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Pierce McBride's avatar

I think before you jump to the conclusions that thousands of roblox creators, ranging from literal teenagers in bedrooms to distributed teams of professional devs, are all collectively deciding to make their game obtuse for the *explicit* sake of keeping out "outsiders" from their communities it might be worth considering a much simpler explanation. It's all F2P, as far as I know there's essentially no market for paid experiences. That, as you should know, warps what you make.

I'm not a Roblox player, but I work on a dev team that makes experiences for Horizon and is exploring Roblox. I don't see a platform full of punk-rock teens trying to exclude me at 32 with on the surface shitty games. I see a platform where the literal only way to make money is to be F2P, and an audience that's so conditioned to accept F2P game systems that they can be turned up to a higher degree than any old-head is used to or would accept. I certainly don't.

That and the devs are largely amateurs, and as you say the games are made fast. So of course they're going to be simple, cheap, unpolished, sometimes buggy with the shared aesthetic of other Roblox games. Bug again, I don't think anyone sets out to make something a 32 year old would hate so they leave. I just think a 32 year old isn't used to the swill, has money and knows they don't *need* to accept it.

Though I will admit, like growing up poor and learning to prefer the taste of processed foods, I do suspect growing up in this mileau is going to desensitize a generation towards cheaper-looking games with more F2P systems embedded within and it won't be off-putting. It'll just be normal. And that's a shame because I can't fucking stand F2P games

Drew Smith's avatar

Seattle is also my favorite 2nd city in the US. Having lived and made games there, it also has the greatest boardgame stores I've ever been to (Card Kingdom, Mox Boarding House), incredible bars (due to the weather and long winter), and delicious coffee

You're spot on about the term "video game industry" being too much of a catch all. Back in 2015 I had taken a break from AAA development and was working in mobile. There was an arrogance and pervasive feeling with that crowd that it was the only thing that mattered (there's hubris on the AAA side as well, but I wasn't in the thick of that). A lot of it was around how they new everything and Console/PC didn't matter. Moreover, it was the idea that mobile was going to take over everything. Without going too deep into this, I was the canary who kept saying, "no, it won't. Console/PC will change, but the games people are playing are different. That is a different part of the industry." At that time I defined the two groups by there player motivations as time spenders (Console/PC) and time passers (mobile). The smashing together of these groups is like saying Soccer fans, concert goers, and ballet attendees are all the same. Sure, they are all engaged in viewing some sort of entertainment, but those interests are varied. Is there some crossover? Yes. Are they the same? Definitively no

I don't have a lot to add on the Roblox front as that's on the periphery of my world. Good observations though

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