I feel kind of lost as to what the goal of the game was. Spending money for advertisement for a free game that you think people should play for 20 minutes and also looking at things like retention. Why?
Thanks for bringing up the other points. I should add clarification on that in the post.
I had to pay for advertising because after 1-2 months there were still 0 players. I thought Roblox would push games to discovery with an algorithm, however this doesn’t seem to be the case.
Roblox provides analytics so I leaned into them to see if my changes were making a positive impact.
I had no intention of creating a hit game. It was just a way to have fun and see what happens. I really enjoyed the process and loved to see how many players had fun playing the game.
I thought it was interesting
The exploitiveness of an individual Roblox game really depends on that game's developer. They get to decide how to extract money from their players.
I've seen a lot of different sales techniques used. Most common are pay to get an overpowered weapon or ability or to skip levels.
The ones that annoy me the most are the artificial scarcity/limited time only sales techniques. "Adopt Me" is one of the most popular games. Their main product is digital pets that cost about 12USD, or upgrades for your pets. They have rotation of pets that are only available for a limited time. My kids are really suspectable to that technique.
There are also some games that are obnoxiously full of unavoidable little floor buttons that when stepped on will trigger the confirm purchase dialog. The dialog is easy for kids to learn to just-cancel, but the developers who use this technique seem to have real contempt for their players.
That said, there are tons of fun games that you can play without spending any money or being exposed to obtrusive ads.
My favorite game is called Secret Staycation. It's really well made, and there are zero in game purchases. I only saw one ad in the whole game and it was for a physical plush toy of one of the game characters.
Also, shame on Mark Rober for his buggy abomination of a Roblox game. That felt gross and exploitive.
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2024 https://news.ycombinator.com/item?id=28247034 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.
2023 https://news.ycombinator.com/item?id=36812765 "Data breach exposes personal information of 4k Roblox developers"
>who was hiding the incident for 2 years?
2022 https://news.ycombinator.com/item?id=32014754 "Problems at Roblox"
>It is as dangerous as any dark corner of the Internet, except that it appears child-friendly to parents.
2021 https://news.ycombinator.com/item?id=28247034 "Roblox faces criticism for 'exploiting' young game developers"
>to withdraw it, they need to have raked in roughly $1,000 worth of Robux [...] That $1,000 worth of Robux becomes $350 when you go to extract it
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Personally I recommend disabling chat and creating on some other platform (I'm going to try Godot first).
FWIW Roblox open-sourced their "Luau" scripting language and there is even VS Code support. https://news.ycombinator.com/item?id=37962711
Every part of this is completely opposite my experience. I’m totally baffled how this was a take-away lesson.
Take Half-Life as an example. The team realized it wasn’t great after multiple years of development, and ended up essentially rebuilding it over the course of another year or two. To quote Gabe Newell, “Late is just for a little while. Suck is forever.”
Your take is spot on for SaaS apps and enterprise software that’s subscription based: ship early, ship often, and iterate fast.
Or until corporate pulls the plug since it didn't meet the expectations that they had, or you just run out of money if you're on your own, since neither money nor patience are infinite. At least in part, that seemed to happen to: StarCraft: Ghost, Prey 2 (we did get the 2017 release), Half-Life 2: Episode Three, Duke Nukem Forever (the original version), Silent Hills, TimeSplitters 4 and some others.
Edit: to some degree, it seems like the recent KSP2 situation was a case where being late would have definitely been preferable, if not for corporate: https://youtu.be/NtMA594am4M
Also, sometimes you'll do good development work, just for things to go wrong anyways in ways you didn't anticipate, as happened to the launch of Brigador: https://youtu.be/qUsuusNLxik
On the opposite end, since we have early access, many will release the first presentable version of whatever it is that they're working on. The good news is that sometimes customer feedback will shape the final product (as long as the developers actually care). The bad news is that many will buy into the "promise" of the final product, as opposed to what they're actually getting at the time of making the payment and then be disappointed if it doesn't pan out.