
         | friends; any kind of contact information must be censored. They
         | can play there with friends made elsewhere.
        
         | consf wrote:
         | It's deeply monetized, which can feel at odds with the ideal of
         | a free and open digital space
        
       | andyferris wrote:
       | > Unlike other social platforms, Roblox's revenue is nearly all
       | via user spending rather than advertising. As such, Roblox pays
       | 25% of its revenue to Apple and Google (30% of transactions on
       | those platforms) whereas Facebook, Snap, et al pay effectively 0.
       | Note that Facebook, which has structurally lower costs to service
       | users than Roblox and is far more mature, has an operating margin
       | of roughly 40% -- if the company had to pay out 25-30% first, it
       | would never have "tech company" profit margins, let alone profit
       | dollars.
       | 
       | Wow. I've never though about this before, but this is an awful
       | second-order consequence of the high app store fees set by Apple
       | and Google. It essentially incentivizes App makers to treat users
       | as products not customers!
       | 
       | (Not too surprising for Google, but certainly goes against
       | Apple's public stance).
        
         | eru wrote:
         | Well, the app stores could fix that by also demanding a cut
         | from ad revenue.
        
           | pxue wrote:
           | Well they did and Facebook refused. Hence the "do not track"
           | feature.
        
             | bredren wrote:
             | Apple did have conversations about how to profit from
             | Facebook's apps.
             | 
             | But there's no evidence that the App Tracking Transparency
             | was a direct result of failure to come to terms with
             | Facebook on some type of revenue share.
             | 
             | Even if a portion of the comprehensive set of protections
             | included in ATT was specifically to target Facebook, Apple
             | did not use it to punish Facebook.
             | 
             | Apple's customers did.
             | 
             | Because when given a choice, 85-96% of all people across
             | the entire planet did not want Facebook tracking them.
             | 
             | If one was to speculate on The decision-making behind
             | platforms' leadership, it follows to consider Google's
             | reluctance to follow in the footsteps of Apple with ATT due
             | to google's own direct reliance on ad revenue.
             | 
             | Apple is no saint, it's made many compromises on user
             | privacy in the face of business.
             | 
             | But there's no doubt in my mind that the position of
             | selling products and services, including the distribution
             | of others' software is by far more consumer friendly than
             | the quiet identification, data collection and targeting of
             | individuals.
        
           | andyferris wrote:
           | Haha, I am imagining the Facebook response to this! :)
           | 
           | In any case I suspect that is too much overreach and would
           | only attract more attention from regulators.
           | 
           | Two wrongs don't make a right, and this is fixing the wrong
           | problem. (The problem being that once I purchase a portable
           | pocket computer, I want it to be mine to use how I want with
           | whatever software I want without asking the manufacturer for
           | permission).
        
             | philistine wrote:
             | Apple is already collecting a 30% cut when you're buying
             | ads on an iPhone:
             | https://www.facebook.com/business/help/704141224249342/
        
               | eruleman wrote:
               | Unreal. Apple's gonna take a 30% off everything they
               | possibly can.
        
               | withinboredom wrote:
               | Well, yeah. It's probably the major reason Apple can
               | afford to design and print their own chips. You don't get
               | rich unless you are greedy.
        
         | danielheath wrote:
         | I also hadn't thought about it before, but when you present it
         | that way it's dazzlingly clear - thank you!
         | 
         | Get money from your users: 25% platform tax
         | 
         | Get money from advertisers: No platform tax
        
           | guiambros wrote:
           | More like:
           | 
           | - Get money through the platforms' users and their payment
           | methods, without having to worry about asking for users'
           | credit card information, billing, chargebacks, or individual
           | invoicing: 25% platform tax.
           | 
           | - Get money through your own means, similarly to what Amazon
           | did with Kindle books: no platform tax.
        
             | CPLX wrote:
             | Not sure what you're talking about, you still can't buy
             | kindle books on iOS apps.
        
             | Mordisquitos wrote:
             | > Get money through the platforms' users and their payment
             | methods, _without having to worry about_ asking for users '
             | credit card information, billing, chargebacks, or
             | individual invoicing: 25% platform tax.
             | 
             | Fair enough. So I guess _if I don 't mind worrying about_
             | all those things, I can simply reach my own agreement with
             | a PCI-compliant payment service provider to charge
             | customers through my app directly and therefore avoid that
             | 25% platform tax, right?
             | 
             | ...right?
        
             | croes wrote:
             | You should definitely worry about cashbacks.
             | 
             | You refund 100% but Apple and Google keep their share.
        
           | ainonsense44 wrote:
           | Plus the advertising network takes its own tax, right? Then
           | it goes into the same or similar pockets again anyways.
        
           | Animats wrote:
           | The ad platform takes big fees.
        
         | bemmu wrote:
         | I'm a full-time developer of Roblox games.
         | 
         | It's wild that Apple or Google make as much from my games as I
         | do. Obviously it still works out well enough since I'm not
         | abandoning the platform, but strange anyway.
        
           | itake wrote:
           | why is it wild? Microsoft keeps 30% of xbox store sales.
           | Apple, Google, MS, etc. play a massive part in attracting
           | users to the platform.
        
             | ninepoints wrote:
             | Console user spend and user acquisition costs are not even
             | remotely similar to the corresponding values in the mobile
             | ecosystem.
        
             | blackeyeblitzar wrote:
             | Wild meaning unfair, perhaps?
        
             | bemmu wrote:
             | Absolutely, it's better to have a smaller slice of a bigger
             | pie, which is why I'm OK with this.
             | 
             | What I meant by "wild" is that in this case, the dev of the
             | game is the one receiving that ~30% slice. Apple+Google get
             | about the same as the dev does.
        
             | justinclift wrote:
             | Visa and Mastercard provide entire global payment
             | platforms, yet only (generally?) take a small fee per
             | transaction.
             | 
             | Apple seems to do a lot less, but wants ~1/3 of every
             | transaction.
        
               | vishnumohandas wrote:
               | > Apple seems to do a lot less
               | 
               | Not suggesting that this warrants a 30% cut, but unlike
               | payment gateways Apple also provides discoverability and
               | distribution.
        
               | justinclift wrote:
               | > also provides discoverability and distribution.
               | 
               | Apple seems to be _incredibly poor_ at discovery, so that
               | 's not a point in their favour.
               | 
               | Distribution could be done by any number of other CDNs,
               | as will likely be done by the new EU based App stores.
               | 
               | What's the bet those won't be charging ~30% transaction
               | fees to cover things? And they won't even have the same
               | scale as Apple. ;)
        
               | tjoff wrote:
               | They lock their users in a walled garden where only they
               | can provide discoverability and distribution.
        
               | cenamus wrote:
               | But doesn't that have way more to do with (EU)
               | regulation? I thought that they take quite a significant
               | chunk in the US
        
               | justinclift wrote:
               | That a bit unclear. Are you meaning Visa/Mastercard
               | charge less in the EU due to EU regulations?
               | 
               | If that's what you're meaning, then I simply don't know
               | as I've not heard that before. :)
        
               | nottorp wrote:
               | Someone in the food chain does take less in some EU
               | countries. Not all.
               | 
               | The commissions are capped by law in some parts, but not
               | others.
               | 
               | As a small sample, in RO i think a large store chain pays
               | like 0.5%. The consequence is credit card reward programs
               | are either non existent or something like 0.1% cashback.
               | The other consequence is you can pay by card almost
               | anywhere.
               | 
               | On the other hand I've been to NL and small stores simply
               | did not take Visa/MC because it was too expensive for
               | them. Guessing the visa/mc charges weren't capped there.
        
               | com wrote:
               | They're all covered by identical regulations.
               | 
               | Culturally, though, small retailers may still believe
               | that credit card fees are higher than they actually are.
               | 
               | They may be concerned about refund and chargeback
               | processes.
               | 
               | Or, their gateway either cannot offer credit cards on
               | their POS terminals for technical or compliance reasons,
               | or the retailer simply hasn't enabled the payment
               | methods.
               | 
               | It's not regulation in NL that blocks small retailers
               | from taking V or MC.
        
               | nottorp wrote:
               | High fees is what they told me :) But then I was that
               | weird tourist with a Visa and a MC...
        
               | ccozan wrote:
               | Not sure if you actually been to RO but every small shop
               | has 3-4 payment terminals, each bank branded, and based
               | on the card they use a different terminal thus ensuring
               | minimal charge or even 0.
               | 
               | In DE or NL, you operate via an intermediary ( like
               | payone, etc ) and a single terminal. Maybe here comes the
               | difference.
               | 
               | PS. Larger shops/markets ( like kaufland, carrefour, etc
               | ) have also just one, but I guess they negociate the fee.
        
               | nottorp wrote:
               | > Not sure if you actually been to RO
               | 
               | No, I was born and live there.
               | 
               | My groceries kiosk has just the single terminal.
               | 
               | Where I shop, only Dedeman, Altex and the eMag showroom
               | still ask me what bank is the card from, and they're
               | nowhere near small...
               | 
               | Edit: Hmm. Cozy? Small world...
        
               | ccozan wrote:
               | ha, Torp! Nice!
               | 
               | But yes, is a mix/jungle of options. But I find
               | fascinating that paying with cards has a far more
               | adoption than some places in western world.
        
               | nottorp wrote:
               | They made it compulsory by law to accept cards for B2C if
               | you sold more than like 15k eur/month. But I think you
               | were already in DE.
               | 
               | I _think_ that law also cames with caps on card charges.
               | Or at least there was so much competition between banks
               | for the new market that purchase charges dropped on their
               | own.
        
               | ffgjgf1 wrote:
               | Not really. They still take "only" up to 1-2% in the US
        
               | ffgjgf1 wrote:
               | Steam also takes 30% despite all platforms it operates on
               | being entirely open. So it doesn't seem to be that
               | unreasonable
        
               | justinclift wrote:
               | Steam reportedly puts in a bunch of effort to earn it
               | though.
               | 
               | Whereas Apple's relationship seems more
               | predatory/antagonistic (at best).
        
               | dagmx wrote:
               | You think Steam puts in more effort than providing
               | graphics APIs, system frameworks for everything from
               | networking to controller handling, UI libraries,
               | educational sessions and security critical updates?
               | 
               | Like, one may argue that the 30% isn't valid (and it's
               | 15% for the majority of devs) but to say Steam does more
               | is absurd.
               | 
               | I'm curious if people who hold this opinion have actually
               | been involved in the process of releasing apps on either
               | platform.
               | 
               | And to be clear, I know valve does contribute to gaming
               | on Linux but that's single digit market share, so is
               | definitely a far cry from the 30%.
        
               | Fire-Dragon-DoL wrote:
               | I mean, Steam did release the Steam Deck, so yes it
               | provides everything you described.
               | 
               | I'm not sure why we are focusing on the 30%, the problem
               | is that facebook, a very rich company, get charged 0.
        
               | ffgjgf1 wrote:
               | Steam Deck is mostly standard Linux (although most stuff
               | Valve does is gets merged into the kernel/free packages
               | etc. so it's hard to disentangle the these, but not
               | exactly comparable to building a platform almost from
               | scratch)
               | 
               | > the problem is that facebook, a very rich company, get
               | charged 0.
               | 
               | Just like every other company using the same business
               | model (i.e. ads instead of IAP)?
        
               | justinclift wrote:
               | > building a platform almost from scratch)
               | 
               | Are you meaning iOS there?
               | 
               | Of so, please remember they pulled significant amounts of
               | code from Open Source Software in order to lighten their
               | development load. :)
        
               | dagmx wrote:
               | But they also contribute significantly to that same open
               | source so how do you balance that out?
               | 
               | Again, I'm not saying they're above criticism but I am
               | saying this feels like a very one sided presentation of
               | facts.
        
               | justinclift wrote:
               | > ... how do you balance that out?
               | 
               | Not sure what you're asking?
               | 
               | "Significantly" doesn't seem to be correct. At least, not
               | for the (GPL licensed?) stuff that's been stuck on
               | ancient versions for many years.
               | 
               | Though they have (from my rough memory) made some
               | contributions back to FreeBSD where it seemed to make
               | sense.
               | 
               | All that aside, the point is that they didn't build their
               | platform "almost from scratch".
               | 
               | They assembled a lot of pre-existing pieces (many OSS),
               | then built on top of that. It's a common way of doing
               | things.
        
               | dagmx wrote:
               | What I'm suggesting more than asking is, when you say
               | that open source has lifted their development burden, it
               | makes it sound like it's a unidirectional taking.
               | 
               | And sure, some might be freeloading. But they also do
               | contribute quite a bit to open source.
               | https://opensource.apple.com/
               | 
               | I know your response was more to correct the "developed
               | from scratch" but I still think it's important to note
               | that it's not unidirectional. Even in the development of
               | their own platforms, you can find old Usenet discussions
               | of how they were feeding things back. I think they could
               | have gone their own route but Unix compatibility was
               | important.
               | 
               | The history of Next, Apple, and the open source community
               | is very intertwined and unfortunately cannot be reduced
               | so easily.
        
               | dagmx wrote:
               | Literally the last section of my comment addressed that.
               | It's a single digit market share. How does that play into
               | windows/mac sales then? And what about the decade+ of
               | sales before the SteamDeck?
               | 
               | And in that case, no, Valve didn't provide all of that.
               | They provided some of it, but AMD did the graphics
               | driver, arch did the OS. Valve still offer less for the
               | 30%. I'm not trying to diminish the effort they put in,
               | but just pointing out the totality of what each store
               | offers behind it is very different.
               | 
               | To your last point, that's not really relevant to my
               | point. I'm just pushing back on the other person about
               | whether Apple or valve offer more for the 30%. You're
               | interjecting a completely different argument.
        
               | actualwitch wrote:
               | > valve does contribute to gaming on Linux
               | 
               | They only do it because they are painfully aware their
               | rent-seeking behavior is entirely at whims of ms/apple
               | and they want to have some moat.
        
               | ffgjgf1 wrote:
               | What do you mean by "only"? You can really expect
               | companies to behave irrationally. Pretty much every
               | company funding Linux development do it because they
               | expect this to benefit them somehow.
        
               | actualwitch wrote:
               | "I think Windows 8 is a catastrophe for everyone in the
               | PC space. I think we'll lose some of the top-tier
               | PC/OEMs, who will exit the market. I think margins will
               | be destroyed for a bunch of people. If that's true, then
               | it will be good to have alternatives to hedge against
               | that eventuality." - Gabe Newell
               | 
               | https://www.neowin.net/news/valve-co-founder-
               | windows-8-is-a-...
               | 
               | Take a wild guess when they started pushing steam on
               | linux, and which version of windows introduced a store.
        
               | dagmx wrote:
               | Yeah, the existence of SteamOS, Steam Machines and
               | eventually Proton were a hedge against Microsoft's
               | perceived shift into locked down distribution .
               | 
               | I think a lot of folk have a hard time reconciling that
               | there may have been non-altruistic intentions behind
               | something that is enjoyed today.
               | 
               | Similarly, Steam itself was a hedge against physical
               | distribution to cut out the middleman. It wasn't
               | originally envisioned as a store for anyone but Valve.
               | 
               | But here we are today, and both have positive side
               | effects that actually have outlived the original design.
        
