Roblox turns a blind eye to child exploitation (whether being creeped on by adults, or being exploited by teens/adults to make games) and makes a fortune out of it. If it weren't online, it'd be illegal and people would be in jail.
Also, Roblox's favourite thing - other than sitting back and rolling in the cash that their playerbase generated for them - is puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Oh, and the company scrip - Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money. They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden. This is on top of the 75% cut they take!
In all, approximately 17% of the real-world money paid into Roblox is paid back out to creators. What a scam.
CEO of Roblox was once asked whether he would ever put prediction markets inside Roblox, he gave a straight face answer: https://youtu.be/XpIXRgMlPo4?t=2122
> Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money.
It would be legal to never pay it out in real money at all, if other marketplaces are any indication. Like âstore creditâ or gift cards. You canât get it out of the walled garden and the walled garden unilaterally controls the value.
The best you could hope for is regulation of the delta or maybe enforcement of markets. The problem is really that such abuse is a kind of debt bondage, you have no other choices but essentially the Roblox company store.
Itâs a newish form of the same abuse due to the nature of tech, game addiction, and the decay of culture and society; but itâs also why society has not developed a response against that particular practice any more than the corrosive and addicting nature of âgamesâ that are essentially not much different than gambling, only more legal and across a wider user base.
I have a theory that much of the gambling industry in the USA has atrophied because the âinvestorsâ, aka, the corrupts and rotten people of the gambling industry that are/came from organized crime, have moved into âgamingâ. I have specific reason to believe that was a general trend beyond specific cases. For example, people whoâs job was to develop extremely addicting slot machine âgamesâ both visually and in their manipulation of addiction patterns, i.e., how to push and milk someone to the limit before they can be pulled back into the gamblers fallacy.
But now Iâve gotten way off topicâŚbut not really. Itâs all dark, evil patterns; using game addiction to exploit the capture through debt bondage.
The 2 videos linked here are nearing 5 years old now and have been refuted many times, including by some of the developers mentioned in the article. To condense it as much as possible:
The 1st video hinges on a point where they find that developers earn a revenue cut of 24.5%, a number that isn't correct because
1. it's found by multiplying 3 arbitrarily chosen numbers together (the DevEx rate, the default sales fee, and the mean price of Robux) which isn't representative of what the average developer is earning and barely appears in the actual cash flow on the platform,
2. it's using the DevEx rates and sales fees from 2021. Today, DevEx rates are higher and fees are lower. Engagement-based payouts are not accounted for here either (which are also much higher than they were in 2021).
3. it's profit, not revenue. The expenses are paid for before the money is paid out. Comparing this to other platforms that offer revenue shares instead is misrepresentative.
The 2nd video hinges more on moderation, showing how children are exploited by bringing them off platform, namely to Discord, where most of the evidence referenced in the video takes place. Broadly, this is Discord's problem, not Roblox's.
They then suggest Unity as an alternative platform, which I personally think is a much worse option. I used to be more cynical about this and believe the video creators were clearly being pushed by companies that had a financial incentive in the downfall of Roblox, though nowadays I just attribute it to bad journalism and watchbait.
> They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden
Specifically through the DevEx programme, Roblox pays a small amount less than it costs to buy Robux to enable them to pay for server upkeep, platform hosting & support, and app store fees (when a developer's game is available through an app store, the app store fees for purchases are paid by Roblox). The rest (any Robux taken out of the economy, including that spent on advertising or first-party avatar items) goes towards platform investment and employee costs.
> This is on top of the 75% cut they take!
The DevEx rates have already been factored into this inaccurate "75%" figure. Taking the DevEx rates out a 2nd time (which, emphatically, never happens on the platform) makes it more inaccurate.
The actual figure, calculated at <https://create.roblox.com/docs/monetize-experiences>, is 67% given to developers per in-experience dollar spent, making for a near industry-standard 33% cut. And even this is underrepresentative due to being published before the September 2025 DevEx increase.
âOn average, 67% of all spending in experiences supports OR goes to developers.â Supports here does not actually mean they get paid that money.
Later it mentions the actual money going to developers as: âThis enables us to return 28%* directly to the developers.â And yes that 28% includes an asterisk.
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.
72% cut's still pretty steep for all that. Like, these aren't large corporations Roblox is working with, it's kids. It's their platform, and they get to charge whatever they want, and kids can choose not to use it, but 72% still seems exploitative to me. Not a parent tho.
Post-appstore cut it's 42%, which is high but doesn't seem crazy. The unsuccessful attempts and idle piddling all need to be subsidized to allow the successes to exist in the first place, and I suspect we all know better than to undercount cloud, hosting, SRE, and staffing costs. They're all ongoing and pretty painful, and getting a shot at creating something with effectively zero downside risk (vs making a game in Godot and building/buying all of the other parts yourself or with staff) will always come with a lower upside.
> 67% given to developers per in-experience dollar spent
This is misleading because for every dollar spent, $0.67 is not what developers get paid. The link (https://create.roblox.com/docs/monetize-experiences) you referenced clearly says 25% is the "Developer share".
The cost to run the platform is the platform's cost."Platform hosting & support" and "App stores & payment processing fees" should not be considered as developer operational cost
Roblox games are all multiplayer - you get a game server running in their POPs and a generous amount of persistent storage and memory. How is that not a developer operational cost?
Creators don't have to pay any hosting - Roblox will serve their content even if a game doesnt monetize their users for free.
The way this economical is thru the redistribution of games that do monetize their users
Compare with other platforms. Payout model is as simple as platform takes % or fixed fee, rest is dev to keep. There's no verbiage that says dev share is 67% but you they actually get paid less.
What exactly goes behind the platform is platform's business, not the user. If developers are getting paid out $0.25 per dollar spent, that's the developers profit and rest is spent running the platform which is Roblox's concern.
My grandsons would come and stay, bringing tablet devices with them, and would prefer to stay glued to them the whole time.
Since we banned their use, they now play outside with my other grandchildren, on the rope swing, the zip line, or exploring in the woods making dens and forts, using their imaginations.
Children should not be playing computer games, or scrolling on any social media, IMO.
I come from the Minecraft modding/server community. There is interesting fact that I like to tell people about the sheer size of Roblox compared to other communities like Minecraft.
The largest Minecraft server in the world is Hypixel at around ~30K concurrent players. Most other servers are very far behind.
There is one Roblox game that looks and plays like Minecraft and copied one single gamemode (Bedwars) common in servers like Hypixel. It had 60K+ concurrent players last time I checked late last year.
There are almost definitely more people playing BedWars on Roblox than there are playing it on Minecraft at this very moment.
(I don't have a minecraft account) but Trust me when I say this but within developing countries especially. You can find 3-4 people out of 1 who plays on hypixel but can't because they can't pay for the game usually when we are really young which is also roblox's most major userbase.
I can imagine Hypixel being atleast 2x and a rough estimate of 5x more the size if they support Cracked Minecraft accounts for example.
Btw, this is also the reason why aternos is so popular within some communities because a free server which can have cracked option. Sign me up starts happening in bulk.
Me and my friends had an aternos server. It was truly something out of this world meeting them tomorrow after having 10 people together in a minecraft server.
I was the person though who spent way too much time and had less stacked gear lol in the end because some of my friends were like bandits haha, who stole my stuff from caves and in general, I have spent much of my time in minecraft during the starting (nothing -> diamond) then afterwards (diamond -> end/netherite)
Anyways my point is that we all could've definitely been on hypixel and something similar if Hypixel supported crack client. For example 11 of us or more played the game one time or another (not sure) within our single class of 50 people and only one of the guys had an minecraft account.
One of my friends literally got into some cash-app type stuff with a shady tetris to earn money app which showed ads to earn 25$ just so that he can buy minecraft to play on hypixel and the game fundamentally required something impossible and my friend felt so depressed at the time and he's one of the smartest people I know. A) people are easy to scam, B) he and many of us had so much desperation to play on hypixel in general.
You can get an alt (and I used to) for free or very cheap which would work everywhere unless on hypixel which had stricter rules and the difference between account prices could be 10x back or more that at that point its just better to make a minecraft account just for hypixel or similar. (I remember seeing accounts for 3$ or something that would work everywhere except hypixel)
I asked him if I should write a blog post to name and fame the company but he denied and he was truly sad that day :(
All of this combined can show how Roblox truly hits a jackpot with it being a free game. Most people might not pay but because of the perceived fame of the game and the number of people playing it. The people who pay would be more likely to pay and I see some people/kids who really look for ways to make robux online.
So with all of this, its easy to see how these (usually teen developers like us) can make something which can land 100k$ as unachievable that sounds.
one of my friends racked in quite a lot of money making 3d sprites in blender for these roblox people and in exchange used to have them buy blender extensions. Those extensions were truly a lot of money if he had to go buy them.
