It's even worse than that. They sell robux at one rate and cash them out for developers at a very different rate. That $1,000 worth of Robux becomes $350 when you go to extract it. So they're taking cuts twice, once on the actual sale and again whenever you try to turn it into real money instead of their scrip.
Knowing nothing at all about Robux I’m not sure I follow. When you say “$1,000 worth of Robux” here you mean $1,000 USD, right? And not 1,000 units of Robux?
So if I’m a developer on the platform and I’ve earned however many Robux equal $1,000 USD and I initiate a transfer then my actual cash receipts will be ~$350 USD? Am I understanding that correctly? Because that seems nuts. Especially when they’re targeting kids as their primary “developers”.
I'm not sure if this has been mentioned yet, but it's also important to note that not all Robux is equal. There's more information at https://en.help.roblox.com/hc/en-us/articles/115005718246 under section 3.B.
Also note that there is a comment in the video that you need to be careful how you spend your Robux for buying development, because if you are not then a cut gets taken, which maybe relates to 3B for the person you are paying?
Yes, ignoring any tax requirements because I'm not a tax attorney. You have to have 100k Robux (Rb) to initiate a withdrawl, that 100k Rb costs 1000 USD (ignoring any bulk deals they may run) to buy if you just purchased it from Roblox, but when you sell it to Roblox for USD you get 350 USD. So depending on how you look at it it is worth either 1k or 350 USD. The article was using 1k as the frame and it's what it would cost you to get that much buying directly so to me that's the most accurate.
They take 3.5% of fee when you are transfering it to USD. (Sellers)
Buyers are charged charged a 7.50% transaction fee with a minimum of US$ 1.49 and a maximum of US$ 9.99 per transaction
------ The current spread on Lindex (SL Forex) is :
BUY: L$242 / US$1.00 (L$14,816 Remaining) SELL: L$249 / US$1.00 (L$29,411 remaining)
https://en.help.roblox.com/hc/en-us/articles/203313090-Can-I...
“the following will make you ineligible for a Cash Out:” “attempting to exchange Robux for real currency other than through DevEx”
Isn't it $100?
Source: happened to me via a Minecraft channel I used to run over a decade ago and essentially abandoned around 2013.
It doesn’t matter if you’re creating digital experiences, you must pay people with money, not company tokens.
It would be hard to argue Roblox is paying anyone in exchange for work.
Same for every video game that allows mods, custom levels, and so on. The only difference is that Minecraft users make no money at all for their efforts. How terrible! Poor children!
Either that, or people just enjoy being creative, making things is fun, and it's okay for kids to just enjoy making things and sharing them with each other, even if (oh, gasp!) the business that built the engine benefits from it. And being able to make any money from this at all is just a nice bonus.
Minecraft dev. here, not strictly true. We have a pretty bustling marketplace full of paid and free content (maps, skins, etc.) but the process to release such content right now is pretty hands-on and not suitable for non-adults.
However, YC does not charge people to play HN in the way that Roblox charges for that game. No one is counting my minutes on HN and sending someone a payment, or a bill. There is no direct monetization of my UGC.
Mod.io is a gaming add-on (for mods) that also has no in-platform direct monetization of UGC assets. Of course, the games that use mod.io do it because having UGC at all brings the right kind of players and those players do pay.
So it is possible to make money, have UGC, and not be exploitative. I don't think Roblox can say that's where they are right now.
Free content maybe, but not free labor exactly IMO.
I feel like the exchange there is not about labor...
Now, you might argue that this does not feel like labor because it's more voluntary than labor usually is. Which is totally correct and exactly why this industry is so lucrative.
This is the reverse of the Hollywood TV model where you paid creators first and then tried to monetize the content you owned. It's certainly still labor to create it. The only things that have changed are the ownership, licensing, and payment stream.
YouTube givea you "free" labor by hosting your video.