               | sitkack wrote:
               | Those APIs are _paid_ for by the owner of the phone.
               | Charging developers (and the consumer) 30% to allow
               | someone to distribute an app is utterly ridiculous.
               | Framing it like Apple built these things and you are only
               | paying 30% is in deep sycophant territory.
        
               | dagmx wrote:
               | 1. You assume they're paid for by the owner of the phone.
               | That's not necessarily reflective of a companies income
               | stream. Microsoft also charge for commercial access to
               | their SDKs for example, and every company has different
               | business models.
               | 
               | 2. Then what does steam offer for 30% that isn't just
               | distribution? The majority of steam games do not use
               | Valves tooling for matchmaking or their engine.
               | 
               | 3. Can you go without name calling? Or are you that
               | childish that it's the only way you can feel like you
               | have the upper hand in a conversation?
               | 
               | 4. I'm not defending a 30% cut and already mentioned
               | that. I'm saying that saying steam offers more for the
               | 30% is absurd.
        
               | justinclift wrote:
               | > Or are you that childish
               | 
               | :(
               | 
               | > Microsoft also charge for commercial access to their
               | SDKs ...
               | 
               | Is that a new thing, or just for specific products?
               | Asking because I've previously used some of their Azure
               | SDK stuff before and that didn't seem to have a charge
               | for SDK access.
        
               | dagmx wrote:
               | Microsoft have charged for non-individual use for longer
               | than they've had the free version. I should have perhaps
               | used commercial non-individual use rather than just
               | commercial.
               | 
               | https://www.microsoft.com/en-ca/d/visual-studio-
               | enterprise-s...
               | 
               | Meanwhile Xcode is free and has been since the Project
               | Builder days on Next.
               | 
               | I'm not personally saying one is better value or not.
               | Just that the companies have put different values on
               | different parts of their developer flow for many decades
               | now, and one can't simply say that the money comes from a
               | single source.
        
               | ffgjgf1 wrote:
               | Did MS ever make any significant amounts of money from
               | selling VS/MSDN compared to how much the availability f
               | 3rd part software benefited Windows sales/increasing
               | market share?
               | 
               | Also you didn't actually necessarily need it to publish
               | software on Windows.
               | 
               | While if you want to develop for iOS (and even macOS
               | these days) you still need to pay the $100/300 yearly fee
               | (which is there entirely for gatekeeping and not an
               | actual income stream).
        
               | dagmx wrote:
               | To your question, that's exactly my point. Without access
               | to a companies books, you don't know how they fund
               | things. Take this as my response to your other reply as
               | well.
               | 
               | You don't know if Microsoft chose to fund certain parts
               | of their development with the profits from VS enterprise
               | or not. None of us do.
               | 
               | Even, for arguments sake, if we say that they could make
               | it all free and still afford it, it would still affect
               | priorities of what gets developed.
               | 
               | Again, I'm not saying one is right or wrong. I'm just
               | arguing that it's a lot more nuanced than any of the
               | comments here suggest. Nobody has enough facts outside
               | the companies bookkeeping and leadership to make these
               | hardline claims.
        
               | Sylamore wrote:
               | Xcode is free if you don't consider the platform cost of
               | needing to have only apple hardware to use it, however
               | (generally) the hardware is cheaper than what MS charges
               | for MSDN/VSE.
        
               | dagmx wrote:
               | In the politest way, that is exactly my point.
               | 
               | Different companies fund things differently and put up
               | different barriers.
               | 
               | Again, for the umpteenth time, I am not making a VALUE
               | judgement. I am just saying they all do things
               | differently and without knowledge of their books, nobody
               | here can say what funds what internally
               | 
               | That's it.
        
               | ffgjgf1 wrote:
               | > That's not necessarily reflective of a companies income
               | stream
               | 
               | It is. Anything MS or Apple ever charged for SDKs and
               | development tools was just peanuts compared to their
               | other income streams.
               | 
               | At the end of the day open consumer platforms benefit
               | much, much more from maximizing the amount of 3rd party
               | software that's available on them than from anything
               | else.
               | 
               | > Then what does steam offer for 30% that isn't just
               | distribution?
               | 
               | Discoverability, consumer protection, relatively very
               | good UX etc. of course that is much more valuable to
               | smaller/medium developers than to companies like
               | Epic/EA/etc.
               | 
               | Even the App Store and the 30% cut was a great deal for
               | developers and consumers when it came out initially
               | compared to all the alternatives available at the time.
               | 
               | The issue is that at this point Valve/Steam has to
               | actually provide real value to consumers/developers and
               | innovate. Apple can just do nothing and collect free
               | money (consequently the App Store itself sucks immensely
               | as an app/platform) since they don't have to compete with
               | anyone anymore. What are you going to do? Buy an Android?
               | : D
        
               | ffgjgf1 wrote:
               | > You think Steam puts in more effort than providing
               | graphics APIs, system frameworks for everything from
               | networking to controller handling, UI libraries,
               | educational sessions and security critical updates?
               | 
               | Sure. But this has absolutely nothing to do with
               | fairness.
               | 
               | They charge 30% because they can and because developers
               | have no other options.
               | 
               | Anyway consumers paying for HW/OS are the ones that are
               | funding the development of those tools/apis etc. Apple,
               | MS, etc. provided all of that stuff for free (or a
               | nominal fee) for decades because they always needed
               | software developers more than the other way around. Any
               | platform without third party apps would be mostly
               | worthless.
               | 
               | Apple is in an interesting spot because when they
               | released the app store initially 30% was a very good deal
               | compared to how much it cost to publish apps on other
               | phones.
        
               | dagmx wrote:
               | Without an insight into how a company pays for its RnD
               | internally, one cannot conclusively say that the
               | consumers are the ones who pay for the HW/OS.
               | 
               | I'll also reiterate that the majority of devs pay 15% now
               | on the App Store. Not 30%.
               | 
               | And then this gets into every other market choice as well
               | if we're saying all the stuff is paid for up front by the
               | consumer.
               | 
               | What does Steam offer for its 30%? The majority of games
               | on steam don't use any steam services unlike apps on the
               | AppStore. Valve doesn't do educational sessions for
               | developers or provide support for system issues. So is
               | Steam not a terrible deal at double the cost?
               | 
               | But then we get to consoles, where the consumer not only
               | pays for the device but also pays a subscription for
               | online play. If we say that Sony/Microsoft are funded up
               | front by the consumer and then recurring for online fees,
               | then what the value to developers for the 30% (in
               | addition to devkit costs)?
               | 
               | I'm not defending apples cut here. That's a subjective
               | argument that goes nowhere, but I am saying: if we say
               | Apple's cut is unfair, why are we okay with the others
               | that are arguably more? And why do people defend the
               | other marketplaces ?
        
               | vasco wrote:
               | Effort has nothing to do with it. There's two things that
               | matter, supply and demand.
        
               | surgical_fire wrote:
               | There is competition in that space though. A PC game
               | developer can self distribute, can use alternative
               | storefronts (e.g.: GoG, Epic), etc.
        
               | ffgjgf1 wrote:
               | Exactly, but paying 30% stills seems like a very good
               | deal for most developers.
        
               | surgical_fire wrote:
               | As shown in Roblox case, it obviously is not. Especially
               | as Apple also wants to take a cut from in-app sales.
        
               | ffgjgf1 wrote:
               | Well it is for most developers on Steam.
               | 
               | Small/medium developers of course benefit much more from
               | the increased reach/discoverability and PC games have a
               | very different business model than mobile ones of course.
               | 
               | But even for iAP, yes 30% is very step but as a consumer
               | I'm significantly more likely to spend money on an app
               | published by a non-major company if I can use Apple as an
               | intermediary (refunds, subscription management, no cc
               | hassle etc.) I don't think I'm unique in that way so
               | there is some values we'll just never know what % it's
               | actually worth until Apple stop restricting third part
               | stores.
               | 
               | Large companies with a "sticky" user-base of course gain
               | absolutely nothing from it.
               | 
               | Not that I'm trying to defend Apple, on the whole they
               | hardly offer anything useful in return for the 30% to the
               | developers at least because they don't need to. The App
               | Store as an app/platform is a complete pile of worthless
               | garbage compared to Steam..
        
               | surgical_fire wrote:
               | > But even for iAP, yes 30% is very step but as a
               | consumer I'm significantly more likely to spend money on
               | an app published by a non-major company if I can use
               | Apple as an intermediary
               | 
               | Such an odd take.
               | 
               | I begrudgingly use a Macbook for work - that is the
               | laptop my employer issued for me. I pay for IntelliJ,
               | because I think it is an excellent IDE.
               | 
               | Following your logic, Apple should somehow bite 30% of
               | that yearly subscription, when in truth, I am a customer
               | of JetBrains, not of Apple.
               | 
               | Your logic would be fine if, and only if, there was the
               | option to buy the game outside of the AppStore, and you
               | still chose to buy it through the AppStore. That proves
               | you prefer going through Apple's channel and are their
               | customer after all.
               | 
               | In the Steam case, especially for small/medium
               | developers, there are multiple options to buy their games
               | - I generally prefer GoG.
        
               | ffgjgf1 wrote:
               | > Following your logic, Apple should somehow bite 30% of
               | that yearly subscription, when in truth, I am a customer
               | of JetBrains, not of Apple.
               | 
               | No, that's not even remotely close to what I said or
               | implied.
               | 
               | > In the Steam case, especially for small/medium
               | developers, there are multiple options to buy their games
               | - I generally prefer GoG.
               | 
               | Yes. The overwhelming majority still use Steam due to
               | various rational reasons.
               | 
               | > Your logic would be fine if, and only if, there was the
               | option to buy the game outside of the AppStore,
               | 
               | I never said that I think that Apple should have a
               | monopoly on app distribution on their platform.
        
               | diatone wrote:
               | Apples to oranges. Card networks have more than three
               | stakeholders to work with per transaction, apply fees
               | indiscriminately from milk to digital music
               | subscriptions, and operate at truly staggering volumes.
        
               | justinclift wrote:
               | You're right. Visa and Mastercard seem to do a lot more,
               | yet charge a very small fraction of the amount.
        
               | vlovich123 wrote:
               | Yet Canada has Interac and India has UPI which
               | nationalize all digital transactions while charging even
               | less. In Europe they're much more heavily regulated and
               | this charge even less than in the States.
               | 
               | So if within their own industry Visa and Mastercard
               | overcharge like crazy, especially when they can, what
               | makes you so sure that they're a good counter example for
               | a completely different industry? Especially when
               | competitors seem to be charging a very similar rate for a
               | similar service?
               | 
               | That being said, it is a fair point when you consider
               | that retailers and other similar product middle men tend
               | to charge 1-3%, but it's important to also consider that
               | Apple position's itself as a luxury product and brand
               | where 30% markup isn't actually out of line.
        
               | diatone wrote:
               | Exactly right. I'm not against competitor analysis here.
               | But let's at least compare against a basket of
               | structurally similar offerings instead of cherry picking
               | companies whose rake happens to be an order of magnitude
               | lower in percentage terms.
        
               | diatone wrote:
               | My point, which hasn't really been addressed, is that
               | "more" isn't a meaningful term when comparing card
               | networks and software app stores, because the markets are
               | structurally different.
        
               | wiseowise wrote:
               | You mean they provide actual value to users unlike two
               | parasites that hold whole world hostage?
        
               | booi wrote:
               | > Apple seems to do a lot less, but wants ~1/3 of every
               | transaction.
               | 
               | I would bet Apple has put more into R&D for iPhones,
               | iPads and iOS than the entire enterprise value of visa
               | and mastercard put together. If anything, they've worked
               | for it more than visa/mastercard who are merely rails
               | with distribution. Most of the heavy lifting, risk and
               | work in the card ecosystem is done by the issuers (banks
               | et. al.)
        
               | thorncorona wrote:
               | I think you underestimate the difficulty of competing
               | against visa or mastercard.
               | 
               | Visa and mastercard are logistical masterpieces.
               | 
               | Think of how much legal work needs to be done in order to
               | be compliant in every country in the world.
        
               | netsharc wrote:
               | Since they're giants, I wonder how much of the compliance
               | is the other way: countries being strong-armed to comply
               | with their terms.
        
               | lukan wrote:
               | "countries being strong-armed to comply with their
               | terms."
               | 
               | I suppose that is just another way of describing "legal
               | work" in this context.
        
               | croes wrote:
               | The high margins of iPhones and iPad gets already already
               | justified with Apple's R&D costs.
               | 
               | And it would be morally wrong to put that costs on the
               | app developers, without their apps the store is useless.
               | 
               | The lack of apps killed Windows Phone.
        
               | conductr wrote:
               | If desktop pc users saw Microsoft taking a third of every
               | transaction from yourmoms.com to Amazon.com because they
               | did the heavy lifting of popularizing the home pc and web
               | browser usage, I think you'd realize how ridiculous that
               | argument sounds.
               | 
               | They built it to sell something else, operating systems
               | and then some ancillary stuff. They became one of the
               | most valuable companies in the world off just that.
               | 
               | Just like the iOS was built to sell phones. They make
               | plenty off phones. They've made Apple one of the most
               | valuable companies in the world too. Access to an App
               | Store has become a requirement of a modern phone, so they
               | wouldn't sell many without it. But it doesn't mean they
               | should be able to tax the entire economy so heavily. Just
               | like how running a browser is a requirement of modern
               | browsers for an operating system, but that doesn't mean
               | the operating system should be allowed to tax the entire
               | economy of activity that takes place on said operating
               | system.
        
               | tpm wrote:
               | > I would bet Apple has put more into R&D for iPhones,
               | iPads and iOS
               | 
               | And you pay for that when you buy the device. That does
               | not justify paying Apple huge percentage each time when
               | you are paying for an app.
        
               | myspy wrote:
               | Only 3% of the 30% go to payment processing. Hence why
               | they still want 27% when developers choose their own
               | payment system.
               | 
               | The 27% are seen similar to Sony and Nintendo as fees to
               | be on a platform which has wide reach but also gives
               | tools and does stuff to enable app distribution.
               | 
               | Is that too much? I don't know but it's what all appear
               | to do. The platform politics didn't evolve as fast as the
               | tech though. So what about apps like Patreon, Netflix,
               | Spotify, that was never on the table in 2008.
        
               | maccard wrote:
               | The 3% payment charge is the transaction fee, but that
               | doesn't take into account the actual handling of the rest
               | of the transaction lifecycle, like managing refunds, or
               | chargebacks. A single chargeback will cost you $25
               | whether it's successful or not (plus refunding the
               | transaction if you lose), but on google play and co it's
               | just refunded.
        
               | Jensson wrote:
               | > but that doesn't take into account the actual handling
               | of the rest of the transaction lifecycle, like managing
               | refunds, or chargebacks
               | 
               | They do, which is why credit cards take that much, cost
               | of chargebacks is a part of the transaction fee.
        