I agree with this. For the last ~4 years I have been working to turn my Minecraft server into a free browser game on a custom engine.
Though in Roblox's case, there's two additional factors helping the success of games on its platform besides being free to play
- Roblox has become the de-facto portal from which lots of people play games by default, especially on mobile devices like tablets where discovery for other games (that aren't P2W and can spam ads) is very poor
- Multiplayer games are exceptionally easy to develop on Roblox. (With a standalone game you have to grind on an engine for years like what I'm doing. I'm developing thousands of LOC per weekend with a multi-agent setup and there is just so much necessary complexity that launching an alpha build will take months.)
I would also add it's easier to download and set up than Minecraft. I still have nightmares about setting up various Microsoft and Xbox accounts and trying to help my kid play with her friends. IMO that Roblox doesn't have this friction is huge
In this day and age Prism launcher [0] will handle Minecraft and any modpacks you want to use. The only caveat is pointing it at your download folder so it can open the tabs for any mods that need a manual download and it will import them, but that's hardly difficult.
Minecraft (Mojang/Microsoft) have also made it clear that with them moving from OpenGL to Vulcan they're maintaining the ability for Minecraft to run on Mac as well as Windows/Linux, which is fantastic.
My bet is that the real different lies in mobile devices - iPads/tablets and phones are something that kids have more access to than laptops or desktops, and lots of people don't bother with parental controls.
Sure, but I still need a Microsoft account of some sort to play Minecraft? And parental controls still exists inside Microsoft or Xbox (is that the same account??). I spent a couple days just trying to make it possible for my daughter and her friends to be connected on Minecraft. And then you need to figure out what a launcher is, that Prism even exists. And you get a completely different experience on iPad where Prism doesn't exist. It's stil a hassle compared to Downloading free Roblox and start playing and having the same experience across devices.
"According to the company, their monthly player base includes half of all American children under the age of 16." - Wikipedia
2 decades in the making, they are really hitting their stride. But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
It is indeed a hard provlem. No low hanging fruit. There certainly not alone, but have a bigger issue with grooming and predation since half of all kids use their platform.
It would be an easy problem if the government put in place sensible reforms for age verification.
> It would be an easy problem if the government put in place sensible reforms for age verification.
Implying there's a simple solution that isn't being implemented because they weren't forced to by law. So what is that simple solution?
Children typically don't have any form of government issued ID. You can verify someone is a legal adult (you probably shouldn't, but the point is that you can) whereas you can't easily verify that someone online is a child.
I realize people may find this controversial, but from personal experience with gaming, I see all of these types of games as âpredatorsâ in and of themselves when they are âmonetizedâ, because they are deliberately and explicitly exploiting the addicting nature of games in general, by being and manipulating a freebase of dopamine and serotonin just like the gambling industry does/used to.
If we survive this era with an intact advanced civilization, I believe people will look back on this period and âgamesâ as an insane thing to permit, let alone facilitate and perpetrate upon oneâs own children, the next generation, the offspring necessary for survival of a life form, species, race, society, or culture.
The ideal system as far as I'm concerned is one that regulates Roblox out of existence for a variety of sins.
At this point I'm just waiting for someone to dig up a name associated with Roblox in the Epstein files, because that's the only way I can conceive of how they've managed to avoid getting shut down this long.
> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
I run a studio that makes Roblox experiences and this is Discord's problem, and will immediately become Telegram's problem the decade where parents and policy makers figure out its Discord's problem
their kid went into an experience within Roblox so I can see that's the branding, the parent paid the kid's allowance in Robux, so I can again see that's the branding
but this is largely a symptom of parents nationwide not paying attention whatsoever
I've talked to many parents, aunts and uncles, they don't know they're the central bank of Roblox of a currency that can be accumulated and cashed out, let alone that its a distributed set of third party experiences.
Roblox Corporation already has age gated talking ability on platform. What specifically should they be doing when everything happens in different communities and off platform?
Interesting. If you don't mind me asking. If I understand the business correctly, the brands are inquiring to design specialized worlds in Roblox so kids can play in them and look at ads?
that's not my business, the economy is pretty vast with several key verticals
the experiences I'm involved with just have their own things to purchase as part of the game loop. it's much more akin to a vending machine.
never involved with any brand, at least that wasn't roblox native, and by roblox native I mean influencers that may as well be a brand of their own.
if you followed the "metaverse" concept from earlier in the decade, there was Meta's attempt, there were crypto and NFT based attempts, although that's all said to have died, the metaverse is happening within Roblox. the point if that if you had a grasp of what the metaverse was supposed to be, you can use that understanding to understand what Roblox is
This is the actual excuse Roblox used when confronted with actual evidence of child sex trafficking originating on their platform, at the same time balking at implementing age gates and chat restrictions. So of course they caved and implemented age gates and chat restrictions when their "central bank" (a.k.a. concerned parents) learned about Roblox's "issues" from YouTube exposĂŠs and other concerned parents.
It doesn't matter that the illegal shit happens off-platform. It is not a good look to be the top of the funnel for traffickers, which is why they put in these invasive restrictions.
If you don't like it, then invest in "creating experiences" for platforms which don't target children. Because asking "what is Roblox supposed to do about their pedo problem" didn't and will never work to placate the people who actually fund the platform.
This doesnât really make sense though. If half of all American children are on your platform of course thatâs a prime target. Thatâs a volume issue, not something inherent to the platform.
Iâm going to guess those numbers are still far lower than the number of times kids get messed up by a trusted adult.
See this is why I think the whole age verification thing is backwards. If you want to create child friendly spaces then you need to verify someone's age is under 18, 16, 13 etc.. That's a way more real and tangible harm than a teenager looking at a
nudie mag.
Please check this box to confirm that you do _not_ possess a government issued photo ID ...
Sorry, in order to use this service you will need to visit your local police station and have them verify that you are in fact a child ...
Yeah I'm not seeing how this is supposed to work. I don't think age verification solves very many real world problems. (It does mitigate some, such as alcohol consumption. Just not most.)
You could verify the ID of an adult who vouches for the child they are a legal guardian of. That way, if it turns out that Brayden(M12) is actually Linda(F45) you know who to send law enforcement to to ask some very pointed questions.
That said, I don't think online ID verification is effective and even if it was, it wouldn't be worth the level of mass privacy invasion. If your goal is actually to help kids who are victims of abuse, your efforts are much better spent elsewhere. For example: making child abuse report hotlines/websites more easily accessible and widely known, fixing social services so that they actually provide better help when requested instead of making things worse, better education for children about what is and is not OK behavior even from "trusted" adults, and how to get help from someone who isn't a relative when you need it. "Stranger danger" hysteria catches all the outrage and public discussion, but is the least common source of abuse.
> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
It's first and foremost a huge risk for kids.
My solution is simple: my daughter (11 y/o) can play Roblox but she must be in a game with another friend (whom I know and whom I know her parents) and she must on a video/conf-call with that friend, using another device, while she plays Roblox. That way I hear everything they're saying.
And they're ecstatic and having lots of fun.
I check the chat once in a while: the rule is "not hiding the chat when parents look or no more Roblox".
I feel like for a 11yo, you can't even explain the risks. Not just for lack of true comprehension, but also just kids shouldn't have to worry about that stuff, and just be kids.
Wut? If theyâre using the internet they should be aware of that stuff. Thatâs what âjust be kidsâ means these days. Just being a kid isnât a static state of being.
So then they shouldnât use the internet. Iâm not going to fill my kids mind with all the dangers in the world when all they should be thinking about when theyâre 8 is academics, friends and personal pursuits and achievements.
My son has had the local police do a presentation to his class/preschool/daycares about online safety every year since he was 4 so it's pretty drilled in by this point.
Getting watched by your parents is far different than getting watched by the government. It's no different than parent watching out of the window on kids playing in backyard
> And then people wonder why authoritarianism is on the rise...
It's on the rise because of utter failure of progressive govt to do what people want them to do. People want country to be more prosperous, not to have bleeding heart activists import immigrants or other leftist bullshit. Authoritarian turn is knee jerk reaction to that beacuse they are only ones promising the country for the citizens of the country. If you want less of that, make left that cares about country's people
Still, at some point you do have to give some privacy to your kids. I know the trend is helicopter parenting but it's not helping the kid to be overprotecting.
> games allow you to spend money to rapidly get better
Audience is the problem here. It's obviously not a big deal if the platform is targeted for adults, but majority of users are underage. The platform can certainly implement guardrails for the vulnerable users if they wish to
Those guardrails exist. Theyâre called parents. My son doesnât have a credit card and therefore doesnât have robux. Having no robux, he canât spend it on anything.