The "it's just for fun!" argument does cut both ways - then why introduce real money into the ecosystem at all? - but has an obvious "because real money is needed to make the product and ecosystem exist" answer. Is taking this much real money necessary? That seems like a much harder question. You could say it's a bit like college sports - playing a game with your friends and there's some institution that's taking all the money, and then, yes, if Roblox is rolling in huge profits and distributing a penance, they deserve some pressure on that.
That is not necessary.
Looking at the numbers they made around $46 billion in the past three years.
Do we know how much of those 46 billions went to creators?
YouTube videos are also very different from video games, one can easily make 30 YouTube videos in 30 days, video games require weeks (if not more), it's easier to give up.
The incentive is very different.
Paying for low effort content posted frequently rewards consistency, YouTube needs their creators to keep making fresh content, not their best content, new is enough.
Video games not so much, they have to be at least appealing and a higher threshold could be better to keep creators focused on finishing their work and/or maintain an higher quality of the product, instead of cashing out quickly by making very cheap games just for the 50 dollars of payout.
Maybe throwing more manpower at the problem will let them reduce the minimum rate. Or they could work on altering their infrastructure to support a more automated system, possibly eliminating the minimum rate entirely.
Err, wat? This check could trivially be automated, and in fact I'd be very surprised if it wasn't already. All they have to do is maintain a separate (hidden) counter of "cashout-able" currency in their account, which only increases when the money comes from an eligible source (and decreasing so that it never goes above the visible "real" currency).
If Roblox claims this is a manual check, well, that's very probably just a bullshit lie.
[1]: https://devforum.roblox.com/t/the-robux-exchange-rate-and-mo... [2]: https://devforum.roblox.com/t/the-robux-exchange-rate-and-mo... [3]: https://devforum.roblox.com/t/holiday-schedule-for-the-devex...
You can thank modern accrual accounting for this.
Roblox will be allowed to move money from liability to revenue based on a schedule using some sort of historical trends supporting the method. The higher the threshold, the higher their liability but also the more money that goes back to them long-term.
Though I do concede... the catalog is filled with a lot of garbage.
When you make a video and upload it to YouTube, that creation is entirely the result of your own hard work and ingenuity. YouTube doesn't need to exist for your video to exist.
When you make a game in Roblox, you are combining some amount of hard work and ingenuity of your own with a larger amount of hard work and ingenuity by Roblox Creation.
If you want to keep all the money, then you need to do all of the work.
The person you're responding to isn't even talking about the cut. It's the threshold at which you may take money out of the ecosystem. Both YouTube and Roblox take a cut, but with Roblox, even after the cut, you need to have made a substantial amount of money before you can see a penny of it.
I’m not sure why anyone would defend a dollar amount above $1. If you have money in you should be able to get it out immediately IMO.
To be honest, when I think about it that way, you're not going to get that far under $1000 no matter what you do. There's tax forms at the very least, and probably extra stuff to do with dealing with minors, plus generalized legal risk of being sued or investigated anyhow... we need to be dealing with more than a few bucks here before it's worth Roblox's time & risk. Some of this is the cost of protecting minors, too.
YT probably does need to exist for many creators to get the kind of distribution that enables them to monetize their content including the operationally managing the scale of the site, the brand they've built and the ad network. A highly viewed piece of content is generally much more valuable than unseen content. Which isn't to say you can't monetize video outside of YT, just the YT is providing a very valuable service and it isn't clear to me that is qualitatively of less value than what Roblox provides its content creators.
In reality the relationship between these platforms and the creators is a necessary and mutually beneficial relationship. The exchange in value between these parties should be in a format useful to both sides: cash.
This part seems pretty indefensible. Like yeah to a certain extent all online content platforms have a gate like this, but I've never heard of one that high. YouTube e will pay you as soon as you make something like $20 iirc. And the fact that they pay you in their gated currency which they then allow you to spend but only within their system seems like am obvious self-serving money grab.