             | MindSpunk wrote:
             | Google gives you an App Store and maintain the OS that
             | other hardware vendors (and sometimes themselves) implement
             | hardware around. They take a 30% cut for distribution in
             | their special app store and not much else.
             | 
             | Microsoft and Sony take similar cuts for access to their
             | game consoles. In return they provide: - High quality,
             | robust developer APIs. - High quality debuggers, graphics
             | debuggers and CPU+GPU profiling tools with in-depth access
             | to hardware counters - Networking libraries for
             | matchmaking, and a network backend for tunneling network
             | traffic via their online services - True development kit
             | hardware with expanded resources for debugging tools - High
             | quality documentation and direct support - GPU drivers that
             | actually work - Payment processing - All for a hardware
             | platform that is typically sold at or below BOM cost for
             | the initial launch of the device
             | 
             | Google provides distribution via the Play Store, and only
             | for about ~4GB of app before they force you to use your own
             | CDN because they have a limit on the size of the app bundle
             | they'll distribute. There's likely things I'm not aware of
             | that Google provides for app developers rather than game
             | developers, but if we're comparing to game consoles then
             | I'm going to compare tool for tool.
             | 
             | Apple's tooling is better, largely because they have way
             | more control over the target hardware and software
             | environment, but they take an additional cost via their
             | highly restrictive app guidelines.
        
               | MindSpunk wrote:
               | The contrast is stark compared to another of Google's own
               | projects: Stadia.
               | 
               | Much of this comes second hand as I wasn't on this
               | particular team when they were working on Stadia bring-up
               | for proprietary AAA engine (I joined about 2 weeks before
               | Stadia was officially canned).
               | 
               | But the quality of support from Stadia for developers was
               | leagues above what you get from Android. Every few weeks
               | I'll hear from other team members how good it was working
               | with Google for Stadia. The tooling was great. We got
               | developer kit hardware. We had documentation and direct
               | support channels and Google was actively managing
               | outreach and development on tooling to ease transitioning
               | into their systems (Google was one of the biggest driving
               | forces behind DXC's SPIR-V target).
               | 
               | Compare this against the same people commenting on the
               | Android experience and it's the complete opposite. We're
               | left out to dry with poor support while trying to target
               | devices that barely work.
               | 
               | What's the difference? Google actually had to fight to
               | get us to come to their store. They had competition and
               | weren't acting as a toll collector to a captive market.
               | Game developers had the choice to tell Google to kick
               | rocks, Xbox and PlayStation aren't going anywhere. Google
               | had no choice but to play ball with good support and fair
               | pricing. No such pressure exists on Mobile, and they
               | crank the toll as a result.
        
               | Tanoc wrote:
               | For the difference between mobile and consoles, it
               | depends on if you have publisher or port team backing or
               | not. Many indie developers do not get devkits, do not get
               | proper access to Nintendo Switch Online, PlayStation
               | Network, or Xbox Live networking, do not get performance
               | monitoring tools, and do not get any documentation or
               | support. For them the most that happens is they export
               | the necessary files in a reviewable archive format and
               | send it in for approval, hoping that the game engine they
               | chose to use properly functions on the given console and
               | that there won't be any major problems that will cause
               | them to go through the review process again. This also
               | applies to any major updates or patches later on. The
               | consoles treat these indie developers the same way Steam,
               | Itch.io, and GOG treat their developers -- as vendors in
               | a storefront, not as equal business partners vital to the
               | operations of the platform. For these indie devs if you
               | want the above features you have to hire somebody to do
               | the porting for you or you have to go through a lengthy
               | and expensive process to be approved to use them. Most
               | console releases of well known indie games like Celeste,
               | Shovel Knight, and Rimworld are handled by port teams for
               | this very reason. On console, if you're below the AA tier
               | you're paying for the cost of the privileges others get
               | instead of you.
               | 
               | However with mobile storefronts at the start everybody
               | gets treated equally since they all have access to the
               | same limited number of features and get the same level of
               | (some would say neglectful) automated support. For the
               | most part Epic Games goes through the same process of
               | uploading a game or program and waiting for approval that
               | Jimbob does. It's only afterwards that the level of
               | access changes. It's this way by design. Not only because
               | early on there were no big names in the mobile space and
               | so no real tier system was necessary, but also because
               | quantity is valued over quality. There are about a
               | thousand uploads to Google Play a week (I haven't found
               | strict data on how many are only games, but the process
               | is the same for games and apps so it doesn't really
               | matter), versus between twenty to thirty on PlayStation
               | and Xbox. Creating unique avenues and methods would
               | bottleneck things horrifically for mobile. As a developer
               | you get an informal discount for the relative lack of
               | quality control and increased competition you'll be
               | facing.
               | 
               | This cost is very evident in the prices of the games. You
               | won't ever see games that aren't asset flips or
               | shovelware below a non-sale price of $1.99 on Xbox Games
               | Store, but you'll see plenty of $0.79 games on Google
               | Play and Steam.
        
             | wolpoli wrote:
             | Microsoft/Sony/Nintendo subsidize the development and cost
             | of their dedicated gaming system from the 30% cut of the
             | store sales.
             | 
             | It's very different on the mobile side: Apple sells iOS
             | devices at full cost. With Android, it gets even more mucky
             | as Samsung, the hardware vendor, gets 0% of the sales on
             | their handset (unless the user, for some reason, uses the
             | Samsung store), and Google gets the full 30% for only their
             | software work. So the fact that Google gets 30% is wild.
        
               | nottorp wrote:
               | > Google gets the full 30% for only their software work
               | 
               | Not that I trust Google (my personal phones are Apple)
               | but how do you think a phone with all software made by
               | Samsung will work? Every time I lay my hands on one of
               | their phones (and I have one on my desk for Android
               | development) something annoys me. They somehow think they
               | know how to do UI/UX but they still haven't learned after
               | all these years of "customizing" Android.
               | 
               | So yes, Google deserves some money. Not 30% but some.
        
               | aikinai wrote:
               | So if you sell your hardware at a profit, you forfeit
               | your right to profit off the platform post-sale? Nintendo
               | never sells hardware at a loss either, by the way.
               | 
               | And your Samsung comment doesn't make sense. Samsung gets
               | the operating system for free and then sells hardware for
               | whatever profit they can get for it. Plus all of the
               | post-sale platform services profit they can manage, just
               | like Google and Apple. What is wild?
        
               | wolpoli wrote:
               | I never meant to imply that once a company sell the
               | hardware for profit, they forfeit the rights to profit
               | off the platform. It's really about market power. The two
               | dominant mobile leaders have enough market power to
               | increase their take to 50%, for example, arguing that's
               | how much traditional retailers take, if not for the risk
               | of attracting government interventions.
               | 
               | The intention is to point out that simple arguments of
               | 'Xbox is charging 30%, so it is fine that the mobile
               | platforms do the same thing' failed to take into account
               | of the nuances of the situation. Isn't it weird that
               | these platforms are all charging 30% even through all
               | these platforms have different business models, with
               | different cost structure and provide different values? I
               | hadn't even talked about how Microsoft has been getting
               | no money off sales on Steam when it is their platform,
               | because they hadn't (yet?) lock down the platform.
               | 
               | Finally, Nintendo did sell the Wii U at a loss. [0]
               | 
               | [0]: https://www.gamesindustry.biz/nintendo-still-
               | selling-wii-u-a...
        
             | saurik wrote:
             | FWIW, there are large publishers which successfully
             | negotiate with the ilk of Microsoft[1] and Sony[2] to get a
             | better revenue split, as consoles in fact have more
             | functional competition than mobile phone app stores: people
             | who own a gaming console might could reasonably own a
             | second one if they were interested in some game that was
             | only available on one console or the other; this simply
             | _doesn 't happen_ with phones, as only a small handful of
             | particularly-crazy power users would ever carry around a
             | second cell phone. If you want to not release on Xbox
             | unless Microsoft gives you a better deal, it doesn't sound
             | anywhere near as ridiculous to tell your potential
             | customers "you'll have to also own a Playstation" as if you
             | tried to explain to people that to use your new social
             | network they have to also own and carry around an Android
             | phone (or, worse, whatever the third option might be... is
             | there even a third option anymore that would make any
             | sense? ;P). You can tell that Apple has some insane amount
             | of fundamentally market-distorting power as they seriously
             | charge large publishers -- the ones you would expect to
             | have the most leverage -- _more_ than smaller ones; and,
             | with maybe a sole exception of WeChat, we have never heard
             | of anyone getting a better deal out of them, ever.
             | 
             | [1]:
             | https://x.com/tomwarren/status/1671981463040819200?s=46
             | 
             | [2]: https://x.com/twthereddragon/status/167227040717966540
             | 9?s=46
        
             | h0l0cube wrote:
             | I never get this argument, but following its logic, is
             | Apple and Microsoft being really charitable by not
             | gatekeeping and taking a cut for every paid-for application
             | installed on their respective desktop platforms? To answer
             | my own question, it just seems that the status quo has
             | inertia. In the way that we don't pay for online news,
             | social media, or search, similarly, we've just accepted a
             | large chunk of our purchase is feeding the app store.
             | 
             | Also, from memory, Xbox/Sony consoles are loss leaders to
             | recoup profits from store sales. I'm not sure if that holds
             | for Google and Apple phones, but I'd be more okay with app
             | store fees if it did.
        
               | pbhjpbhj wrote:
               | Is the "large chunk of our purchase ... feeding the app
               | store" or is it going to shareholder profits? Appstores
               | seem super inefficient if they cost so much to feed (ie
               | run/maintain).
        
               | h0l0cube wrote:
               | > feeding the app store" or is it going to shareholder
               | profits
               | 
               | Sure. It's all just revenue growth. Sans some anti-
               | competition regulation, it's the prerogative of a
               | business to charge as much as the market will bear, as
               | much as it can be sustained, by whatever legal means
               | necessary.
        
             | croes wrote:
             | The games and apps play a massive part in attracting users.
             | 
             | That's why MS bought game studios to get more games and
             | therefore users to the Xbox.
        
             | raxxorraxor wrote:
             | They do play a massive part because their platforms are
             | designed to lock users in. You do not really have an many
             | alternatives to using their stores on console or mobile
             | platforms. In case of consoles or Apple there are none.
             | 
             | They don't attract people, they gatekeep
             | solutions/entertainment. It is the exact other way around,
             | the products on their store attract people into their
             | environment.
        
             | heisenbit wrote:
             | Apple is not attracting. Saying Apple is attracting with
             | their compute platform would be saying Intel is attracting
             | with their compute platform. Apple is spending next to
             | nothing to attract users to Roblox but is acting as an
             | unwanted gatekeeper to users that paid Apple to use their
             | products.
        
             | whywhywhywhy wrote:
             | Ok why doesn't Microsoft get 30% of revenue of Steam
             | purchases or Adobe CC subs? Why doesn't Apple get 30% of
             | revenue from purchases through the Safari browser in MacOS?
             | 
             | After all they play a massive part in making those
             | purchases possible.
        
           | lynx23 wrote:
           | Would you rather do the hardware/OS platform yourself as
           | well?
           | 
           | I know, the big ones are always "evil", but...
           | 
           | How about being real?
        
             | katzinsky wrote:
             | You mean like most Linux distros?
             | 
             | Yeah it's great.
        
         | vishnugupta wrote:
         | I'm surprised that Roblox haven't done what Amazon did with
         | Kindle books. They just stopped book purchases through Kindle
         | iOS app.
         | 
         | At this point it's safe to assume Roblox is as popular as Apple
         | so they don't have the problem of discovery. Distribution yes
         | for which they can pay the listing price.
        
           | anonymoushn wrote:
           | They need 8-year-olds to be able to make unauthorized
           | purchases on their parents' credit cards, so the IAP flow is
           | important.
        
         | zzou wrote:
         | Well, Tencent needs to pay the same Apple and Android tax as
         | well for its gaming business, but guess what, Tencent's gaming
         | business is very profitable. The real difference is that
         | Tencent has a big market share in China(arguably the most
         | profitable gaming market in the world) and Roblox has none.
        
         | matsemann wrote:
         | It also makes it almost impossible to compete if Apple/Google
         | has a similar product. They get 100 % of their own earnings,
         | you only get 70 %, so need a much much bigger operational
         | margin. And they still make 30 % off you, so if you're equally
         | big they in reality make 130 % and you 70 %, almost the double
         | of you while having the same sales.
        
           | mfld wrote:
           | Makes me think of Spotify
        
       | bentcorner wrote:
       | In my (non-finance, parent of a roblox-player) opinion, the
       | problem that Roblox has is that _every single_ roblox game has a
       | "roblox" essence. Every roblox game is undeniably roblox, and to
       | broaden their market and attract higher-paying users, I think
       | they need to fix that.
       | 
       | There's a certain amount of jank in every roblox game, and that's
       | part of the charm. But it's undoubtedly also a reason why people
       | with fatter wallets don't spend more time in roblox.
       | 
       | If you've never played a roblox game this might be hard to
       | understand, but those of you who have spent time in these worlds
       | with your kids you will know exactly what I'm talking about.
       | 
       | Perhaps more finance-related, but the monetization of roblox
       | games is also extremely haphazard - providing more guide rails
       | and designing payments more "in platform" would go a long way
       | towards spending confidence.
        
         | TulliusCicero wrote:
         | Hard agree on the jank, but it may not be possible to fix that
         | while keeping the upsides of the platform.
        
           | Aeolun wrote:
           | I don't think there's anything inherent in Roblox that means
           | the characters have to look and be animated like janky
           | robots.
        
             | gradyfps wrote:
             | It takes a huge amount of effort to overwrite & re-animate
             | the default ROBLOX characters and their animations.
        
         | bemmu wrote:
         | I'm a dev on the platform and agree that there is a lot of jank
         | in Roblox games.
         | 
         | There's some indication of more polish coming, as recently many
         | games have been rewarded (Pressure, Shovelware's Brain Game
         | etc.) from having more polished animations. Devs respond
         | quickly to seeing other games succeed and take notes. The tools
         | are also getting better. It's gradually getting less
         | nightmarish to try to import a working skeletal animation from
         | Blender to Roblox Studio.
         | 
         | Could Roblox games benefit from more polish? Absolutely, but
         | it's less important than having quick access to a high variety
         | of games with consistency in how you play them.
         | 
         | Perhaps the most massive benefit of jank-tolerance is that it
         | lets devs "gradient descent" towards a game players want. If
         | you released a janky proto on Steam, you'd miss your shot, get
         | an "overall negative" review and be done. On Roblox you can
         | release a janky proto, see its metrics, improve over time until
         | you have something people want.
        
           | low_tech_love wrote:
           | Sorry to hijack your comment, but could you recommend some
           | kind of guide for someone who wants to start? There are lots
           | of stuff out there but I need a filter.
        
             | cg5280 wrote:
             | I would suggest you start like one would with anything
             | programming. Come up with some simple ideas on what to
             | build first and give it a try. Their documentation is
             | pretty good and Lua/Luau is dead simple to work with.
        
           | BlueTemplar wrote:
           | Sure, but it's not like Roblox is special here, compared to
           | Flash games / Blizzard games' custom maps / Valve game's mods
           | / Minecraft-Factorio mods / HTML games / dev's own website /
           | Steam Greenlight / Itch.io / Unity (yuck)...
        
             | foobarian wrote:
             | Roblox got the multiplatform MMO experience dead right.
             | Minecraft is atrocious in comparison; just creating an
             | account is a painful exercise with Microsofts SSO setup and
             | all. And then there is the Java/Bedrock schism which
             | prevents seamless coop play. And don't get me started about
             | modding scene on the matrix of Java/Bedrock and their own
             | version ladders...
        