Just because two things are "annoying", doesn't mean they have the same ethical problems.
The fun single player games only need to convince you they are a fun experience and you should buy them once.
Games with loot boxes are trying to convince you every day to spend money on them. Dunno about roblox, but often the items are visible, and "defaults" are often perceived as poor or noobs.
We can't be naive: It's a whole other level and companies are spending millions on manipulating kids to spending more and more money.
Maybe every generation feels this. But I really think ours lucked out. We were shielded by childhood from the worst of the early times and then bolstered with past success for the worst of the later times.
I was big into the WC3 custom maps community back in the day, the idea that you could make money doing any of this was silly. The point when I was growing up was two things:
1. Make something fun to play
2. Make something I could put into my college portfolio
I did both things, but it was never about making money or being exploited, and I think I prefer that.
So true. A member of the clan I was in was operating a proper hedge fund, taking in investments from the clan and using it to flip on the Grand Exchange. Iirc he was even doing sorts of arbitrage, market making, and other advanced stuff.
Now he works at Google doing quantum computing research lol
There were dozens of ways to make money off of RuneScape back in the day. Selling bot scripts, running bot farms (this is still very lucrative to this day), running gambling rings, bulk buying gold and reselling, the list goes on.
The ecosystem was incredible and it was basically a crash course in Anarcho-capitalism, I'm pretty immune to any kind of scam because of having been in that environment.
I made close to 20 grand as a 16 year old through some bug abuse, over the course of 2 weeks if I recall. But alas, I blew it pretty quickly because easy come, easy go.
RuneScape private servers used to bring in tons of money. I helped manage one when I was in my early teens, and I can confirm the owner (who was only a few years older than I) was bringing in mid six-figures annually.
Then of course there was the rampant gambling. The founders of online casino Stake and streaming platform Kick both started their âcareersâ in RuneScape gambling. IIRC they invented âstakingâ which was a method of gambling gold against other players, before they were banned. But the gambling economy in RuneScape used to IRL mint millionaires for sure.
I had swim teammates who made at least hundreds of thousands minting and selling autominers on eBay. I assume if I knew a couple who did that well some made millions.
My youngest has played Roblox half her life, but is very angry about recent decisions like requiring ID to chat in-game.
Still, if she's anything like other players, she's spent countless hours playing some of the most mindless Roblox games, and we've spent a few $100 on Robux gift cards over the years.
> Today, at 19, heâs collecting $400,000 a month for his creation... In the next 10 years, Colleyâs goal is to earn enough to go back to making Roblox games as a hobby.
Lol if he waits like half a year he should have plenty enough to go make games as a hobby.
Roblox games have a shelf life of days, getting to a month or more you either have to produce days worth of content in less than a day - it's extremely exhausing.
even tiny roblox games make money. i developed for a small game (~10m plays) a few years back and i still earn a decent residual from player revenue, even as the game slowly loses traction
I made a roblox game years ago with no more than like 2 concurrent players at a time. The game's ideas were immediately copied by a much bigger game (this turned me off the Roblox platform for good).
I still got enough robux to DevEx just from premium roblox subscribers playing the game. (If I cash it out i would get a few hundred dollars. Which is nothing for me today but absolutely a lot of money for an aspiring teenage developer.)
enough money to cash out via DevEx, Roblox's developer program, every month or so ($110). it's absolutely not a salary - there are barely five people playing at any given time - but given i've done nothing in a year, it's appreciated.
edit: looked at the old stats online. a few years back that game was pulling $1,500+ with no effort each month
> The travel offers him a fresh perspective. It shows him that his work âisnât that big a deal. Itâs not the end of the world because ultimately thereâs people walking down the streets of Sydney right now who donât care about my Roblox game performing 50% worse.â
> Colley has indulged, just a little. Last year, after the Roblox developer conference, he took a private jet to Las Vegas with some friends. Did he place any bets? âIâm not old enough,â he says, âbut I had people gambling next to me.â
Honestly it's encouraging to hear that some teenage millionaires have some very reasonable views, it certainly goes against the stereotype of young wealth. I hope these aren't the exceptions that prove the rule.
> But the platformâs more successful game makers say they donât have complaints.
Imagine being a journalist and just accepting this and ending a paragraph with it.
> âIn Amsterdam we did get a VIP table at a club overlooking everyone,â Zirschky says. âBut we always make sure to try McDonaldâs in every country.â
Blind consumerism making up for a lost childhood? Yikes, even for Bloomberg.
It's one of those things, you hear about it (Starter story) and think "I should start churning out games too" but gotta be in it/have drive/creativity too. I personally haven't been playing games for a while (I have a gaming rig).
Also have to keep up with trends that kids are into
Would be interesting to look at the numbers eg. how many games are created, percentage who gets paid. Like steam releases with free game assets
From [1] (2022 numbers), the median creator earned around 50 Robux per year, which is ~19 cents with the current DevEx rate, and the average was 13,500 Robux.
Out of ~7.5 million creators in 2022, only 11,000 qualified for cashing out.
The distribution is brutal, realistically you have to stick with it for years before getting a hit, if ever. Not to mention the stats probably look worse in the LLM era. You definitely have to like doing it as a hobby.
One caveat is that the creator total likely includes a lot of casual experimentation. If many users make one or two games and then stop (I can see most kids doing this), the 7.5 million figure may overstate how many people are seriously trying to make money from it.
This is so far out of the realm of what I do with computers that I'm not even really sure what Roblox is. I guess sort of a virtual game world? Seems crazy that there's so much money in it.
In very simple terms, Roblox is an MMO based exclusively around user generated contents (games, items, assets...), including its own virtual currency, microtransactions, marketplaces and convertibility to/from real money. Roblox as a company takes pretty hefty cut from all transactions.
There has been a silent shift in the gaming market over a long time now. Roblox is one aspect of it. Another is the absolutely massive amount of money raked in by some free to play mobile phone titles. For example, Playrix has a revenue comparable to Ubisoft, but their main products are a series of match-3 type games for phones.
Back then, the market was much, much smaller than it is today if I'm doing the math correctly. Zynga reached an early peak in the early 2010s, but multiple companies, including Zynga (at least pre-acquisition) reach bigger revenue numbers today.
It's basically a litmus test for whether you have kids or not at this point. The age at which kids become aware of Roblox from their peers is getting younger and younger in my experiences anyway. Before I had kids, I had very little idea either, and I consider myself fairly well acquainted with PC gaming.
Roblox is a game engine and social platform. The basic idea is, you create a game in their engine, using their development tools (such as Roblox Studio), and then you market/promote the game on their website for others to play together with their friends. The game runs on their servers, and you don't have to worry about your own infra if you don't want to, in exchange for the money players spend on Robux (their virtual currency, and now the only one), which they can in turn spend on developer products and other paid items that you set up in your games. Then once you make enough Robux from player purchases, you can cash it out through a process called Developer Exchange which essentially makes you a W-2 employee of Roblox (or whatever financial partner they use, Tipalti?)
The idea is that people like playing with their friends and when they can take their friends and make new friends across hundreds of thousands of games they stay for a long time and (they or their parents) make lots of purchases. The social features of Roblox are a huge part of the appeal, even though I was mostly interested in the engine.
Second life is trying to be a metaverse in the style of snowcrash; itâs one big world. Roblox is more like Newgrounds, where you have a bunch of distinct games or experiences that you select from a menu, but skins and currency and whatnot are portable between the games.
Do you know that in roblox you go into games and you just walk over something and it prompts you to buy stuff to "beat the game" or "level up". It's an exploitative "game" that targets kids.
"In the next 10 years, Colleyâs goal is to earn enough to go back to making Roblox games as a hobby."
Kid is making $400k PER MONTH...and he wants to do this for 10 YEARS before he is comfortable retiring. Apparently his FIRE number is $40M.
Everyone's threshold is different and personal. But I think it can reflect a level of anxiety about the cost of living. You aren't OK having $1M or even $10M - you need something far beyond before you feel OK to quit. It's not his fault, more of something the young generations are facing as their parents struggle with the relentless cost of living vs stagnated wages for most except the "laptop class".
> it can reflect a level of anxiety about the cost of living
I think a lot of people (especially young) just haven't done the actual math. Or have lifestyle desires beyond basic not-working.
You can FIRE living in SF for $4M. This gives you $160,000/year basically in perpetuity. If you do it right, there's little to no income tax on that money so 160k should be plenty enough for a 1-person income. 4-person families survive (in SF) on less household income than that.
But yeah a 4M exit is definitely not classic ferrari or even flashy lambo levels of wealth.
FWIW, the 4% rule is for safe withdrawals for around 30 years of retirement, as in, you retire at 65 and you hope to live until 95, and even then it has a non-zero chance of running out of money. It's not a percentage you should use if you want to retire at 40.
