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by Qualadore 1614 days ago
The 24.5% cut is fine, you have to consider the 30% app store fees for a majority mobile playerbase, all hosting is free, moderation is a major expense, and engine and platform development.

Successful games subsidize everyone else, which is not comparable to Steam or anything else.

Collectible items are fine and can't be exchanged for USD, Roblox can't arbitrate developer disputes, "black markets" are an extremely tiny niche. A lot of misinformation.

It's annoying to see these videos brought up every single time Roblox is mentioned anywhere for these reasons. Part of the blame lies with Roblox for one of the worst PR responses I have seen in tech, I suppose.

2 comments

> The 24.5% cut is fine, you have to consider the 30% app store fees for a majority mobile playerbase, all hosting is free, moderation is a major expense, and engine and platform development.

You have successfully made the case for a 45% fee and being considered approximately normal, or a 60% fee and being considered pretty high still. 75+% is crazy.

I can't think of any other platform with comparable expenses. Traditional game engines have the R&D component, but not moderation, developer services, or subsidizing games that don't succeed.

It helps that seriously marketing a Roblox game costs < $1k USD always, usually < $200 USD. It's not easy to generate a loss, even when including production costs. That's the tradeoff.

Crazy compared to what? Nobody else is offering what Roblox offers, and building it yourself is a non-starter for almost everyone.
I have less a problem with the cut, and more a problem with how they achieve it. It harkens back to company towns paying workers in company credit that is expensive to convert to USD.