         | low_tech_love wrote:
         | I'm not sure... maybe. But at the same time, I think that
         | having access to thousands of games that more or less look and
         | play the same has its advantages and might be a big part of its
         | appeal. If you had Fortnite reimplemented within Roblox, why
         | would you play the Roblox version? I don't know.
         | 
         | On the other hand, as a Roblox-father also, I do enjoy some of
         | the more polished games, but I almost always fail to get my son
         | to be excited about them enough for us to spend our shared
         | playtime in them instead of the other crap. No free lunch I
         | guess.
        
         | meheleventyone wrote:
         | There's been a few high polish games that aren't Robloxlike.
         | There's just been very few that are breakout hits on the
         | platform or offer any incentive to an external audience. You've
         | got to remember that the main audience right now is kids on low
         | power devices who can't run a lot of the more polished games so
         | they tend to fall off the discovery cliff.
         | 
         | Also if you look at the return potential, revenue from most top
         | games is very small compared to the costs of high quality
         | games.
        
         | jjmarr wrote:
         | I've been getting randomly flung by the terrain in Roblox since
         | 2008.
        
         | cg5280 wrote:
         | I get the impression that they are actively trying to attract
         | older players, perhaps at least teenagers or young adults. I
         | assume because so many young kids play Roblox they are running
         | out of new users on that front. And I agree with your comment
         | and others here; the extreme majority of Roblox games are poor
         | quality and it is very hard to sift through and find anything
         | interesting. I think if Roblox could fix that they could
         | continue to grow even more. Perhaps they could begin to compete
         | with "real" platforms like Steam for attention.
        
       | IG_Semmelweiss wrote:
       | I can't recall the exact company name (Edit: it was TCI), but
       | this was a smart accounting move that made one of the big US
       | telcos frogleap the competition in the race for connectivity.
       | 
       | Basically, the company invested sufficient into long term assets,
       | big infra investments like cabling, towers, etc. Because of
       | accounting rules, they could choose to amortize all of that
       | investment in a straight line over 30 years, OR accelerate
       | depreciation in the short term.
       | 
       | I believe the company always chose the latter, and the net effect
       | of this was that every year the company would show a loss, 100%
       | related to said infra investments. However, when you carved out
       | depreciation, the company was clearly making increasing amounts
       | of money. Further, all that fiber was capturing new clients,
       | which was free cash flow which they would turn around and capture
       | even more customers with a new round of investments. In effect,
       | the use of accelerated depreciation helped the company manage its
       | tax obligations while expanding aggressively. By deferring tax
       | liabilities and reinvesting capital, the company was able to
       | capture market share and grow its customer base.
       | 
       | Eventually they had to show income and therefore pay the IRS, but
       | by that time they were at the leading edge of the race and
       | investors rewarded this company's CEO handsomely.
        
         | jld wrote:
         | Sounds like John Malone at TCI Cable
        
         | parpfish wrote:
         | John Malone at TCI?
         | 
         | (I learned about it from HN here a couple days ago:
         | https://news.ycombinator.com/item?id=41263855)
        
           | IG_Semmelweiss wrote:
           | wow, that is correct.
           | 
           | I read this in a book over 10 years ago, and now 2 articles
           | about the same trick within the same week.
        
             | xNeil wrote:
             | Cable Cowboy, I'm guessing. Great book!
        
         | devsda wrote:
         | I think Amazon also had a similar strategy.
         | 
         | They had lot of profit-less years of growth and they have
         | captured a big part of the market share.
        
           | Sohcahtoa82 wrote:
           | I had one of my wife's relatives in 2013 tell me "I'd never
           | buy Amazon stock. They've been in business for 15 years and
           | still are not profitable!" I tried to explain that it's
           | because every dollar of potential profit was funneled back
           | into R&D and company expansion, and that revenue has been
           | growing steadily, but he just didn't get it.
           | 
           | If he'd bought stock then, he'd have ~10x'd his money in that
           | time, whereas the S&P500 has ~3x'd.
           | 
           | I would have bought stock myself back then, but I was a broke
           | college student.
        
         | mst wrote:
         | HN hivemind has already delivered but I've found that for "I
         | can describe it but can't remember the name" an LLM will have a
         | decent chance of surfacing the name given the description (and
         | is usually a very simple case to verify unlike much LLM
         | output).
        
       | password4321 wrote:
       | 20240404 https://news.ycombinator.com/item?id=39935526
       | https://news.ycombinator.com/item?id=39934101 (Roblox executive
       | says children making money on the platform is 'a gift' )
       | 
       | > _Arguing that it 's a "gift" when they're taking a 75% cut is
       | just offensive._
       | 
       | 20220707 https://news.ycombinator.com/item?id=32014754 (Problems
       | at Roblox)
       | 
       | > _Roblox is horrendous. It is as dangerous as any dark corner of
       | the Internet, except that it appears child-friendly to parents._
        
         | hipadev23 wrote:
         | Try doing the math of accepting payment (Apple and Google take
         | 30% off the top), then building, operating, and moderating a
         | globally distributed auto-scaling gaming platform with 350M+
         | MAUs.
         | 
         | 75% may be too high, but comparing it to say Steam's 30% cut
         | for distribution only is a grossly imbalanced comparison.
        
           | password4321 wrote:
           | Is 75% the minimum taken, only if you don't cash out Robux?
           | Extra yikes.
           | 
           | > _the company taking 75% of profits and having a pretty
           | massive minimum bar (100,000 Robux / $1,000 USD) which must
           | be passed before the person gets to withdraw anything at all,
           | which is then effectively double taxed because the company
           | will then only give $350 for 100,000 Robux when cashing out
           | to actual money_
        
             | hipadev23 wrote:
             | It's a $105 minimum payout, not $1,000.
             | 
             | And that 75% math is how much you earn, not a minimum or
             | whatever you're talking about. If players spend ~$1,000 of
             | Robux in your game, you get paid ~$250.
        
       | andrewstuart wrote:
       | Really interesting talk from Stanford's Entrepreneurial Thought
       | Leaders podcast.
       | 
       | 2018 but its still worth listening to.
       | 
       | https://ecorner.stanford.edu/podcasts/when-the-platform-is-y...
        
       | OuterVale wrote:
       | Good content, but I must say that the site made it a difficult
       | read. It seems serviceable on a phone, but on anything larger,
       | it's questionable.
       | 
       | The width of the text seems odd. It's too narrow on a medium
       | viewport but too wide on a large one. Around 75 characters per
       | line is usually the sweet spot for legibility. The font sizes
       | also seem to be quite peculiar, being done with seemingly
       | unneeded complexity: `font-size: calc((var(--normal-text-size-
       | value) - 1) * 1.2vw + 1rem)`. Not quite sure this is necessary?
       | 
       | My computer also seemed to really struggle rendering the page as
       | it stuttered constantly while scrolling or resizing.
       | 
       | Additionally (and this is moving into nitpicking territory), the
       | navbar strikes me as a bit busy and overwhelming with its 15
       | items. Perhaps some culling or drop-down menus are in order. I
       | can't say I'm a huge fan of what looks to be a distorted AI-
       | generated header image either.
        
       | mahirsaid wrote:
       | Why can't they just issue their own device to minimize app store
       | fees. it seems to me the amount money going to app store real
       | estate is more than enough to justify some sort of method of
       | allowing their users to play the game without app store
       | intervening. The total amount spent so far is astounding if
       | viewed in figures. Minus half or quarter of the total time since
       | appearing in app-store for it to be served to the large audience.
       | The other half would have to be too much time spent content. Rest
       | of that half of paid out fees could have more than enough to fund
       | a plan B.
       | 
       | Another reason why having the current ecosystem, where app stores
       | pretty much dictate the destiny for a growing company. creating
       | another device assuming it magically becomes a success, there is
       | most definitely not a long lasting venture either. Bypassing the
       | app store to achieve what exactly? okay this device plays roblox
       | 'and what else can it do?".Discouraging to see companies like
       | this be dictating how they grow and succeed. Only to grow in this
       | manner and be topped out as there is no next phase after this
       | growth, the atmosphere they're in is polluted and cloudy. The
       | next phase in BIG tech is most likely not going to resemble this
       | depiction, for more reasons than i can list here. The big players
       | in tech are losing their ground day by day. Epic Games is
       | relisted back on to the app store, not long ago they were
       | fighting apple over the very same hurdle that Roblox is facing
       | today. Epic Games did however get their way with Google and went
       | on to send a clear message to the rest of the big tech players
       | out there.
       | 
       | I think a big change is near and if not than its needed.
        
         | pjc50 wrote:
         | > Why can't they just issue their own device to minimize app
         | store fees.
         | 
         | Lmao.
         | 
         |  _Microsoft_ tried that and failed. _Amazon_ tried that and
         | failed. The market has enough room for iOS and Android and
         | _nothing else_.
        
         | stavros wrote:
         | > Why can't they just issue their own device
         | 
         | That "just" is doing a lot of heavy lifting. Don't worry,
         | though, your iPhone will soon be your own to do whatever you
         | want with, thanks to the DMA. It already is, if you live in the
         | EU.
        
           | CuriouslyC wrote:
           | What are you talking about? Last I saw apple mostly won their
           | lawsuits in the US and our government is so captured by late
           | stage capitalists I doubt we're going to see any serious
           | revision of their monopolistic behavior.
           | 
           | Lucky you that the EU actually does stuff to big tech.
        
             | stavros wrote:
             | I think (hope) that what the EU does will spread to the US
             | eventually as well.
        
               | mahirsaid wrote:
               | Don't forget about the large amount money being dumped
               | into lobbying on behalf of big tech. It's effective here
               | due to capitalistic society and government benefit from
               | it ( taxes, money contributions, competing market like(
               | China,EU, etc)). Makes sense for these changes to take
               | place in EU, lobbying isn't as effective nor the
               | incentives for politicians and government bodies.
        
             | Workaccount2 wrote:
             | Apple just had a fresh anti-trust suit opened in the US,
             | and with Google just getting the stamp as a monopoly, I
             | would say things don't look good for Apple.
        
       | Aeolun wrote:
       | So the real reason they're not profitable is because they're
       | doing some accounting magic that counts their income spread over
       | the next 27 month, instead of all up front. They are cash flow
       | positive, it's just that their income numbers are lagging some 2
       | years behind.
        
         | hipadev23 wrote:
         | Roblox absolutely doesn't want to do this "accounting magic".
         | They originally filed their S-1 with more typical revenue
         | recognition and the SEC forced to change to this frustrating
         | model. [1]
         | 
         | [1] https://www.barrons.com/articles/the-sec-told-roblox-to-
         | chan...
        
       | raister wrote:
       | Roblox is a huge problem for me, as a parent of a 8y kid. Let me
       | explain: I try to block violent apps in his tablet using Google's
       | Family app, however, Roblox internally keeps 'offering' my kid
       | almost any game, whatever if there's violence, drugs, killing
       | others, and so forth.
       | 
       | It's a headache and a source of fights, so, I thank the
       | responsible (/sarcasm).
        
         | Quothling wrote:
         | Roblox really needs to create some better parental controls so
         | that it includes the option for a parent to be required to "ok"
         | what they call "new experiences". The various limits you can
         | set on content are great in theory, but they are apparently
         | impossible for Roblox to enforce and as such are meaningless.
         | 
         | I do like Roblox from a creator perspective (I'm not a creator)
         | since it's rather easy to guide your children into building
         | games rather than "just" consuming them. Something which is
         | very hard with basically everything else they do digitally.
        
         | endtime wrote:
         | My kids use Roblox. There _are_ parental controls you can
         | enable through Roblox. When my twins turned nine, I had to
         | enable 9+ games for them. I believe the age cutoffs are 9+,
         | 13+, and 17+. I think anything with drugs should be 17+, and
         | realistic violence/blood might be 13+? Not totally sure.
         | 
         | (Disclaimer: I'm a Roblox employee, but speaking only on my own
         | behalf, and don't work on anything related to age guidelines.)
        
           | loloquwowndueo wrote:
           | I have my kid's set to "all ages" (the most "restrictive"
           | category with the most "appropriate" content) and he does get
           | gun violence, disturbing and scary games, and games based on
           | non-kid characters (The Amazing Digital Circus).
           | 
           | Sometimes a game is shown and when kid tries to access it he
           | gets a "this game isn't allowed by your age category" or some
           | such. This is an unbelievably dishonest way to tempt kids
           | into content that's not for them. If the content is not
           | usable for them it should just not show, period.
           | 
           | If you work at Roblox maybe escalate the fact that content
           | filtering by age category is totally worthless and could use
           | fixing.
        
             | endtime wrote:
             | Happy to route the feedback. Obviously we should be
             | filtering out games that aren't accessible to a given user.
        
         | rvba wrote:
         | Lots of people here played Doom or Mortal Combat
        
           | falsaberN1 wrote:
           | It's hilarious how plain Mortal Kombat becomes without the K.
           | 
           | I'm not calling you out for making a typo, I'm simply amused
           | at how much punch (no pun intended) it loses when spelled
           | "right". I guess it's true that Ks are Kool.
        
       | learlu wrote:
       | One thing the article doesn't touch on is that Roblox has yet to
       | tap into the China market, where 25% of the world's gaming
       | revenue reside.
        
         | kilolima wrote:
         | Given China's experience with the West's sordid attempt to
         | subvert them via opium, it seems highly unlikely that roblox
         | would ever be legalized there.
        
           | learlu wrote:
           | Roblox has a joint venture setup with Tencent to enter that
           | market. The Chinese gaming market require a gaming license to
           | enter, and it seems they've figured out a way to do it.
        
       | ro_bit wrote:
       | > When a user buys $30 in Robux, the platform's virtual currency,
       | Roblox recognizes $30 in bookings. An average of $3 of that $30
       | is spent on a "consumable" (i.e., a single-user or otherwise
       | perishable good), and so Roblox recognizes that $3 as revenue
       | right away. The remaining $27 is spent on "durable" goods such as
       | an avatar. As an avatar can and often will be used over time,
       | Roblox recognizes this revenue over the average lifetime of a
       | Roblox user
       | 
       | I'm not sure if I'm understanding this point correctly. From my
       | understanding, wouldn't roblox consider their revenue in a given
       | month to be 1/9th of this months purchases + 1/27th of last
       | month's purchases + ...
       | 
       | If so, why would their revenue recognition make them
       | unprofitable? Every month they only realize 1/9th of revenue from
       | that month, but that would be offset by the other 8/9ths of
       | revenue coming from the last 27 months. Wouldn't it just make
       | their recognized revenue a frontloaded rolling average?
        
         | yes_man wrote:
         | It could be their active user count is increasing very fast and
         | that is eating the rolling revenues via infra costs, customer
         | acquisition costs, perhaps they are subventing that growth in
         | other ways like discounts to get players into the paying
         | segments etc.
        
         | mcherm wrote:
         | If there were no growth, that would eventually be true (after
         | 27 months). But there is a lot of growth.
        
       | ElCapitanMarkla wrote:
       | My kids have started playing Roblox recently and they have
       | started asking for some Robux so they can buy crap... I really
       | don't get how so many people are into spending dollars on this
       | stuff. Everything they wanted was ~$10-20 NZD and it was just
       | throw away stuff, like a costume, etc. And then it's only useful
       | in that one game you have brought it for. It blows my mind that
       | it ever got this popular.
        