4% is the standard number that's quoted by pretty much any financial planner. It's based on backtesting and assume that there's be large downswings along the way.
You have a lot more flexibility around those downswings at 40 than you do at 80. For example you could retire but continue doing work that brings you joy and also happens to make money. A lot of people in this situation start lifestyle businesses or do consulting work, for example.
At $4mm in a market account (not 401k), you also have the option to take out margin loans at shockingly low interest. This gives you untaxed cashflow without touching your principal. 160k untaxed is a lot more cashflow than the same number in salary or retirement distributions.
It's very rational to overshoot in that situation. If you build your lifestyle and then FIRE, you are derisking your budget while you still have income.
But wanting to change your lifestyle when you retire is incredibly risky, especially if you're young without life experience.
Any misstep costs you a fraction of lifetime earnings, and there's no way to recover it.
well you certainly could get the lambo, it would just be 10% of your net worth, which is already far less (ratio) than what most Americans pay for their car...
If he thinks he can get that with a ten year grind, why would he stop short? 10 years isn't long compared to most careers so maybe he should go longer and get a bigger house or something. Of course roblox will probably fall out of fashion and stop being so profitable by then.
Someone thinking they need 40M to escape the "anxiety about the cost of living" is not just a personal decision. It is either extreme greed or delusional. He makes money doing Roblox he is the "laptop class". If you make 400k per month and can't afford to live something is wrong with you. Let's not conflate parents struggling to support their families with whatever this kid is doing.
For reference a worth of $40M puts you well within the top fraction of one percent of all Americans, nevermind the world. If anything given his age it is probably more likely his wealth will become a liability for him rather than an asset. The trope about people who come into that much wealth that young and it creates problems for them exists for a reason. Staying at his desk cranking out more Roblox products might be the best way to keep him away from becoming the victim of his own success.
Anyway good for him. You're right there is a lot of anxiety out there. On some level he should rightly get as much as he can. But let's not pretend you need millions and millions to be safe. We should be working to change that anyway, not merely celebrating massive outliers. I assume since you care about struggling families so much you support his taxation so some of that money can go to people or communities that are struggling? Or since you seem open the idea he needs 40M to survive perhaps you think the government should keep their hands off?
> Everyone's threshold is different and personal. But I think it can reflect a level of anxiety about the cost of living. You aren't OK having $1M or even $10M - you need something far beyond before you feel OK to quit. It's not his fault, more of something the young generations are facing as their parents struggle with the relentless cost of living vs stagnated wages for most except the "laptop class".
I am teen and I think that FIRE has many terms but This still is like a really really FAT fire.
At some point though, I think that what my generation might forget is that even with Fire, you still live a normal life or you would need tremendously more money if your lifestyle is lavish, something which we see in social media (sometimes even on paid money)
If you want to buy 100k$ watches and 1 Million dollar or more lamborghinis, probably even this money would not be enough for you.
But if you want to live a normal life like you do. even 2-3 years of sustained could be MORE than enough even for some slightly expensive side hobbies say horse riding or minor watch collecting even. But if you are online and you see people flexing their 1 million dollar watch, you are gonna add 12 more years of life on a project to get to that level
I'd say its more of an expectation/comparison issue and I am not even sure if 10 years can satisfy that
My personal Fat Fire number is more like ~2 million and I don't even want Fat Fire particularly because I would be happy doing a job that I might like so more of a lean FAT which can be around 300-500k even.
maybe this changes into what is affordable or not within the more western hemisphere though as things feel even more (unaffordable?) but even that doesn't really explain why he might need 40M from my perspective.
To be honest, it can very well be ambition. Might as well make 10 years of money if possible because then the number feels so absurdly large that I can do anything that I want and then I will make my own game. Not realizing that you would only need a fraction of 40M to realisticly achieve that same goal and we are discounting the fact that 400k is even sustainable in a such long period of time.
As someone who been a teen long time ago, I canât imaging someone in this age responsibly planning their retirement.
Iâd 100% blow out all money on some useless crap.
If you are really a teen, who can think so clearly and far-sightedly, you are going to have a really bright future as an adult. I wish you luck and please do something good for this world, instead of chasing high paying job in FAANG.
> If you are really a teen, who can think so clearly and far-sightedly, you are going to have a really bright future as an adult. I wish you luck and please do something good for this world, instead of chasing high paying job in FAANG.
Thank you for your kind words!
I think that chasing a high paying job in FAANG and if I am dissatisfied with the work there or my impact on the world through that and I am still doing it for money, then, its to a degree similar problem to the roblox kid that we talked about.
Wishing for large amounts of retirement money through FAANG to then go what I would wish to do in life with Tech would be weird going through decades of my life into something when I can try to find what I wish to do in life in general and I had thought about it and the answer was tech-related as I felt like an individual can really make some impact through tech (And later I discovered hackernews)
I am frugal as well. Although I don't want to limit myself by saying I will never pick FAANG because maybe situations change and I can change too but money only motivated me in prospects of retirements to then do what I wish to do, so when I had the idea that I can actually do what I want to do (Now-ish) and not have to have a decade or two of my life doing something I might not enjoy/like in agreggate.
(and I have written about it and I will link it here as well on why I picked Tech and not finance)
One of the passion projects I want to take a deeper look during college hopefully if I don't take drop/go to college this year is into creating a small consultancy firm where I can suggest people which infra is nice and cheaper (Hetzner/OVH) and migrate people from either closed solutions like slack or whatever their company might use to an open standard while being cheaper and my idea is that I might charge them just enough even with consultancy fees and helping them migrate over and managing it for them that its more profitable for them
I even bought the domain for this (Actually it was I stumbled on domain accidentally which gave me this idea) https://use.expert [Nothing is in here]
I even made a logo of it myself within paint basically (https://files.catbox.moe/9t5hgw.png) with the tagline just use.expert but I think that quite frankly, I am not an expert right now as in I got to learn way more about all of this too.
So I think that I am motivated by these things more than FAANG company. Right now, I have to work within finding a decent college and that's rough for me because to get a CS college, you have to give an exam that got nothing to do with CS and also which includes chemistry and chem is something that I struggle with (quite a lot) and there are days where I procastinate about it too so I myself don't know what's my future gonna turn out and how I get into decent college.I envy not having too worry about college and my friends who didn't really care about other things and get excellent marks as I used to be quite good too. It's just one of the things I struggle with and I think that I definitely get frustrated by my brain at times too. I think I just hope that I am able to somehow bump it and just get into college somehow wheter by taking drop year again or similar this time solely focused within studies primarily. I just hope that I can make it really. Another thing I wish is for me to be more humble in life as I do feel like Sometimes, I drink too much of my own cool-aid or self-importance and that's not really good. It has to be careful balance and something I wish to improve in my life hopefully. I think I just write in HN because I have forgotten how I used to act with only some memories of my life7-8 years ago and so I don't wish to forget how I am now, a decade later too so most of comments I write are usually for self-preservation sort-of.
I actually got an english exam tomorrow, so wish me luck as I need it :)
Roblox turns a blind eye to child exploitation (whether being creeped on by adults, or being exploited by teens/adults to make games) and makes a fortune out of it. If it weren't online, it'd be illegal and people would be in jail.
Also, Roblox's favourite thing - other than sitting back and rolling in the cash that their playerbase generated for them - is puff pieces in the news talking about how people who make games for them strike it rich!!!! They don't mention that to do so, you first have to become popular amongst millions of competing titles, and the easiest way to do it is to pay them so they'll advertise it for you.
Oh, and the company scrip - Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money. They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden. This is on top of the 75% cut they take!
In all, approximately 17% of the real-world money paid into Roblox is paid back out to creators. What a scam.
https://www.youtube.com/watch?v=_gXlauRB1EQ
https://www.youtube.com/watch?v=vTMF6xEiAaY
CEO of Roblox was once asked whether he would ever put prediction markets inside Roblox, he gave a straight face answer: https://youtu.be/XpIXRgMlPo4?t=2122
Jesus Christ. This man is just a sociopath who doesn't bother to mask anymore.
Isn't there a secondary market for Robux that then sells for much better prices?
> Robux - has very, very different exchange rates, depending on whether you want to buy Robux from the company, or you want to get a payout and convert your Robux to real money.
Wtf? That should not be legal.
It would be legal to never pay it out in real money at all, if other marketplaces are any indication. Like âstore creditâ or gift cards. You canât get it out of the walled garden and the walled garden unilaterally controls the value.
The best you could hope for is regulation of the delta or maybe enforcement of markets. The problem is really that such abuse is a kind of debt bondage, you have no other choices but essentially the Roblox company store.
