| ▲ | Retric 6 hours ago | |||||||||||||||||||||||||||||||
> making for a near industry-standard 33% cut. LIES, from that link: “On average, 67% of all spending in experiences supports OR goes to developers.” Supports here does not actually mean they get paid that money. Later it mentions the actual money going to developers as: “This enables us to return 28%* directly to the developers.” And yes that 28% includes an asterisk. That’s a 72% cut to the platform. | ||||||||||||||||||||||||||||||||
| ▲ | bhawks 4 hours ago | parent [-] | |||||||||||||||||||||||||||||||
You're missing the parts where: 1: Roblox hosts your multiplayer gameservers in its pops for free, with a generous amount of free persistent storage and memory 1.a: Roblox handles scaling and SRE work for you for free - you're not going to be able to support millions of concurrent users yourself at that price point 2: when people buy robux on their phone the app store takes 20-30% of the dollar - but the player still gets 1 robux for each penny. 2.a: your game immediately is playable on iOS, android, PC, Mac, Xbox, PlayStation, questvr, etc etc - no fees for you to get this distribution. 3: Roblox pays out creator rewards - a redistribution of revenue - to experiences that reengage dormant users or are played by paying users even if your game itself has no purchasable items. Roblox's economic model has a redistributive nature that isn't common in other economies. If you're just looking at the devex rate and not building on the platform you wouldn't immediately appreciate it. | ||||||||||||||||||||||||||||||||
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