         | jack_pp wrote:
         | Because kids aren't utilitarian. They want shiny things
         | impulsively now in whatever niche game they are playing at the
         | moment. Or want to keep up with their friends who got cool
         | stuff to keep status. Doesn't matter to them that they'll
         | switch games in a week and lose everything.
        
           | jack_pp wrote:
           | To add to this, for them money is like ice cream, comes from
           | parents rarely and gives them temporary pleasure. That's why
           | I think it is good to pay your kids for chores or good grades
           | so that they start learning financial responsibility early.
           | Sure they'll blow their money on useless stuff at first but
           | then they'll have none for some other thing they wish they
           | had money for and will learn to choose more wisely in the
           | future
        
             | hypertele-Xii wrote:
             | My dad let me gamble my allowance against himself in poker.
             | Lost it all, obviously. Was quite heartbroken he wouldn't
             | give it back, but I sure learned a lesson :)
        
             | fifticon wrote:
             | I concur with this. Our kid can earn robux doing chores,
             | and she only earns them once in a while. It often leads her
             | to a period of deliberation, where at first she's like 'I
             | so much need this, I must do whatever chores it will
             | take!'. Then gradually as the minutes go by, she gets
             | doubts, and at some point flips into "No. Way. THAT is NOT
             | worth THAT MUCH WORK!" Whenever this happens, I get sort of
             | proud or satisfied. A lot of times it doesn't happen, she
             | does the chore and gets the reward. But other times,
             | especially for costly idiosyncratic choices, she comes to
             | her senses.
             | 
             | The insane spending sprees/binges shrink a lot, when they
             | are expressed in "how much vacuuming and floor washing am I
             | willing to endure?"
        
             | dloranc wrote:
             | > That's why I think it is good to pay your kids for chores
             | or good grades so that they start learning financial
             | responsibility early.
             | 
             | Have you ever read "Punished by Rewards" by Alfie Kohn? He
             | states that rewarding for the things you mentioned inhibits
             | the desired behavior in the long run.
        
               | jack_pp wrote:
               | Haven't read it but I remember reading about a study
               | where they would watch some kids play with toys, record
               | which were their favorite ones and then in another play
               | session give them sweets for playing with their favorite
               | toys after which those toys would no longer be their
               | favorite.
               | 
               | However even though most people don't enjoy their work we
               | must learn to get past that in order to achieve our
               | goals, might as well learn this early imo.
               | 
               | Personally I hated most of school, pretty much every
               | subject that wasn't math or programming. Rewards did
               | motivate me to learn those things I didn't like.
               | 
               | So maybe only reward them for doing stuff they already
               | don't like doing but would be good for them. If you see
               | your kid doing well in math but poorly in history only
               | reward them for history.
        
               | squigz wrote:
               | Could you elaborate on how that might be?
        
               | CuriouslyC wrote:
               | So... Paying people to write software inhibits them
               | writing software?
        
               | jack_pp wrote:
               | Doesn't inhibit them but makes the activity not pleasant
               | because your mind is attaching the work itself to
               | external motivation. You don't do it because you want to
               | (for the pleasure of it), but for a paycheck and humans
               | don't enjoy activities like that if they're not starving.
        
               | bitfilped wrote:
               | This is how every other job in the world works, you work
               | for money.
        
               | mywittyname wrote:
               | Honestly, I don't think there are very many people who
               | wash dishes for pleasure. If you have a kid who loves
               | cleaning for fun, by all means, don't pay them to do it.
        
           | drw85 wrote:
           | It's not only kids that buy these. I know a lot of 40+ year
           | old men that buy skins and useless junk in video games all
           | the time. They spend a ton of money on cosmetic junk in short
           | lived video games. It's puzzling to me, but i see it all the
           | time.
        
             | joejag wrote:
             | I'm a 40+ year old man who buys cosmetics for CS2 (which
             | has a resale market). If you are going to spend 200+ hours
             | doing something you might as well have a nice environment
             | to do it in.
             | 
             | There's a reason everyone isn't driving a Honda Civic.
        
             | matwood wrote:
             | > It's puzzling to me, but i see it all the time.
             | 
             | Everyone has their thing. I'm sure you spend money in ways
             | that are just as puzzling to others.
        
             | jack_pp wrote:
             | Maybe if you earn 10k+ monthly and play a free game you
             | don't mind buying shiny things for 50-100$ monthly
        
               | johnnyanmac wrote:
               | Yeah, I'll admit I have and Probbaly will "whale" in my
               | share of mobile games. Though "whaling" amounts can vary
               | vastly on the perception (I'm not throwing down $1000
               | every time a new character releases. But I do spend
               | triple digits a month).
               | 
               | Key is proper financial management. If I make $10000 post
               | tax (which isnt an impressive figure for a community like
               | this), put 15% in savings, 30% in rent/utilities, and 5%
               | into food, I still have $5000 left. Spending $500 on
               | games won't really phase me.
               | 
               | I 100% agree this isn't something kids would do and
               | balance, though. And I recognize others have addictions
               | and much worse financial planning.
        
           | J_cst wrote:
           | Some time ago I read an article explaining that initially
           | games used to sell upgrades which were making the player
           | stronger in multi-player games. The net result was that the
           | games were loosing players because that mechanic was seen as
           | unfair (pay to win). So they switched to aesthetics
           | enhancements only and that resulted the correct strategy to
           | have in game sales and not loosing players. Unfortunately
           | cannot remember further details to prove this memory, sorry.
        
             | MeanwInAsia wrote:
             | Meanwhile, Chinese and Korean kids widely DEMAND pay to
             | win, and see people who complain about Pay2Win as "Losers
             | in life", because, to them, it's just two valid paths, and
             | if someone pays to win at a game, then it's just a mark of
             | status. Btw, did you also know that parents in central
             | china have protested over the right to cheat?
             | 
             | Tons of really great stuff in eastern work culture that I
             | miss now back in europe. But that "results-first and call
             | it a systematic right" thing never sat well with me.
        
               | J_cst wrote:
               | Thank you for bringing a different worldview to the
               | discussion. I realize that my comment was Euro (or West)
               | centric, but that wasn't intentional. I appreciate your
               | perspective, as it adds valuable context and enriches the
               | conversation. It's interesting to see how cultural
               | differences shape attitudes toward gaming, and your
               | insights have certainly given me something to think
               | about. Thank you for that.
        
               | gruez wrote:
               | >Btw, did you also know that parents in central china
               | have protested over the right to cheat?
               | 
               | Source?
        
               | bradjohnson wrote:
               | It's extremely easy to find yourself, but here:
               | https://qz.com/96793/chinese-students-and-their-parents-
               | figh...
        
               | gruez wrote:
               | If that's what the other guy was referencing, then it's a
               | misleading characterization of the situation. The
               | original comment was:
               | 
               | >Meanwhile, Chinese and Korean kids widely DEMAND pay to
               | win, and see people who complain about Pay2Win as "Losers
               | in life", because, to them, it's just two valid paths,
               | and if someone pays to win at a game, then it's just a
               | mark of status. Btw, did you also know that parents in
               | central china have protested over the right to cheat?
               | 
               | The article says:
               | 
               | >In response, angry parents and students championed their
               | right to cheat. Not cheating, they said, would put them
               | at a disadvantage in a country where student cheating has
               | become standard practice. "We want fairness. There is no
               | fairness if you do not let us cheat," they chanted.
               | 
               | The comment is claiming cheating is "a mark of status"
               | and "just two valid paths", whereas in the qz article
               | parents wanted to cheat because not cheating would put
               | them at a disadvantage. Those aren't really comparable,
               | because in the latter case they're presumably not
               | supporting cheating in and of itself, only because they
               | don't want to be put at a disadvantage. A parallel would
               | be how in the US, democrats are against voter ID laws,
               | because it would disadvantage minority voters. They don't
               | (presumably) want election fraud (although republicans do
               | think so), they just don't want a regime where their side
               | is disadvantaged.
        
               | bradjohnson wrote:
               | Ok, I was just providing a link for you. If you wanted to
               | discuss whether cheating is good in this specific
               | scenario, you should have put that as your comment to the
               | parent.
        
               | gruez wrote:
               | >Ok, I was just providing a link for you.
               | 
               | And if you read my last comment more carefully, I wasn't
               | faulting you, only the original characterization.
               | 
               | >If you wanted to discuss whether cheating is good in
               | this specific scenario, you should have put that as your
               | comment to the parent.
               | 
               | I think it's fair game to call the claim misleading, even
               | if the parents are technically protesting for the right
               | to cheat, for the reasons outlined in my previous
               | comment. Again, going back to the example of democrats
               | being against voter ID law, it would be misleading to
               | characterize that as "democrats protesting for the right
               | to commit vote fraud", even though they're technically
               | supporting making election fraud easier.
        
               | bradjohnson wrote:
               | Ok sounds good
        
           | dgb23 wrote:
           | It's not kids or Roblox specifically, it's gamers and
           | platforms/games with "micro-transactions" etc.
           | 
           | When I was younger and still played online games regularly, I
           | was initially stoked about cosmetic micro-transactions in
           | (competitive) online games. Not because I wanted to buy them,
           | but because these would fund the continuous development of my
           | favorite games without affecting their integrity (no "pay to
           | win" mechanisms).
           | 
           | Later I found this was a Faustian bargain. It turned these
           | games and communities around them into something that I don't
           | want to participate in.
           | 
           | These days I don't mind as much. Because among the sea of
           | predatory, tacky or otherwise low quality crap there are way
           | too many high quality, original and interesting games
           | (typically made by small teams) that I will ever be able to
           | play.
           | 
           | I don't know anything about Roblox specifically. On one hand
           | the comment above is tragic, but on the other hand my
           | understanding is that motivates kids to play around with Lua.
           | If that's the case, then I'm all for it, because for me and
           | many others that kind of thing is how we found our way into
           | our profession as developers.
        
             | BlueTemplar wrote:
             | Even if you specifically insist on Lua for some reason,
             | there are probably way less predatory options, like
             | Factorio.
        
               | dgb23 wrote:
               | I don't care about Lua specifically nor Roblox.
               | 
               | And yes, Factorio is great.
        
             | foobarian wrote:
             | This is why I don't stress too much about validating game
             | state in server scripts. It lets the kids cheat clientside
             | if they can figure out how to rewrite and load the Lua
             | scripts.
        
         | empiko wrote:
         | Yeah, this should be discussed more in my opinion. This entire
         | business is just exploiting kids. I'm pretty worried about how
         | my kids will behave when they get older and they will start to
         | get bombarded by the Algorithm with all this "popular" staff.
        
         | globular-toast wrote:
         | Who is "people" here? The children or the parents? The children
         | are literally children; to them the funny numbers we use really
         | are just funny numbers, they don't know how they relate to real
         | value. As for the parents, a few credits here and there to shut
         | them up and keep them out of trouble is probably considered
         | worthwhile. When I was little they got football shirts, yoyos,
         | trading cards etc. Same thing.
        
         | iainmerrick wrote:
         | It's fashion. It's the same phenomenon as kids wanting to spend
         | $100 to get the coolest shoes (in the real world).
        
           | watwut wrote:
           | I do not know why this is downvoted. The principle is the
           | same. Likewise fidget spinner, likewise trading cards,
           | likewise bag with star wars picture, likewise whatever
           | plastic piece of crap is being sold to kids currently.
        
         | Hugsun wrote:
         | It is illegal to advertise to children in Iceland because of
         | this. They have no means to evaluate purchases like this.
         | Modern technology has completely circumvented these laws.
        
         | ryoshu wrote:
         | Whales are spending $15k a pop for some in-game assets. It's
         | crazy.
        
         | massysett wrote:
         | I got my 8-year-old going on Roblox because she asked for it. I
         | had no idea what is really involved with it and as I watched
         | her play it, it all seemed to me to be a big scam.
         | 
         | She would play games and want Robux. So she would go on her
         | iPad and download iPad games that pay out Robux. The iPad games
         | are total junk that only pay Robux after my kid watches ads.
         | Some of those ads are for crappy games that pay Robux. Repeat
         | the cycle.
         | 
         | I was appalled by the whole thing and deleted Roblox. She has
         | gone back to Minecraft and does not seem to miss Roblox.
        
           | mmmlinux wrote:
           | This is an interesting new level in the system I had not
           | heard of before.
        
         | sumtechguy wrote:
         | My niece was about $1500 into that game before anyone realized
         | what she was doing. She had been asking for gift cards and what
         | not to get the credits. My sister realized what was going on
         | when she added it all up. She thought it was a harmless game
         | her kid was playing. It has a lot of dark patterns designed to
         | scrape cash. There is nothing more expensive than a 'free to
         | play' game.
        
           | ryandrake wrote:
           | We limit our kid's Roblox and Fortnite in-app spending to
           | Christmas and birthday, and she clearly understands she needs
           | to stretch those game-bucks through the whole year. Four
           | years in, it's worked out pretty well so far.
        
           | consteval wrote:
           | > It has a lot of dark patterns designed to scrape cash
           | 
           | Addiction triggers and reward center abuse. This, to me, is
           | no different than bright slot machines.
        
         | kraig911 wrote:
         | Eh IMO how is it any worse than a video arcade? I really think
         | that's all Roblox is an arcade. Yeah it's the experience is
         | fleeing and ephemeral. But these kids are hopefully
         | experiencing what I felt in my childhood that I can't achieve
         | anymore. I probably dumped 60$ alone over months going to Pizza
         | Inn trying to win at Mortal Kombat.
        
         | micromacrofoot wrote:
         | it's popular because it's addicting
        
           | johnnyanmac wrote:
           | Like most games? Mario Bro's. was addicting.
        
         | johnnyanmac wrote:
         | Thats just being a kid. Their $10 digital costume was some $5
         | cheap batman figure some 30 years ago. I wouldn't be surprised
         | if the skin lasted longer.
         | 
         | Of course the key here is that kids don't always get what they
         | want when asked. I don't understand how some kids can just get
         | unfettered access to a credit card and spend hundreds on such
         | stuff.
        
           | isk517 wrote:
           | >I don't understand how some kids can just get unfettered
           | access to a credit card and spend hundreds on such stuff.
           | 
           | Easy.
           | 
           | Step 1: Find where your parents leaves their wallet lying
           | around because they don't expect their child to attempt
           | credit fraud.
           | 
           | Step 2: Punch in the numbers on the card into the appropriate
           | boxes in the app because tech companies really don't have a
           | interest in putting up any real barriers to prevent kids from
           | spending money.
           | 
           | Step 3: Profit!
        
             | johnnyanmac wrote:
             | It's easy when you put it that way. But I suppose that
             | implies a breakdown of a lot of barriers that were setup
             | early for me.
             | 
             | 1. My parent was careful with money. every transaction
             | would be tracked, so anything unusual like Robux would show
             | up quick.
             | 
             | 2. 99% of the time a CC would be in a purse or bedroom.
             | Both strictly off limits unless permission was granted (or
             | emergency)
             | 
             | 3. I was on general pretty much only allowed to use any
             | allowance (which wasn't much) for food or the occasional
             | school supply. Anything else would require permission.
             | Money given was for necessities, not leisure.
             | 
             | It could just be the outliers popping up in news. But I
             | just can't imagine so many social barriers breaking down
             | over a video game.
        