Itâs a newish form of the same abuse due to the nature of tech, game addiction, and the decay of culture and society; but itâs also why society has not developed a response against that particular practice any more than the corrosive and addicting nature of âgamesâ that are essentially not much different than gambling, only more legal and across a wider user base.
I have a theory that much of the gambling industry in the USA has atrophied because the âinvestorsâ, aka, the corrupts and rotten people of the gambling industry that are/came from organized crime, have moved into âgamingâ. I have specific reason to believe that was a general trend beyond specific cases. For example, people whoâs job was to develop extremely addicting slot machine âgamesâ both visually and in their manipulation of addiction patterns, i.e., how to push and milk someone to the limit before they can be pulled back into the gamblers fallacy.
But now Iâve gotten way off topicâŚbut not really. Itâs all dark, evil patterns; using game addiction to exploit the capture through debt bondage.
The 2 videos linked here are nearing 5 years old now and have been refuted many times, including by some of the developers mentioned in the article. To condense it as much as possible:
The 1st video hinges on a point where they find that developers earn a revenue cut of 24.5%, a number that isn't correct because
1. it's found by multiplying 3 arbitrarily chosen numbers together (the DevEx rate, the default sales fee, and the mean price of Robux) which isn't representative of what the average developer is earning and barely appears in the actual cash flow on the platform,
2. it's using the DevEx rates and sales fees from 2021. Today, DevEx rates are higher and fees are lower. Engagement-based payouts are not accounted for here either (which are also much higher than they were in 2021).
3. it's profit, not revenue. The expenses are paid for before the money is paid out. Comparing this to other platforms that offer revenue shares instead is misrepresentative.
The 2nd video hinges more on moderation, showing how children are exploited by bringing them off platform, namely to Discord, where most of the evidence referenced in the video takes place. Broadly, this is Discord's problem, not Roblox's.
They then suggest Unity as an alternative platform, which I personally think is a much worse option. I used to be more cynical about this and believe the video creators were clearly being pushed by companies that had a financial incentive in the downfall of Roblox, though nowadays I just attribute it to bad journalism and watchbait.
I suggest reading EcoScratcher's brilliant response <https://medium.com/@ecoscratcher/7e1c1f0fc493> and follow-up articles <https://medium.com/@ecoscratcher/e51651da6bf4>, of which their 2nd video briefly mentions and claims it misquotes (it doesn't) and misrepresents (it doesn't) their position.
Edits in response to parent comment edits:
> They pay a lot less than it costs to buy Robux, further incentivising you to never actually make real money, because your Robux is "worth more" inside the Roblox walled garden
Specifically through the DevEx programme, Roblox pays a small amount less than it costs to buy Robux to enable them to pay for server upkeep, platform hosting & support, and app store fees (when a developer's game is available through an app store, the app store fees for purchases are paid by Roblox). The rest (any Robux taken out of the economy, including that spent on advertising or first-party avatar items) goes towards platform investment and employee costs.
> This is on top of the 75% cut they take!
The DevEx rates have already been factored into this inaccurate "75%" figure. Taking the DevEx rates out a 2nd time (which, emphatically, never happens on the platform) makes it more inaccurate.
The actual figure, calculated at <https://create.roblox.com/docs/monetize-experiences>, is 67% given to developers per in-experience dollar spent, making for a near industry-standard 33% cut. And even this is underrepresentative due to being published before the September 2025 DevEx increase.
> making for a near industry-standard 33% cut.
LIES, from that link:
âOn average, 67% of all spending in experiences supports OR goes to developers.â Supports here does not actually mean they get paid that money.
Later it mentions the actual money going to developers as: âThis enables us to return 28%* directly to the developers.â And yes that 28% includes an asterisk.
Thatâs a 72% cut to the platform.
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.
None of what you said counters anything in my post.
> Roblox hosts your multiplayer gameservers in its pops for free > free > no fees
A middleman that takes a huge cut isnât doing anything for free. Can you at least try and have an honest discussion here.
72% cut's still pretty steep for all that. Like, these aren't large corporations Roblox is working with, it's kids. It's their platform, and they get to charge whatever they want, and kids can choose not to use it, but 72% still seems exploitative to me. Not a parent tho.
Post-appstore cut it's 42%, which is high but doesn't seem crazy. The unsuccessful attempts and idle piddling all need to be subsidized to allow the successes to exist in the first place, and I suspect we all know better than to undercount cloud, hosting, SRE, and staffing costs. They're all ongoing and pretty painful, and getting a shot at creating something with effectively zero downside risk (vs making a game in Godot and building/buying all of the other parts yourself or with staff) will always come with a lower upside.
> Post-appstore cut it's 42%
Thatâs ~60% of the post AppStore cut or 42% of the total. If they took 42% of what remained developers would be getting more money than them.
Further thereâs no App Store cut when people buy this stuff on PC. The platform is ridiculously exploitive.
> 67% given to developers per in-experience dollar spent
This is misleading because for every dollar spent, $0.67 is not what developers get paid. The link (https://create.roblox.com/docs/monetize-experiences) you referenced clearly says 25% is the "Developer share".
The cost to run the platform is the platform's cost."Platform hosting & support" and "App stores & payment processing fees" should not be considered as developer operational cost
Roblox games are all multiplayer - you get a game server running in their POPs and a generous amount of persistent storage and memory. How is that not a developer operational cost?
Creators don't have to pay any hosting - Roblox will serve their content even if a game doesnt monetize their users for free.
The way this economical is thru the redistribution of games that do monetize their users
Wording Roblox trying to sell is deceiving.
Compare with other platforms. Payout model is as simple as platform takes % or fixed fee, rest is dev to keep. There's no verbiage that says dev share is 67% but you they actually get paid less.
What exactly goes behind the platform is platform's business, not the user. If developers are getting paid out $0.25 per dollar spent, that's the developers profit and rest is spent running the platform which is Roblox's concern.
Holy hitpiece!
My grandsons would come and stay, bringing tablet devices with them, and would prefer to stay glued to them the whole time.
Since we banned their use, they now play outside with my other grandchildren, on the rope swing, the zip line, or exploring in the woods making dens and forts, using their imaginations.
Children should not be playing computer games, or scrolling on any social media, IMO.
I come from the Minecraft modding/server community. There is interesting fact that I like to tell people about the sheer size of Roblox compared to other communities like Minecraft.
The largest Minecraft server in the world is Hypixel at around ~30K concurrent players. Most other servers are very far behind.
There is one Roblox game that looks and plays like Minecraft and copied one single gamemode (Bedwars) common in servers like Hypixel. It had 60K+ concurrent players last time I checked late last year.
There are almost definitely more people playing BedWars on Roblox than there are playing it on Minecraft at this very moment.
these days, Roblox BedWars averages 36K on weekends:
https://romonitorstats.com/experience/6872265039/
however, Hypixel seems to have overtaken it! last Saturday, it peaked at 39,000 concurrent players. i prefer the original gamemode anyway
Grow a Garden, a game on Roblox reached 21.6 million concurrent players.
That number is just insane.
For comparison - top Steam concurrent game is 3.2 million in PUBG.
I think itâs because of Kings Kids on their iPad playing this games vs being on PC playing a game on Miniclips or EbaumsworldâŚ
Some of it has to do with roblox being free.
(I don't have a minecraft account) but Trust me when I say this but within developing countries especially. You can find 3-4 people out of 1 who plays on hypixel but can't because they can't pay for the game usually when we are really young which is also roblox's most major userbase.
I can imagine Hypixel being atleast 2x and a rough estimate of 5x more the size if they support Cracked Minecraft accounts for example.
Btw, this is also the reason why aternos is so popular within some communities because a free server which can have cracked option. Sign me up starts happening in bulk.
Me and my friends had an aternos server. It was truly something out of this world meeting them tomorrow after having 10 people together in a minecraft server.
I was the person though who spent way too much time and had less stacked gear lol in the end because some of my friends were like bandits haha, who stole my stuff from caves and in general, I have spent much of my time in minecraft during the starting (nothing -> diamond) then afterwards (diamond -> end/netherite)
Anyways my point is that we all could've definitely been on hypixel and something similar if Hypixel supported crack client. For example 11 of us or more played the game one time or another (not sure) within our single class of 50 people and only one of the guys had an minecraft account.
One of my friends literally got into some cash-app type stuff with a shady tetris to earn money app which showed ads to earn 25$ just so that he can buy minecraft to play on hypixel and the game fundamentally required something impossible and my friend felt so depressed at the time and he's one of the smartest people I know. A) people are easy to scam, B) he and many of us had so much desperation to play on hypixel in general.