               | isk517 wrote:
               | I think it has less to do with social barriers and more
               | to do with carelessness. Parents will give their kids
               | video game console and tablets without thinking to turn
               | on any sort of parental controls. Additionally there are
               | any number of YouTube videos that easily findable without
               | any actual effort that will show you the entire Robux
               | purchasing process which means children who you would
               | think might be to young to figure out the process end up
               | figuring out the process. Finally, a lot of people don't
               | go over there CC bill unless things look really out of
               | sorts.
               | 
               | I don't think this is a major break down of society type
               | of thing, more of something modern parents need to be
               | aware of since making a lot of ill advised app purchases
               | seems to be becoming one of those things all children end
               | up doing at least once before being taught not to (or
               | finding out the consequences of disobeying).
        
       | alvah wrote:
       | "...at a minimum, they will substitute a 30% fee with a 4% credit
       | card processing expense..."
       | 
       | Which large corporation is paying anything close to 4% for credit
       | card processing? Based on what's available to me in my small
       | business, I'd be astonished if anyone doing any significant
       | volume was paying as much as half of this percentage.
        
         | nottorp wrote:
         | Are you selling something with some utility to adults? And as a
         | consequence you have zero to very few chargebacks, because your
         | customers aren't going to be overriden by their parents?
         | 
         | I can imagine there are a lot more problems with kids' spending
         | on Roblox, which would bring the processing fees way up.
        
         | mrguyorama wrote:
         | Roblox has INSANE fraud patterns and chargebacks
        
       | Panzer04 wrote:
       | w.r.t article. Very wordy, could easily have been summarised.
       | 
       | I guess if your costs are high enough, you can eat any amount of
       | profit.
       | 
       | They clearly need to get their expenses under control (if they
       | care about generating an actual profit). There's only so much you
       | can grow once you get to a certain threshold, and they must be
       | getting near it.
       | 
       | Spending 2b on opex seems kinda crazy (3.2b revenue vs 1.2b
       | income). Most games are opex-light, capex-expensive. Their capex
       | is definitely not cheap either, though that seems to be a
       | tradeoff they choose to have.
       | 
       | Of course, this all presumes the people running the company care
       | about generating a profit (by no means a guarantee!). I'm sure
       | all of the employees are making out like bandits, based on other
       | commenters, and if management is happy to spend the money, well,
       | that's all there is to it. It would be hard for anyone to argue
       | with their success in growing their userbase, if nothing else.
        
       | nottorp wrote:
       | I don't understand all those terms in the article, but how much
       | of their "unprofitability" is actually creative accounting?
       | 
       | And how is this Roblox better than the (pre MS) Minecraft?
        
       | radicalbyte wrote:
       | I do not believe for a second that < 50% of Roblox users are >
       | 13. Two of my three kids all have their ages set to 13+ because
       | they decided to combine the age-related features you do want
       | (limited chat, no tracking etc) with the content lock. I'm happy
       | for my kids to play "Tree-house of Horrors" style games but not
       | to be groomed by older player. Yet Roblox has no option for it.
        
       | paganel wrote:
       | > Everyone knows Roblox is huge.
       | 
       | I had to web search for what this thing was, apparently a game
       | for small kids? Why should "everyone" know about video-games
       | addressed to children?
        
       | rwmj wrote:
       | I'm surprised that if you're doing $billions through one of the
       | app stores you can't negotiate some large discount from the usual
       | 30% commission?
        
         | shruggedatlas wrote:
         | What leverage would they have in those negotiations?
        
           | rwmj wrote:
           | That they won't write an amicus brief for the Bureau of
           | Competition about the app store monopoly?
        
       | shkkmo wrote:
       | Roblox is a destable scummy company that depends on the
       | exploitation of children to make money.
       | 
       | They took the exploitative practices of microtransaction based
       | games, targeted them at children, then decided to use child labor
       | to create content inside an expoitatively taxed monetization
       | system, then decided to abdicate all their responsibility for
       | responsible community management to protect these children by
       | shutting down their own forums and pushing everything to Discord.
       | Now we have children working for unvetted strangers with no labor
       | protection and no oversight.
        
         | beart wrote:
         | Agreed. And it goes beyond jaded monetization. A popular player
         | and predator was only recently arrested after initiating
         | physical contact with one of the child laborers. The game is
         | simply not a safe environment for children.
        
           | gradyfps wrote:
           | Pedophilia & child-predation have been an open secret to
           | anyone socially involved in ROBLOX for the longest time. The
           | amount of random 18+ people interacting often and without
           | guardrails with 13/14/15 year-olds is "normalized" to those
           | in the communities.
        
       | bilsbie wrote:
       | Can anyone explain the business model? Do they take a cut of
       | robux purchases?
       | 
       | Is that the main source of income? How do game makers get paid?
        
       | elif wrote:
       | I'm sure it makes sense to people smarter than me but I just
       | don't get building a software business with <5% margins. What's
       | the point? Clearly you failed somewhere along the lines at the
       | whole thing you set out for, which is a clear profit engine... So
       | how do you end up with numbers that look like you are doing
       | easily copyable manufacturing with a tight bottom line? I think
       | too much focus on product growth and organizational growth, and
       | not enough on efficiency, scale, and profit.
       | 
       | The best times I've had at startups were when we were lean, and
       | profiting >50%. The business was easier, we had more flexibility
       | for decisions, morale was great... But then they all seem to grow
       | into 0-10% profit corporate behemoths where each employee can't
       | even tell if the job they do is worth their paycheck, it just
       | becomes awkward, slow, uninspiring work.
       | 
       | And then you find yourself robbing more single parents checking
       | accounts than anyone on earth, but not even profiting. How
       | depressing.
        
         | Workaccount2 wrote:
         | In start-up spaces you usually don't have stiff competition.
         | 
         | Once you grow, and it becomes clear you have a viable market,
         | competitors move in and prices start to get ground down.
        
       | h1fra wrote:
       | tl;dr they are profitable, but they don't want to show it. Once
       | they want to reach profitability they will fire (layoff) most of
       | the R&D department and make billions.
        
       | GNOMES wrote:
       | My kiddo has easily spent 500+ on Roblox across birthday/Xmas
       | gift cards/chores.
       | 
       | I can't stand that almost all of the games seem to have a pay to
       | win aspect, or are heavily advertising every chance they get.
       | 
       | As a gamer dad, I try to show my kid better games to play, but
       | because they aren't free, his friends can't play. Just drives him
       | to keep playing and wanting more Robux. It's compounded when his
       | favorite Youtubers play...
       | 
       | Seriously don't understand how Roblox isn't being investigated
       | for predatory practices. I imagine they can hide behind the fact
       | users are making most of the mini games, and they are just
       | providing a platform.
        
         | ToucanLoucan wrote:
         | > Seriously don't understand how Roblox isn't being
         | investigated for predatory practices.
         | 
         | Because if you held game companies responsible for deliberately
         | fostering addiction in their customers to earn a profit, we'd
         | have scores of industries behind them in line to be brought to
         | heel the same way and the stocks for tech companies, game
         | companies, tobacco companies, casino companies, alcohol
         | companies, etc. etc. would all implode.
         | 
         | There's no danger of that of course because we long ago decided
         | as a society that we're fine with vulnerable populations being
         | put through an economic woodchipper to fuel our retirement
         | funds, and that's been status quo for so long that I sincerely
         | doubt there's any way to actually change it.
        
           | GNOMES wrote:
           | Understand your point, but Epic (Fortnite) and games like
           | Fifa have gotten sued or major slap on the wrists for the
           | same practices
        
             | latexr wrote:
             | > major slap on the wrists
             | 
             | That doesn't make sense as a concept. The point of the slap
             | on the wrist is that it's ineffective/insufficient
             | punishment to change behaviour. You're essentially saying
             | they got a big small penalty.
        
               | GNOMES wrote:
               | Paying fines while still racking in cash. Basically the
               | cost of doing business.
        
               | johnnyanmac wrote:
               | It's a big enough penalty to be noticed and course
               | correct. but not a big enough one to fundamentally hit
               | their bottom line. I think it fits.
        
             | ToucanLoucan wrote:
             | They're still doing it though. They stopped whatever
             | specific part got them in trouble but in the broad strokes
             | they're still exploiting customers because the law says
             | they can.
             | 
             | Everything that a business of that size does is legal
             | because if the authorities actually wanted it stopped, it
             | would be stopped.
        
           | riwsky wrote:
           | We did that for tobacco, though? It was a huge public health
           | win?
        
             | xhkkffbf wrote:
             | Actually, it's mixed. The states now get such a huge chunk
             | of tobacco money that they're incentivized to keep people
             | smoking. The more they smoke, the more the state gets.
        
               | ToucanLoucan wrote:
               | Also, the companies are doing gangbusters in developing
               | countries where people aren't as informed of the dangers
               | of smoking.
               | 
               | This is not judgement, to be clear. I enjoy the
               | occasional smokable like anyone else, but I do that with
               | full understanding of the health risks associated with
               | it.
        
               | danans wrote:
               | > The more they smoke, the more the state gets.
               | 
               | The state "gets" tobacco tax revenue to help pay for the
               | burden of medical treatment for those with smoking
               | related illnesses. Lung cancer isn't free to treat.
        
               | ChadNauseam wrote:
               | I've read that smoking related illnesses cost less money
               | overall to treat than average. As an extreme example, if
               | someone went around disintegrating people with an orbital
               | laser, this would clearly reduce overall heathcare
               | spending. So in this analogy, smoking is the equivalent
               | of an orbital laser that (plausibly) causes people to die
               | before they develop an even more expensive-to-treat
               | healthcare situation.
        
               | consteval wrote:
               | Yes, I'm sure all that money is perfectly tracked and the
               | system is perfectly efficient so there's no money being
               | burned somewhere along the way to line someone's pocket.
        
           | drewcoo wrote:
           | > we'd have scores of industries behind them
           | 
           | Not if they have good lobbyists. In the US we still have beer
           | ads on TV though tobacco commercials have been gone long
           | enough to barely be remembered.
           | 
           | https://www.youtube.com/watch?v=hUY0w2cVAUQ
        
           | johnnyanmac wrote:
           | You forgot the most important industry: the food industry.
           | But they settled that battle long ago.
           | 
           | And on some level I agree. We shouldn't hold companies
           | accountable for raising our children. Simply mitigate their
           | ways to target them And exploit their data (something
           | Fortnite got dinged hard for).
        
         | _coveredInBees wrote:
         | Eh, I dunno. My son plays a bunch of Roblox and has spent a net
         | $10 for a few custom avatar mods. While there is certainly a
         | pay to win aspect for some games within, there is also a ton of
         | "free" games to sift through, and since all of them are
         | competing for players, they still have to make the experience
         | compelling enough at the free tier. We've had conversations
         | about the pay-to-win aspect, and even though he has several
         | hundred dollars saved up, he has never once asked to spend
         | money on pay-to-win aspects of Roblox. I'd argue that almost
         | any modern videogame / mobile game is equally if not more
         | "predatory" with the pay-to-win side of things. Just look at
         | the menu screens in any modern first person shooter / battle
         | royale type game. Those look far worse than anything I have
         | seen in Roblox.
        
           | micromacrofoot wrote:
           | both should be regulated, this type of predatory gambling-
           | like behavior shouldn't be allowed for kids under a certain
           | age
        
             | _coveredInBees wrote:
             | Sure, I don't disagree with that at all. I'd love to see
             | that happen. I was just pointing out that most of the
             | industry is far worse than what I have seen with Roblox
             | personally.
        
             | Aerroon wrote:
             | So, no social media and no video games for kids? Man am I
             | glad that I grew up before tomorrow when everything is
             | going to be restricted.
        
               | micromacrofoot wrote:
               | social media generally bans kids under 13 in the US --
               | there's a good amount of evidence regarding the harms it
               | can have at this point
               | 
               | kids haven't been able to buy mature games from brick-
               | and-mortar stores like Gamestop since I was a child
               | decades ago
               | 
               | kids used to be able to smoke cigarettes too
        
               | Aerroon wrote:
               | > _there 's a good amount of evidence regarding the harms
               | it can have at this point_
               | 
               | Considering this evidence was produced during a time when
               | the public opinion was looking for any excuse to blame
               | social media companies _and_ that the field of research
               | producing those studies has an accuracy of a coin flip I
               | 'm unconvinced. I'd need to see a lot more than out of
               | contact quotes from Facebook research or these
               | questionable "we asked kids to taste xyz, they're totally
               | more depressed and it's totally social media's fault."
               | 
               | > _kids haven 't been able to buy mature games from
               | brick-and-mortar stores like Gamestop since I was a child
               | decades ago_
               | 
               | They pirated them instead because kids don't have money.
               | 
               | That being said, I would rather kids be banned from the
               | internet outright rather than the internet becoming yet
               | another watered down place.
        
               | micromacrofoot wrote:
               | Some of this evidence has been produced by companies with
               | an incentive to not produce it (internal Facebook
               | research has shown negative mental health implications
               | for teenage girls on instagram for example -- this is
               | known as part of some whistleblowing efforts)
               | 
               | > They pirated them instead because kids don't have
               | money.
               | 
               | I mean sure, a kid can break a window and rob a gun store
               | too... we're not talking about creating rules that are
               | impossible to circumvent, the answer to imperfect
               | regulation isn't no regulation.
               | 
               | > That being said, I would rather kids be banned from the
               | internet outright rather than the internet becoming yet
               | another watered down place.
               | 
               | Content filters have come a long way, this isn't what
               | anyone is suggesting.
        
               | consteval wrote:
               | > So, no social media
               | 
               | When I was a kid, everyone was absolutely riddled with
               | self-doubt and insecurity. Jealousy and bullying was the
               | norm. There wasn't a soul in my middle school who didn't
               | deeply, deeply hate themselves.
               | 
               | This was before social media. Imagine that, but now kids
               | ALSO get to form unrealistic expectations and envy at
               | home on their devices.
               | 
               | > no video games for kids?
               | 
               | What are you talking about? You can still get your
               | friends together and play mario party or super smash or
               | kirby or whatever. That never went away, we still have
               | co-op games where it's free to play for the other kids.
               | 
               | We just shouldn't have gambling for the kids. Probably.
        
               | Aerroon wrote:
               | > _You can still get your friends together and play mario
               | party or super smash or kirby or whatever. That never
               | went away, we still have co-op games where it 's free to
               | play for the other kids._
               | 
               | Yeah, they don't add those free to play mechanics because
               | they force you to buy an extra piece of hardware for $400
               | to play those games. It works great when you're rich, I
               | guess, but then these f2p games shouldn't matter in the
               | first place.
        
         | latexr wrote:
         | > As a gamer dad, I try to show my kid better games to play,
         | but because they aren't free, his friends can't play.
         | 
         | Considering how much you said your kid has spent, that money
         | could've been spent on buying copies for all their friends and
         | you'd still have plenty left over.
        
           | nazka wrote:
           | I upvoted you but after thinking about it actually, you will
           | find that this will attract kids that are friends for the
           | money and start weird dynamics in the social bubble of his
           | son. But your idea is right! Maybe he could have done gaming
           | sessions at his house or who knows what to better spend this
           | money on other games.
        
             | rangerelf wrote:
             | LAN parties were/are a thing.
        
             | junon wrote:
             | Eh yes. And no. Turn it into a gathering event at your
             | house with pizza and bring back LAN parties. That's stuff
             | that kids remember for life.
        
             | lolinder wrote:
             | > this will attract kids that are friends for the money and
             | start weird dynamics in the social bubble of his son
             | 
             | From the amount of money sunk into this one game it sounds
             | like there are already weird money dynamics in his social
             | bubble.
        
               | mlyle wrote:
               | Yah, but Roblox weird money dynamics is that he's showing
               | up and is overpowered in the games because he's paying to
               | win, but fellow kids likely view him as exceptionally
               | skilled :P
        
           | jayd16 wrote:
           | That's like one console and a couple games so its not
           | necessarily the most efficient usage.
           | 
           | Couch co-op is the way to go.... but as the dad be prepared
           | to lose control of your living room.
        
           | consteval wrote:
           | Many games don't even require separate copies. This is a
           | fairly new phenomenon.
           | 
           | I mean, I'm fully grown and I still get together with friends
           | and play Mario Party and Smash. I just bought extra
           | controllers and boom, good to go.
        
             | johnnyanmac wrote:
             | Really depends on the genre nowadays. Fighters (mostly)
             | still support local co-op (Nintendo in General is pretty
             | good at couch co-op). Shooters are becoming less local co-
             | op friendly, not even having split screen.
        
         | mrmetanoia wrote:
         | I've mentioned this in other comments, but I sat in with my
         | nephews on a Roblox session, then stayed after to check things
         | out on my own. There's an astounding number of adults on that
         | platform saying some of the most horrible things.
         | 
         | The games are like you say, and there's some that are indeed
         | the model of what I expected: games that kids and amateurs made
         | with their tools. Car jump games. Simple platforming. Basic
         | shooters. But then there are games that seem like they're some
         | dark pattern mobile devs side projects lol Games where you do
         | nothing but collect stuff or pets and there's lots of
         | gratification devices happening and suddenly there's just a
         | literal pay wall. Just the worst of f2p gambling addiction
         | built right into player built roblox games over and over and
         | over again.
         | 
         | But on to the adults, my favorite example was joining a
         | 'shooter' game that was really just a shooting gallery of sorts
         | but it had voice chat enabled and wtf there's some eastern
         | european accent going off on gay people and talking about how
         | the targets should have sombreros so 'we' can shoot "lazy"
         | Mexicans.
         | 
         | That experience was replicated through a few games and I just
         | wrote Roblox off completely as infested with people trying to
         | help kids find hate based ideologies or get them addicted to
         | gambling. I warned their mother, she didn't listen til she got
         | her credit card stolen.
        
           | whoknew1122 wrote:
           | First thing I do when playing a multiplayer game with
           | proximity voice chat is to turn voice chat off. Makes play
           | sessions much more enjoyable.
           | 
           | Sure you may miss the 5% of chat that is actually tactical
           | and relevant to the game, but it's a very small price to pay
           | in order to avoid edgelords and other toxic people.
        
             | mywittyname wrote:
             | This sucks because, when used appropriately, prox voice
             | chat works really well and adds depth to multiplayer. A lot
             | of games feel really dead without it. But finding pubbies
             | that use it appropriately is practically impossible.
        
             | jjcm wrote:
             | I appreciate Valve for having both an in-game skill score
             | as well as a behavior score. Once your behavior is maxed
             | out chat becomes an entirely different experience.
             | 
             | Here's a chat log from a game I played yesterday:
             | https://www.dotabuff.com/matches/7902208511/chat
             | 
             | Some wholesome banter and that's about it.
        
               | streamfan wrote:
               | I wholeheartedly disagree as someone with 8k+ hours in
               | game.
               | 
               | In fact most people in dota have maxed out behavior
               | scores.
               | 
               | You have to try pretty hard to be muted in the game or
               | have behavior or communication scores lowered
               | significantly.
               | 
               | I can assure anyone that just because you're sitting at
               | 12k doesn't mean your experience is going to be good or
               | an "entirely different experience"
        
               | johnnyanmac wrote:
               | Is that simply cultural? DOTA is well over a decade old.
               | If everyone's toxic and behavior is self-moderated, then
               | toxic behavior is not just normalized but reinforced.
        
           | wredue wrote:
           | Games in general have been a target of hate base voice chat.
           | 
           | You get these people everywhere.
        
             | consf wrote:
             | I never forget the first time I was bombarded with abuse in
             | the voice chat in Apex. After that, I never used that
             | feature again.
        
           | draebek wrote:
           | I struggle to understand why people are so toxic with chat in
           | video games. I don't go to the supermarket, or even the bar
           | and hear people just casually chatting about "who hates
           | [racial slur]?"
           | 
           | There's John Gabriel's Greater Internet Fuckwad Theory, which
           | says that if you give normal people anonymity and an audience
           | then they _become_ (let 's call them) assholes. I feel that,
           | in order to buy this, you must accept that there are a
           | surprisingly large number of assholes, much larger than I
           | want to believe.
           | 
           | Are the number of racist idiots just much greater amongst
           | Gamers(tm)? (To be clear, I play a lot of video games myself.
           | I prefer to believe I am not a racist.)
           | 
           | I'd love to say that there are a lot more young people
           | playing video games, and they're just trying to be edgy, but
           | I had a chat with some guy who was talking about getting his
           | appliances repaired by "lazy [racial slur]" people. That's
           | probably not a fourteen year old, right? I've seen that a
           | _lot_.
           | 
           | I understand that it probably just takes one or two people
           | per game to make the chat unbearable, but if I'm on a team
           | with six or eight people, and I consistently get at least one
           | of these fucking idiots per match, isn't that still an
           | uncomfortably high percentage of the population?
        
             | dasil003 wrote:
             | I suspect it's because angry and disenfranchised people are
             | over-represented in terms of hours spent playing online
             | games. There's also a negative feedback loop where more
             | casual and/or sensitive gamers opt out since they don't
             | want to deal with the bullshit.
        
               | unshavedyak wrote:
               | > There's also a negative feedback loop where more casual
               | and/or sensitive gamers opt out since they don't want to
               | deal with the bullshit.
               | 
               | I think there's also a loop where extremes are pushed. Ie
               | it's common to celebrate victories in games. This then
               | tilts players. Players lean into that tilt, and teabag.
               | Teabag eventually is mundane, so you spread verbal
               | toxicity. Toxicity then isn't enough, and etcetc.
               | 
               | It seems a loop without external pressures like in-
               | person-reputation to inhibit how far it goes. A cycle of
               | abuse that's all anonymous, fueled by the general
               | competitive arousal of PvP/etc games.
               | 
               | Note that i'm mostly speaking to PvP games where that
               | competitive environment also contributes to it. However i
               | imagine "cycle of abuse" has it's place in most of these
               | anonymous environments.
        
             | gopher_space wrote:
             | From my experience any pvp game that doesn't have in-game
             | admins attracts these people.
        
             | jachee wrote:
             | I think you've run across one of the major, unfortunate
             | reasons US elections are so close, from the ... _less-
             | progressive_ ... side of things.
        
               | johnnyanmac wrote:
               | Well that's easy to explain. Most voters skew older for
               | historical reasons and older people tend to become more
               | conservative as they age (again, for historical reasons).
               | 
               | This "gamer rage" is a more recent enabling by
               | technological anonymity, as well as instantaneous, cheap
               | global communication. Actions without consequences, but
               | without needing millions to cover up the petty actions.
        
             | techjamie wrote:
             | My boss at my first job was a nice guy, helped me out a lot
             | when I was still a fledgling adult. Added him on Facebook
             | after a few months and it was covered in Confederate flags,
             | Nazi windmills, and talk about certain types of people.
             | 
             | I knew he did some bad stuff and spent a long time behind
             | bars, but I didn't see that coming.
             | 
             | Also, if you go to any YouTube video that involves a non-
             | white person committing a crime, the comments are stuffed
             | with thinly veiled, or outright, racist remarks. People are
             | just garbage.
        
             | conductr wrote:
             | People revert to their inner twelve year old punk kid self
             | when they are there. Bullying and trying to one up others
             | in terms of most outrageous thing you can say is common and
             | applauded.
        
             | mulmen wrote:
             | > I feel that, in order to buy this, you must accept that
             | there are a surprisingly large number of assholes, much
             | larger than I want to believe
             | 
             | Why? The theory is that they _become_ assholes, not that
             | they started that way. The microphone is corrupting.
        
             | Muromec wrote:
             | Thankfully multiplayers games without chat exits. It's
             | enough to get tea-bagged by a team winning a 1v3 without
             | actually hearing them talk.
        
             | burnished wrote:
             | Yes, it seems clear that a component of Gamer Culture is
             | casual bigotry. It has been changing but that mostly means
             | spaces have become more inclusive and new people are more
             | inclusive. The pre-existing people didn't stop existing
             | they just sort of got shoved out of places that started
             | having standards around behavior.
             | 
             | An aspect of the Greater Internet Fuckwad theory is also
             | the level of exposure behavior gets in an online context -
             | so very many more people are present in a way that invites
             | sharing and comment that just doesn't exist in a grocery
             | store. Think about how unusual it would be for me to reply
             | in depth to an offhand comment like this (that was not
             | directed to me) at a bar. Or how many people you might
             | socialize with in a tf2 or l4d lobby over the course of an
             | hour compared to in a grocery.
             | 
             | There is also a component of self selection when it comes
             | to the spaces you are comparing against; you probably
             | wouldn't want to go to bars and groceries where that
             | behavior was present well before you actually got to live
             | examples.
             | 
             | In my experience individual communities can also have very
             | different feels. For example I used to play League of
             | Legends and eventually switched to Dota2 because it felt
             | very consistent that at least one person would behave in an
             | awful fashion in the league lobbies. Whereas when playing
             | Dota that sort of behavior was the exception.
        
             | oever wrote:
             | In games where you're shooting others, how can you justify
             | that? Either you are bad or they are bad. When you're in a
             | team, it's normal that the team talks about justification.
        
             | ThrowawayR2 wrote:
             | > " _Are the number of racist idiots just much greater
             | amongst Gamers(tm)?_ "
             | 
             | You have clearly never read the comments on newspaper
             | websites back when they still had them. Sturgeon's Law
             | applies to human beings in general.
        
             | isk517 wrote:
             | I think that unfortunately there are just a larger number
             | of assholes than we would like to believe, and they
             | particularly manifest when playing video games. Playing
             | video games is something people due for a release, and what
             | they are releasing isn't always pleasant. For every person
             | that openly acts like a asshole out in public there are at
             | least 2 secret assholes who understand the society expects
             | them to be on their best behavior, but once they are
             | anonymous then the vitriol can flow freely.
             | 
             | With that said I think the percentage of assholes by
             | percentage of population is always going to be higher in
             | video games with voice chat simply because it becomes a
             | outlet for a certain type of person.
        
             | celim307 wrote:
             | I'd argue its from attention seeking from lonely people
             | online. Being a rage troll is the quickest way to get some
             | kind of interaction, and being online means theres less
             | consequences for it
        
             | akudha wrote:
             | One doesn't behave bad to someone stronger than them (or
             | wealthier, or in a powerful position etc) because they know
             | there will be consequences. One doesn't pick a fight in a
             | bar or supermarket because they know there will be
             | consequences.
             | 
             | What consequence is there for saying crappy things online,
             | in a video game, especially playing with kids? At best one
             | would get banned? Then go to some other site/game and
             | repeat the same bad behavior.
             | 
             | The truly nicest people are those who are nice even when
             | there is no one around to watch them.
        
             | Verdex wrote:
             | My hypothesis of civilization is that even the smallest
             | child with a blade may with sufficient luck grievously
             | wound the mightiest warrior.
             | 
             | So there is a natural mechanism that tends people towards
             | some level of civility when they're in meat space with each
             | other.
             | 
             | Incivility towards the other not present is then about
             | fitting in via tribalism. After all, those others could be
             | dangerous so we had better make sure our tribe is all on
             | the right page about mistrusting them.
             | 
             | Incivility towards the other who is present is then about
             | an attempt at social dominance. "Don't mess with me because
             | there are others like me who will avenge me." Perhaps.
             | 
             | Online there is only reputational harm and emotional harm.
             | And when anonymous there is only emotional harm.
             | 
             | When the fear of an unexpected stabbing is truly removed we
             | see the true heart of our fellows. Alas, not the most
             | aesthetically pleasing view.
        
             | K0balt wrote:
             | The asshole fraction is surprisingly high. If all kinds are
             | accounted for, anecdotally I would estimate that the number
             | is between 1/4 and 1/3. If you're on here, there is a good
             | chance that you are an outlier in many respects, and
             | normally that means that we tend to breathe rarified,
             | filtered air...we don't see it except online.
             | 
             | It helps to remember that for every college professor level
             | person there is someone out there for whom tying his shoes
             | is a significant cognitive challenge. For every really
             | smart person out there, there is someone who is cognitively
             | incapable of meaningfully participating in society.
             | 
             | The bell curve is a bitch.
        
             | 2OEH8eoCRo0 wrote:
             | Faux-anonymity/lack of consequences.
             | 
             | The same reason that many on the internet are toxic.
        
             | wkat4242 wrote:
             | > There's John Gabriel's Greater Internet Fuckwad Theory,
             | which says that if you give normal people anonymity and an
             | audience then they _become_ (let 's call them) assholes.
             | 
             | I don't agree. HN is one of the best examples. We're as
             | anonymous as we can be here and still this is one of the
             | most friendly online environments I know. Clearly community
             | culture plays a big role too. And it keeps offering
             | refreshing content, I learn new stuff here daily, unlike in
             | the commercial bubbles.
             | 
             | Same on Libera chat. Didn't turn into a cesspool. In fact
             | the former freenode suddenly did but the community
             | immediately turned their back on it en masse. It was
             | beautiful to see.
             | 
             | Also, the early internet.
        
           | jspaetzel wrote:
           | This is nothing new or exclusive to Roblox, I recall this
           | sort of language in every online gaming platform.
        
         | whoknew1122 wrote:
         | > As a gamer dad, I try to show my kid better games to play,
         | but because they aren't free, his friends can't play. Just
         | drives him to keep playing and wanting more Robux. It's
         | compounded when his favorite Youtubers play...
         | 
         | If there's a paid game your kid really likes, perhaps you can
         | talk to his friend's parents and buy the friend a copy of the
         | game. ...I say talking to the friend's parents first, because
         | just gifting a game to the friends would be creepy.
         | 
         | But buying friends copies of a game we want to play together is
         | something my friend group routinely does and we're all adults
         | with disposable income.
        
           | wavemode wrote:
           | > just gifting a game to the friends would be creepy
           | 
           | lol well this certainly depends on how it's done. Walking up
           | to them in a trench coat and handing them a disc? Probably
           | creepy. But you could also just, like, send them a gift key
           | on Steam...
        
             | amclennon wrote:
             | Unless this person is literally Santa Claus, I suspect a
             | lot of parents might question the motives of a grown man
             | sending gifts to their children without their knowledge.
        
               | account42 wrote:
               | Just give your kid extra keys to hand to his friends lol,
               | no need to make this complicated.
        
               | Muromec wrote:
               | Just talk to parents. Maybe you will have lan party with
               | them too.
        