You can get an alt (and I used to) for free or very cheap which would work everywhere unless on hypixel which had stricter rules and the difference between account prices could be 10x back or more that at that point its just better to make a minecraft account just for hypixel or similar. (I remember seeing accounts for 3$ or something that would work everywhere except hypixel)
I asked him if I should write a blog post to name and fame the company but he denied and he was truly sad that day :(
All of this combined can show how Roblox truly hits a jackpot with it being a free game. Most people might not pay but because of the perceived fame of the game and the number of people playing it. The people who pay would be more likely to pay and I see some people/kids who really look for ways to make robux online.
So with all of this, its easy to see how these (usually teen developers like us) can make something which can land 100k$ as unachievable that sounds.
one of my friends racked in quite a lot of money making 3d sprites in blender for these roblox people and in exchange used to have them buy blender extensions. Those extensions were truly a lot of money if he had to go buy them.
I agree with this. For the last ~4 years I have been working to turn my Minecraft server into a free browser game on a custom engine.
Though in Roblox's case, there's two additional factors helping the success of games on its platform besides being free to play
- Roblox has become the de-facto portal from which lots of people play games by default, especially on mobile devices like tablets where discovery for other games (that aren't P2W and can spam ads) is very poor
- Multiplayer games are exceptionally easy to develop on Roblox. (With a standalone game you have to grind on an engine for years like what I'm doing. I'm developing thousands of LOC per weekend with a multi-agent setup and there is just so much necessary complexity that launching an alpha build will take months.)
I would also add it's easier to download and set up than Minecraft. I still have nightmares about setting up various Microsoft and Xbox accounts and trying to help my kid play with her friends. IMO that Roblox doesn't have this friction is huge
In this day and age Prism launcher [0] will handle Minecraft and any modpacks you want to use. The only caveat is pointing it at your download folder so it can open the tabs for any mods that need a manual download and it will import them, but that's hardly difficult.
Minecraft (Mojang/Microsoft) have also made it clear that with them moving from OpenGL to Vulcan they're maintaining the ability for Minecraft to run on Mac as well as Windows/Linux, which is fantastic.
My bet is that the real different lies in mobile devices - iPads/tablets and phones are something that kids have more access to than laptops or desktops, and lots of people don't bother with parental controls.
[0] - https://prismlauncher.org/
Sure, but I still need a Microsoft account of some sort to play Minecraft? And parental controls still exists inside Microsoft or Xbox (is that the same account??). I spent a couple days just trying to make it possible for my daughter and her friends to be connected on Minecraft. And then you need to figure out what a launcher is, that Prism even exists. And you get a completely different experience on iPad where Prism doesn't exist. It's stil a hassle compared to Downloading free Roblox and start playing and having the same experience across devices.
That whole schpiel is why Minecraft isn't free. That people are willing to go through that. There's a lot of free games.
"According to the company, their monthly player base includes half of all American children under the age of 16." - Wikipedia
2 decades in the making, they are really hitting their stride. But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
> But they are not doing enough to protect children from predators
My understanding is that the recent improvements are face scans, and communication limited to people within a few 4 year windows.
They've also increased moderation of chat significantly, especially for the lower age windows.
What low hanging fruit do you see? What's the "ideal" system? Seems like a hard problem, if any sort of cooperative communication/play is involved.
It is indeed a hard provlem. No low hanging fruit. There certainly not alone, but have a bigger issue with grooming and predation since half of all kids use their platform.
It would be an easy problem if the government put in place sensible reforms for age verification.
> It would be an easy problem if the government put in place sensible reforms for age verification.
Implying there's a simple solution that isn't being implemented because they weren't forced to by law. So what is that simple solution?
Children typically don't have any form of government issued ID. You can verify someone is a legal adult (you probably shouldn't, but the point is that you can) whereas you can't easily verify that someone online is a child.
> It would be an easy problem if the government put in place sensible reforms for age verification.
What would these reforms look like?
I thought that sounded off, Wikipedia says it's half of all American kids.
Itâs certainly more than half of all my kids.Also more than half of the kids I know in Japan.
I realize people may find this controversial, but from personal experience with gaming, I see all of these types of games as âpredatorsâ in and of themselves when they are âmonetizedâ, because they are deliberately and explicitly exploiting the addicting nature of games in general, by being and manipulating a freebase of dopamine and serotonin just like the gambling industry does/used to.
If we survive this era with an intact advanced civilization, I believe people will look back on this period and âgamesâ as an insane thing to permit, let alone facilitate and perpetrate upon oneâs own children, the next generation, the offspring necessary for survival of a life form, species, race, society, or culture.
The ideal system as far as I'm concerned is one that regulates Roblox out of existence for a variety of sins.
At this point I'm just waiting for someone to dig up a name associated with Roblox in the Epstein files, because that's the only way I can conceive of how they've managed to avoid getting shut down this long.
It sounds like, from this thread, that it's Roblox themselves who are the predators.
> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
I run a studio that makes Roblox experiences and this is Discord's problem, and will immediately become Telegram's problem the decade where parents and policy makers figure out its Discord's problem
their kid went into an experience within Roblox so I can see that's the branding, the parent paid the kid's allowance in Robux, so I can again see that's the branding
but this is largely a symptom of parents nationwide not paying attention whatsoever
I've talked to many parents, aunts and uncles, they don't know they're the central bank of Roblox of a currency that can be accumulated and cashed out, let alone that its a distributed set of third party experiences.
Roblox Corporation already has age gated talking ability on platform. What specifically should they be doing when everything happens in different communities and off platform?
Interesting. If you don't mind me asking. If I understand the business correctly, the brands are inquiring to design specialized worlds in Roblox so kids can play in them and look at ads?
that's not my business, the economy is pretty vast with several key verticals
the experiences I'm involved with just have their own things to purchase as part of the game loop. it's much more akin to a vending machine.
never involved with any brand, at least that wasn't roblox native, and by roblox native I mean influencers that may as well be a brand of their own.
if you followed the "metaverse" concept from earlier in the decade, there was Meta's attempt, there were crypto and NFT based attempts, although that's all said to have died, the metaverse is happening within Roblox. the point if that if you had a grasp of what the metaverse was supposed to be, you can use that understanding to understand what Roblox is
This is the actual excuse Roblox used when confronted with actual evidence of child sex trafficking originating on their platform, at the same time balking at implementing age gates and chat restrictions. So of course they caved and implemented age gates and chat restrictions when their "central bank" (a.k.a. concerned parents) learned about Roblox's "issues" from YouTube exposĂŠs and other concerned parents.
It doesn't matter that the illegal shit happens off-platform. It is not a good look to be the top of the funnel for traffickers, which is why they put in these invasive restrictions.
If you don't like it, then invest in "creating experiences" for platforms which don't target children. Because asking "what is Roblox supposed to do about their pedo problem" didn't and will never work to placate the people who actually fund the platform.
This doesnât really make sense though. If half of all American children are on your platform of course thatâs a prime target. Thatâs a volume issue, not something inherent to the platform.
Iâm going to guess those numbers are still far lower than the number of times kids get messed up by a trusted adult.
Parents haven't changed their behavior and the age gating is there now and the activity on Discord is still the problem
Not an excuse, not pointing fingers, as a betting man thats the actual answer and any other bet would go to zero, its what happening
I hate it. What a waste of a perfectly good generation.
See this is why I think the whole age verification thing is backwards. If you want to create child friendly spaces then you need to verify someone's age is under 18, 16, 13 etc.. That's a way more real and tangible harm than a teenager looking at a nudie mag.
Please check this box to confirm that you do _not_ possess a government issued photo ID ...
Sorry, in order to use this service you will need to visit your local police station and have them verify that you are in fact a child ...
Yeah I'm not seeing how this is supposed to work. I don't think age verification solves very many real world problems. (It does mitigate some, such as alcohol consumption. Just not most.)
>Yeah I'm not seeing how this is supposed to work
You could verify the ID of an adult who vouches for the child they are a legal guardian of. That way, if it turns out that Brayden(M12) is actually Linda(F45) you know who to send law enforcement to to ask some very pointed questions.
That said, I don't think online ID verification is effective and even if it was, it wouldn't be worth the level of mass privacy invasion. If your goal is actually to help kids who are victims of abuse, your efforts are much better spent elsewhere. For example: making child abuse report hotlines/websites more easily accessible and widely known, fixing social services so that they actually provide better help when requested instead of making things worse, better education for children about what is and is not OK behavior even from "trusted" adults, and how to get help from someone who isn't a relative when you need it. "Stranger danger" hysteria catches all the outrage and public discussion, but is the least common source of abuse.
Enforce parental control (with a verified adult account for the parent) for all child accounts.
The parent will input the real birthdate of their child, or it's their responsibility if the child encounters anything not age appropriate.