               | mulmen wrote:
               | The key is "without their knowledge". Seems like an easy
               | thing to explain to a parent. Plus it's reasonable you'd
               | ask the parents so they have a chance to say yes/no to
               | the game.
        
             | whoknew1122 wrote:
             | Having been a victim of grooming, trust me. It's better to
             | talk to the parents than to give a child a gift without the
             | parents' knowledge.
        
             | johnnyanmac wrote:
             | Yes much better. Send an unsolicited game on steam to a
             | minor. Maybe one whose parents have more limits on content
             | than you.
        
           | neilv wrote:
           | Excellent idea. Two additional reasons: (1) many parents
           | would want veto power on what kids spent their time on and
           | are exposed to, including video games; and (2) you could
           | suggest quietly buying the game through the parents, to avoid
           | complicating the kids' relationship with getting stuff.
           | 
           | Some other, more expensive, activities (e.g., tennis lessons
           | together, when the family of one of the BFFs isn't affluent)
           | are harder for more people to do this, but video games are
           | relatively inexpensive.
        
         | IG_Semmelweiss wrote:
         | Buy him DRM free games on GOG.
         | 
         | I Do this for young relatives.
         | 
         | Ive been shown WhatsApp threads of the young teens who play the
         | DRM-free games i upload - my google drive ID is effectively
         | referenced as some kind of deity lol
         | 
         | Side benefit: No online play or interaction with the outside
         | world, only with your own group (usually)
        
           | strich wrote:
           | As a game developer it's kind of sad to see such practices in
           | stealing my or others hard work.
           | 
           | But I have to keep telling myself those kids or parents
           | wouldn't have paid for them anyway.
           | 
           | Maybe consider buying a few copies at least in the future?
        
             | johnnyanmac wrote:
             | That's always the risk in a game with no protections. It
             | just takes one person uploading it to the internet and it's
             | shark bait.
             | 
             | At least this example is limited to a neighborhood.
        
         | Suppafly wrote:
         | >As a gamer dad, I try to show my kid better games to play, but
         | because they aren't free, his friends can't play.
         | 
         | It'd be cheaper to buy games for his friends to play than to
         | support his robux addiction.
        
         | thomastjeffery wrote:
         | Moderation is dead, and copyright is the knife.
        
           | 2cynykyl wrote:
           | I think I will love this quote if I knew what it meant. Care
           | to elaborate?
        
             | thomastjeffery wrote:
             | I should have elaborated more originally.. I suppose part
             | of me wanted to be asked.
             | 
             | Moderation used to work well, because relatively small
             | communities (forums and game servers) included moderators,
             | who were users that also actively participated in
             | discussion. That model is incredibly rare today. Instead,
             | we have a tiny coalition of corporate giants who own
             | (monopolize via copyright) the overwhelming majority of
             | discussion content and interaction platforms. On these
             | platforms, traditional moderation has been replaced with
             | corporate censorship and automation, which in turn are
             | driven by corporate goals (advertising) instead of genuine
             | participation by moderators.
             | 
             | It's my assertion that this is a natural outcome of
             | copyright itself. Copyright demands that content be
             | exclusively owned and profited upon; therefore interaction
             | must be siloed and incentivized accordingly. Even free (as
             | in beer) interaction must bow to this pattern eventually.
        
         | amerkhalid wrote:
         | I am a gamer dad too. This is something I worry about. I have
         | been playing Minecraft with my son but he is learning about
         | these other games.
         | 
         | I have been using some of similar messaging to smoking and
         | saying things like that playing too many video games will
         | destroy the health. Of course, I am not a good role model when
         | it comes to living healthy lifestyle. And kids probably don't
         | even understand what health really means.
         | 
         | How does one protect their kids against these predatory
         | practices?
        
           | hyperbolablabla wrote:
           | > I am not a good role model
           | 
           | Maybe fix that?
        
           | Muromec wrote:
           | Saying _we don't play the casino scam_ works pretty good
           | here.
           | 
           | Like strict zero money after buying the game. Not on custom
           | skins not on early access characters. _We just don't_.
           | 
           | Just don't give the money and don't argue about details.
           | 
           | Alternatively, that one custom skill gets unlocked after
           | getting a good grade at the end of the year or for
           | birthday/Christmas/whatever.
        
         | wmeredith wrote:
         | I'm a gamer and I always play the games my kids are playing to
         | see what's up. Roblox was banned in my house after I messed
         | around with it on my own for 30 minutes. Most of the games on
         | the platform are pay to win skinner boxes and they have a
         | pedophile problem.
         | https://www.bloomberg.com/features/2024-roblox-pedophile-pro...
        
           | ciropantera wrote:
           | As a new father that will eventually get into that situation:
           | how do you ban Roblox in your house? I imagine it's popular
           | among your kids' real world acquaintances (school etc).
           | Doesn't banning it exclude your kids from these groups? Do
           | they feel left out?
           | 
           | Given the current state of gaming and where it's heading I
           | would love to ban gaming altogether but I feel social
           | pressure from other kids makes it very hard.
        
             | jajko wrote:
             | I go against the stream it seems, but even though I grew up
             | gaming, I see it now as mostly wasted time. Any benefit
             | that came with it is easily overshadowed with literally
             | wasting the most precious thing we have - our time in this
             | universe which could be spent having serious adventures (or
             | anything else like finding/working on love and real
             | friends(TM)).
             | 
             | I've gotten into various sports mostly done in mountains
             | and some additional filler training like weightlifting and
             | running, my quality of life and satisfaction from it
             | skyrocketed. Obviously you get much more healthier,
             | attractive and happier as side effect, but over time your
             | mindset also changes a lot.
             | 
             | These days, displays in our home are kept to the minimum
             | since content is mostly toxic and made as addictive as
             | possible (as mentioned all over this thread). As time
             | progresses we will gradually ease it off, but games will be
             | last thing on a long list. There is not much skill to learn
             | so they are not missing out, clicking all around can be
             | done by infants.
             | 
             | It helps that we are surrounded by people where such
             | approach is the norm and mark of good invested parenthood,
             | and letting kids get addicted to various dark patterns
             | online or in gaming is seen as on cca same level as being
             | absent alcoholic parent or similar fail. Not that I don't
             | see it often ie when traveling, kids glued to screen to me
             | looks very sad while their parents often look like epitome
             | of laziness. Physically and mentally weak, socially
             | awkward, stuck in eternal dopamine kick chase, largely
             | defenseless from sophisticated actors milking their parents
             | credit cards.
        
               | johnnyanmac wrote:
               | Everyone will have different experiences. I turned that
               | gaming passion into a career and am fortunately much
               | better off than my single mother who struggled raising
               | me.
               | 
               | (and speaking of parents: who the hell is letting a kid
               | use their credit card? I bought an extra $.75
               | butterfingers one time and it was probably the most mad
               | my mom ever got at me. More than when I dinged the car
               | while learning to drive. I NEVER spent her money again
               | without asking).
               | 
               | Games help motivate me to read (being into RPGs with
               | little/no voice acting will do that), they arguably
               | enhaced my logic puzzle ability and reaction time, they
               | gave me something to bind over with like minded
               | acquaintances.
               | 
               | I think it really comes down to a case by case basis.
        
               | Shocka1 wrote:
               | I'm mostly in agreement with ya. I've always been big
               | into the outdoors as it's what truly allows me to
               | recharge. Fishing/hiking/hunting/mountainbiking, etc. All
               | of it is good for the soul. As the kids have gotten older
               | I've been able to get them out in the same activities. In
               | my house 8/10 times we are outside doing outdoorsy stuff,
               | while the other 20% is gaming.
               | 
               | The type/quality of the games definitely matters IMO. My
               | six year old really enjoys DCS World and Kerbel Space
               | program. Roblox is a total no go in my house, but I
               | rarely deny my kid from wanting to land a jet or build a
               | rocket.
        
             | lolinder wrote:
             | > Doesn't banning it exclude your kids from these groups?
             | Do they feel left out?
             | 
             | The way I was raised we understood that most kids do things
             | that come back to bite them later and we could choose to be
             | better than that.
             | 
             | I don't feel guilty for teaching my kids to avoid drugs and
             | alcohol--the friend groups that would actually fully
             | exclude them from aren't worth their time anyway. I feel
             | the same about Roblox. It's a dangerous drug produced by an
             | intentionally exploitative company.
             | 
             | If refusing to participate causes a particular friend group
             | to become inaccessible, that says something about the
             | amount of time that friend group spends on the drug and
             | therefore says something about the utility of the time my
             | kid would have spent with them anyway.
        
             | spreiti wrote:
             | Explain them the concepts of loot boxes and pay to win. My
             | son, who was 8 at that time, understood quiet fast that
             | these games don't require skill and are just trying to
             | steal money from him. He doesn't like that and now avoids
             | games that contain these dark patterns and has become quiet
             | good at spotting them.
             | 
             | Also, buy a Nintendo console. It solves 99% of all
             | problems. I haven't seen these dark patterns in any
             | Nintendo title and personally I think it's the best gaming
             | environment for kids.
        
             | watwut wrote:
             | My kids did not paid a cent nor did most of their friends.
             | There are some paid a little, no more then the relatively
             | normal amount of money. If someone 8 years old is paying a
             | lot of money for Roblox while his friends prefer roblox
             | because it is free, then the issue is provably solvable.
             | 
             | Beyond limiting infinite amount of paying by not giving the
             | kid infinite amount of money, you can limit their time in
             | the app or on tablet by rules like "max X hours per week".
        
         | xyst wrote:
         | Wild. You know there's a problem but you continue to feed into
         | your child's addiction. This is known as "enabling".
        
         | AtlasBarfed wrote:
         | You should find abandonedware games for him to network play on.
         | 
         | Right around the time of the mobile phone gaming took a very,
         | very sharp turn to pure sociopathy. It had always been flirting
         | with it, but now the mbas are full on putting as much
         | sociopathic addiction rigging, social bullying, and
         | manufactured demand as possible.
        
         | afloyd wrote:
         | Former Roblox player that quit back in 2016, there used to be a
         | free currency called Tickets which were a free currency you
         | could get through various means, it was a lot more restrictive
         | on what you could get, but it really boosted my enjoyment of
         | the game. The moment they got rid of tix I quit, because I
         | refused to spend any of my meager allowance on Roblox (also
         | generally being bored of the game after years of playing.)
         | Modern Roblox is really impressive, and really depressing. The
         | things people make are incredibly cool, and they are rewarded
         | incredibly poorly for it.
        
         | Viliam1234 wrote:
         | > I can't stand that almost all of the games seem to have a pay
         | to win aspect, or are heavily advertising every chance they
         | get.
         | 
         | That started at a certain moment in history, when paying online
         | became trivial, so everyone who didn't produce pay-to-win was
         | leaving a lot of money on the table. You need to find games
         | that are older than that.
         | 
         | Some of the good old games are free, for example Starcraft or
         | Wesnoth. There are many cheap games on Steam, but you need to
         | review them first, or maybe find a review on YouTube. If the
         | game is sufficiently cheap, for example up to $5, you could
         | simply buy 5 copies and tell your kid to give donate 4 of them
         | to his best friends.
        
       | niemandhier wrote:
       | I bought my son a ps5, Hogwarts Legacy and told him Roblox is
       | never going to be on any device we own or in any network I
       | control.
       | 
       | In addition to being mostly pay-to-win the platform has a
       | pedophile problem.
       | 
       | https://www.bloomberg.com/features/2024-roblox-pedophile-pro...
        
         | johnnyanmac wrote:
         | I know roblox is the most popular target. But really, any
         | network enabled platform with a large base of children will
         | have a grooming problem.
         | 
         | I was surprised reading the article that Roblox already spends
         | 28% of revenue on Safety and Trust. Maybe Roblox is just that
         | gigantic a platform to where that's still not sufficient.
        
       | consf wrote:
       | Roblox gives me a sense of suspicion and distrust
        
       | kin wrote:
       | Everything I've seen from Roblox just seems so rough across the
       | board. Poor UI, poor graphics, poor gameplay. There's a sense of
       | freedom that is quite refreshing kind of like Gary's mod. I'm
       | just so surprised that with such high adoption, none of the money
       | is going into make anything remotely polished.
        
         | hipadev23 wrote:
         | > I'm just so surprised that with such high adoption, none of
         | the money is going into make anything remotely polished.
         | 
         | There are numerous polished games on the platform, but the most
         | of the players are younger kids on hand-me-down mobile devices,
         | so the most popular games tend to be easy to run casual games.
         | Here are a few examples of what you're looking for:
         | 
         | * Frontlines: https://www.youtube.com/watch?v=SA71d3O1ID0
         | 
         | * Primal Hunt: https://www.youtube.com/watch?v=X_lenB5MTTU
         | 
         | * Riotfall: https://www.youtube.com/watch?v=1E0kEFxBTEM
        
         | thomastjeffery wrote:
         | Polish is a double edged sword. Its other side is decisiveness,
         | which is diametrically opposed to engineering freedom.
         | 
         | It's a hard problem, though I agree there is some low hanging
         | fruit that Roblox seems ignorant to. I think the biggest reason
         | for its success is an extreme lack of competition. Nearly every
         | time someone makes a good enough (use friendly) sandbox engine,
         | they wrap it in copyright and market it wholesale; and that
         | makes decisiveness (polish) a high priority.
        
       | nsxwolf wrote:
       | They have the craziest most difficult interview process I've ever
       | seen, like beyond quant level. But I don't know why. My kids play
       | it and it feels like the jankiest most busted-ass 3D engine that
       | ever existed. I'm sure all the secret sauce is doing all this
       | stuff at scale, but what do Leetcode hards in 20 minutes have to
       | do with that?
        
         | guax wrote:
         | Most interview "rituals" are about gatekeeping and not actual
         | talent acquisition. I'm unfamiliar with theirs but it sounds
         | like it from the descriptions and company output.
        
         | camdenreslink wrote:
         | It's just a hazing ritual. Somebody started it when it was a
         | small company, and all of them had to go through it so new
         | hires will too.
        
       | peanut-walrus wrote:
       | They have positive cash and are paying their employees well.
       | That's what a company should be doing rather than paying peanuts
       | and hoarding wealth like a dragon. Especially as it seems they
       | are actually profitable, just hiding it with accounting.
        
         | hipadev23 wrote:
         | > just hiding it with accounting.
         | 
         | I posted this in another comment, but the deferred revenue
         | recognition was forced by the SEC [1].
         | 
         | [1] https://www.barrons.com/articles/the-sec-told-roblox-to-
         | chan...
        
       | aaroninsf wrote:
       | FTFY: "biggest surveillance effort targeting children"
        
       | resource_waste wrote:
       | Me any my wife's experience with roblox:
       | 
       | >Find good games through reddit recommendations
       | 
       | >Play the games, most are novel and remind me of WC3 customs
       | 
       | >Show our non-gamer friends the quirky games
       | 
       | Its pretty cool, but there is soo much garbage to get past.
        
       | tdiff wrote:
       | I find the whole idea of money-driven game environment to be so
       | repulsive. It's like ultimate goal of earning money is put above
       | having fun. Not something it'd love my kids to experience.
        
       | RIMR wrote:
       | >But as COVID receded into memory, Roblox shifted from "new" to
       | "familiar,"
       | 
       | "New"? Roblox came out nearly 20 years ago...
       | 
       | It went from "cult classic" to "viral phenomenon".
        
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