For sure. But age verification protocols can handle such rules:
App to IdP: is this person 13-15
IdP: yes
Is Persona an IdP or does it request you to verify with personal information every single time?
> But they are not doing enough to protect children from predators and that's a huge legal and regulatory risk.
It's first and foremost a huge risk for kids.
My solution is simple: my daughter (11 y/o) can play Roblox but she must be in a game with another friend (whom I know and whom I know her parents) and she must on a video/conf-call with that friend, using another device, while she plays Roblox. That way I hear everything they're saying.
And they're ecstatic and having lots of fun.
I check the chat once in a while: the rule is "not hiding the chat when parents look or no more Roblox".
Keeps her mostly at bay from predators.
I feel like for a 11yo, you can't even explain the risks. Not just for lack of true comprehension, but also just kids shouldn't have to worry about that stuff, and just be kids.
Wut? If theyâre using the internet they should be aware of that stuff. Thatâs what âjust be kidsâ means these days. Just being a kid isnât a static state of being.
So then they shouldnât use the internet. Iâm not going to fill my kids mind with all the dangers in the world when all they should be thinking about when theyâre 8 is academics, friends and personal pursuits and achievements.
It's no longer safe for children to be unsupervised on the internet.
My son has had the local police do a presentation to his class/preschool/daycares about online safety every year since he was 4 so it's pretty drilled in by this point.
This is ridiculous. She 11, take the damn tablet away from her.
Getting them to accept the normalisation of surveillance while they're young?
And then people wonder why authoritarianism is on the rise...
Getting watched by your parents is far different than getting watched by the government. It's no different than parent watching out of the window on kids playing in backyard
> And then people wonder why authoritarianism is on the rise...
It's on the rise because of utter failure of progressive govt to do what people want them to do. People want country to be more prosperous, not to have bleeding heart activists import immigrants or other leftist bullshit. Authoritarian turn is knee jerk reaction to that beacuse they are only ones promising the country for the citizens of the country. If you want less of that, make left that cares about country's people
Still, at some point you do have to give some privacy to your kids. I know the trend is helicopter parenting but it's not helping the kid to be overprotecting.
Roblox is slot machines for kids
Games are filled with loot boxes that drop exquisite items on chance. It's a repeated cycle of charging robux only to spend on another slot machine.
US regulation is far behind protecting children from such scheme. Japan disallows many forms of such loot boxes due to addictive nature.
Itâs not that bad. Sure, all the games allow you to spend money to rapidly get better, but the core gameplay loops work just fine without it.
> games allow you to spend money to rapidly get better
Audience is the problem here. It's obviously not a big deal if the platform is targeted for adults, but majority of users are underage. The platform can certainly implement guardrails for the vulnerable users if they wish to
Those guardrails exist. Theyâre called parents. My son doesnât have a credit card and therefore doesnât have robux. Having no robux, he canât spend it on anything.
Anecdotally, I have 3 nieces and 2 nephews and only the oldest has avoided Roblox
Every Christmas and birthday now is "I want Robux" and they are actively annoyed if they get anything else
This thing is bad for children
Pretty sure I was annoyed when I got anything but computer games. Which, Iâm pretty certain, adults told me were bad for me.
Just because two things are "annoying", doesn't mean they have the same ethical problems.
The fun single player games only need to convince you they are a fun experience and you should buy them once.
Games with loot boxes are trying to convince you every day to spend money on them. Dunno about roblox, but often the items are visible, and "defaults" are often perceived as poor or noobs.
We can't be naive: It's a whole other level and companies are spending millions on manipulating kids to spending more and more money.
You guys were getting presents?
Reminds me of when kids were doing the same on MySpace
https://www.crainsdetroit.com/article/20070917/SUB/709170352...
https://mixergy.com/interviews/andrew-fashion/
Or RuneScape.
I just laughed out loud. My friends and I LOVED RuneScape in middle school. I'll meet yall in the wilderness to trade armor.
Maybe every generation feels this. But I really think ours lucked out. We were shielded by childhood from the worst of the early times and then bolstered with past success for the worst of the later times.
I was big into the WC3 custom maps community back in the day, the idea that you could make money doing any of this was silly. The point when I was growing up was two things:
1. Make something fun to play
2. Make something I could put into my college portfolio
I did both things, but it was never about making money or being exploited, and I think I prefer that.
I love the comeback of old school RuneScape! The good kind of nostalgia.
So true. A member of the clan I was in was operating a proper hedge fund, taking in investments from the clan and using it to flip on the Grand Exchange. Iirc he was even doing sorts of arbitrage, market making, and other advanced stuff.
Now he works at Google doing quantum computing research lol
Used to sell cooked lobbies to friends for cash back in the first few years of RuneScape. Good times
RuneScape millionaires?
There were dozens of ways to make money off of RuneScape back in the day. Selling bot scripts, running bot farms (this is still very lucrative to this day), running gambling rings, bulk buying gold and reselling, the list goes on.
The ecosystem was incredible and it was basically a crash course in Anarcho-capitalism, I'm pretty immune to any kind of scam because of having been in that environment.
I made close to 20 grand as a 16 year old through some bug abuse, over the course of 2 weeks if I recall. But alas, I blew it pretty quickly because easy come, easy go.
I probably lack imagination, but how would gambling work in this game?
RuneScape private servers used to bring in tons of money. I helped manage one when I was in my early teens, and I can confirm the owner (who was only a few years older than I) was bringing in mid six-figures annually.
Then of course there was the rampant gambling. The founders of online casino Stake and streaming platform Kick both started their âcareersâ in RuneScape gambling. IIRC they invented âstakingâ which was a method of gambling gold against other players, before they were banned. But the gambling economy in RuneScape used to IRL mint millionaires for sure.
Staking was a built in feature of RuneScape in the duel arena before it was removed. They did not "invent" it themselves.
They did run a dicing clan as well, FWIW, although I doubt they were the first to do it.
I had swim teammates who made at least hundreds of thousands minting and selling autominers on eBay. I assume if I knew a couple who did that well some made millions.
My youngest has played Roblox half her life, but is very angry about recent decisions like requiring ID to chat in-game.
Still, if she's anything like other players, she's spent countless hours playing some of the most mindless Roblox games, and we've spent a few $100 on Robux gift cards over the years.
I wonder why? Why was there not a point at which you said no?
> Today, at 19, heâs collecting $400,000 a month for his creation... In the next 10 years, Colleyâs goal is to earn enough to go back to making Roblox games as a hobby.
Lol if he waits like half a year he should have plenty enough to go make games as a hobby.
Roblox games have a shelf life of days, getting to a month or more you either have to produce days worth of content in less than a day - it's extremely exhausing.
ah interesting, thanks for adding that context.
even tiny roblox games make money. i developed for a small game (~10m plays) a few years back and i still earn a decent residual from player revenue, even as the game slowly loses traction
I made a roblox game years ago with no more than like 2 concurrent players at a time. The game's ideas were immediately copied by a much bigger game (this turned me off the Roblox platform for good).
I still got enough robux to DevEx just from premium roblox subscribers playing the game. (If I cash it out i would get a few hundred dollars. Which is nothing for me today but absolutely a lot of money for an aspiring teenage developer.)
Is there some other platform where ideas aren't copied?
what does a decent residual mean?
enough money to cash out via DevEx, Roblox's developer program, every month or so ($110). it's absolutely not a salary - there are barely five people playing at any given time - but given i've done nothing in a year, it's appreciated.
edit: looked at the old stats online. a few years back that game was pulling $1,500+ with no effort each month
>https://archive.ph/6V4RI
Archive.ph made me solve 5 captchas before I gave up. VPN isn't even on. Anybody got a different link?
> Archive.ph made me solve 5 captchas
Are you sure you haven't been DoS'ing a random website?
https://au.pcmag.com/news/116045/wikipedia-blacklists-archiv...
I clicked the link. That's it.
The one place where Lua coders are valuable.
Balatro was made in Love2d which is Lua!
Oh wow, I would not have guessed that
Factorio! The factory must grow! (And it must be modded in Lua).
1. Roblox
2. WoW addons
3. Neovim
4. OpenResty
5. NodeMCU
6. Wireshark
7. Lightroom
8. Hammerspoon
9. LĂVE
10. Redis
> 6. Wireshark
I love this game, but there's no paid DLC; not sure how they monetize.
It's location-based like PokĂŠmon Go. If you play it at the right place you can definitely make a living wage from it :)
Seems possible that MMO's will have a resurgence once the Roblox generation comes of age.
> The travel offers him a fresh perspective. It shows him that his work âisnât that big a deal. Itâs not the end of the world because ultimately thereâs people walking down the streets of Sydney right now who donât care about my Roblox game performing 50% worse.â > Colley has indulged, just a little. Last year, after the Roblox developer conference, he took a private jet to Las Vegas with some friends. Did he place any bets? âIâm not old enough,â he says, âbut I had people gambling next to me.â
Honestly it's encouraging to hear that some teenage millionaires have some very reasonable views, it certainly goes against the stereotype of young wealth. I hope these aren't the exceptions that prove the rule.
The traditional Bloomberg money worship.
> But the platformâs more successful game makers say they donât have complaints.
Imagine being a journalist and just accepting this and ending a paragraph with it.
> âIn Amsterdam we did get a VIP table at a club overlooking everyone,â Zirschky says. âBut we always make sure to try McDonaldâs in every country.â
Blind consumerism making up for a lost childhood? Yikes, even for Bloomberg.
It's one of those things, you hear about it (Starter story) and think "I should start churning out games too" but gotta be in it/have drive/creativity too. I personally haven't been playing games for a while (I have a gaming rig).
Also have to keep up with trends that kids are into
Would be interesting to look at the numbers eg. how many games are created, percentage who gets paid. Like steam releases with free game assets
From [1] (2022 numbers), the median creator earned around 50 Robux per year, which is ~19 cents with the current DevEx rate, and the average was 13,500 Robux.
Out of ~7.5 million creators in 2022, only 11,000 qualified for cashing out.
The distribution is brutal, realistically you have to stick with it for years before getting a hit, if ever. Not to mention the stats probably look worse in the LLM era. You definitely have to like doing it as a hobby.
One caveat is that the creator total likely includes a lot of casual experimentation. If many users make one or two games and then stop (I can see most kids doing this), the 7.5 million figure may overstate how many people are seriously trying to make money from it.
[1] https://about.roblox.com/newsroom/2023/07/vision-roblox-econ...
Another FOMO article. Bloomberg may as well start reporting on lottery winners.
This is so far out of the realm of what I do with computers that I'm not even really sure what Roblox is. I guess sort of a virtual game world? Seems crazy that there's so much money in it.
In very simple terms, Roblox is an MMO based exclusively around user generated contents (games, items, assets...), including its own virtual currency, microtransactions, marketplaces and convertibility to/from real money. Roblox as a company takes pretty hefty cut from all transactions.
There has been a silent shift in the gaming market over a long time now. Roblox is one aspect of it. Another is the absolutely massive amount of money raked in by some free to play mobile phone titles. For example, Playrix has a revenue comparable to Ubisoft, but their main products are a series of match-3 type games for phones.
Hasnt this 'casual' games market always existed? Once upon a time Zynga/Candycrush was a behemoth on the back of facebook embedded games.
Back then, the market was much, much smaller than it is today if I'm doing the math correctly. Zynga reached an early peak in the early 2010s, but multiple companies, including Zynga (at least pre-acquisition) reach bigger revenue numbers today.
It's so large now that most of that famous "Apple Services Revenue" is just their 30% cut of mobile game payments.
It's basically a litmus test for whether you have kids or not at this point. The age at which kids become aware of Roblox from their peers is getting younger and younger in my experiences anyway. Before I had kids, I had very little idea either, and I consider myself fairly well acquainted with PC gaming.
The solution is to give them a taste of better built (specifically competetive) games and they will never like roblox.
Roblox is a game engine and social platform. The basic idea is, you create a game in their engine, using their development tools (such as Roblox Studio), and then you market/promote the game on their website for others to play together with their friends. The game runs on their servers, and you don't have to worry about your own infra if you don't want to, in exchange for the money players spend on Robux (their virtual currency, and now the only one), which they can in turn spend on developer products and other paid items that you set up in your games. Then once you make enough Robux from player purchases, you can cash it out through a process called Developer Exchange which essentially makes you a W-2 employee of Roblox (or whatever financial partner they use, Tipalti?)
The idea is that people like playing with their friends and when they can take their friends and make new friends across hundreds of thousands of games they stay for a long time and (they or their parents) make lots of purchases. The social features of Roblox are a huge part of the appeal, even though I was mostly interested in the engine.
And how does it differ from Second Life?
Second life is trying to be a metaverse in the style of snowcrash; itâs one big world. Roblox is more like Newgrounds, where you have a bunch of distinct games or experiences that you select from a menu, but skins and currency and whatnot are portable between the games.
Easy to dev for. Runs on a potato. There are many maps and modes.
Kids in current year like it
The main difference is there that Roblox games are fun.
Do you know that in roblox you go into games and you just walk over something and it prompts you to buy stuff to "beat the game" or "level up". It's an exploitative "game" that targets kids.
I mean, I don't understand why those young teens can spend that MUCH money on it, does their parents allow this virtual spending thing?
Consider how much money used to be spent by children in aggregate at suburban shopping malls.
What used to go to local business as kids and teens spend time out together, it now goes to a single company on the other side of the world.
"In the next 10 years, Colleyâs goal is to earn enough to go back to making Roblox games as a hobby."
Kid is making $400k PER MONTH...and he wants to do this for 10 YEARS before he is comfortable retiring. Apparently his FIRE number is $40M.
Everyone's threshold is different and personal. But I think it can reflect a level of anxiety about the cost of living. You aren't OK having $1M or even $10M - you need something far beyond before you feel OK to quit. It's not his fault, more of something the young generations are facing as their parents struggle with the relentless cost of living vs stagnated wages for most except the "laptop class".
If youâre planning to not work at all, $1 million is approx. $35,000 per year in salary.
At $5 million, weâre talking more $200k per year. Iâd likely still work.
At $10 million, weâre seeing more like $400k.
At $40 million, you can can early at least $1 million/year. This kind of puts you in a new bracket for things you can blow money on.
If you quit working entirely, you will become not very employable so you need to consider that.
> Apparently his FIRE number is $40M
> it can reflect a level of anxiety about the cost of living
I think a lot of people (especially young) just haven't done the actual math. Or have lifestyle desires beyond basic not-working.
You can FIRE living in SF for $4M. This gives you $160,000/year basically in perpetuity. If you do it right, there's little to no income tax on that money so 160k should be plenty enough for a 1-person income. 4-person families survive (in SF) on less household income than that.
But yeah a 4M exit is definitely not classic ferrari or even flashy lambo levels of wealth.
FWIW, the 4% rule is for safe withdrawals for around 30 years of retirement, as in, you retire at 65 and you hope to live until 95, and even then it has a non-zero chance of running out of money. It's not a percentage you should use if you want to retire at 40.
At $4 million, GP might have been hand-waving a 4% annual rate of return and keep the principle intact.
4% is the standard number that's quoted by pretty much any financial planner. It's based on backtesting and assume that there's be large downswings along the way.
You have a lot more flexibility around those downswings at 40 than you do at 80. For example you could retire but continue doing work that brings you joy and also happens to make money. A lot of people in this situation start lifestyle businesses or do consulting work, for example.
At $4mm in a market account (not 401k), you also have the option to take out margin loans at shockingly low interest. This gives you untaxed cashflow without touching your principal. 160k untaxed is a lot more cashflow than the same number in salary or retirement distributions.
It's very rational to overshoot in that situation. If you build your lifestyle and then FIRE, you are derisking your budget while you still have income.
But wanting to change your lifestyle when you retire is incredibly risky, especially if you're young without life experience.
Any misstep costs you a fraction of lifetime earnings, and there's no way to recover it.
well you certainly could get the lambo, it would just be 10% of your net worth, which is already far less (ratio) than what most Americans pay for their car...
Traffic for his game has declined by 90% from its peak already though.
If he thinks he can get that with a ten year grind, why would he stop short? 10 years isn't long compared to most careers so maybe he should go longer and get a bigger house or something. Of course roblox will probably fall out of fashion and stop being so profitable by then.
Milk that cow for all it's worth.
We all die in the end. At some point, an additional dollar is not improving your life.
Someone thinking they need 40M to escape the "anxiety about the cost of living" is not just a personal decision. It is either extreme greed or delusional. He makes money doing Roblox he is the "laptop class". If you make 400k per month and can't afford to live something is wrong with you. Let's not conflate parents struggling to support their families with whatever this kid is doing.
For reference a worth of $40M puts you well within the top fraction of one percent of all Americans, nevermind the world. If anything given his age it is probably more likely his wealth will become a liability for him rather than an asset. The trope about people who come into that much wealth that young and it creates problems for them exists for a reason. Staying at his desk cranking out more Roblox products might be the best way to keep him away from becoming the victim of his own success.
Anyway good for him. You're right there is a lot of anxiety out there. On some level he should rightly get as much as he can. But let's not pretend you need millions and millions to be safe. We should be working to change that anyway, not merely celebrating massive outliers. I assume since you care about struggling families so much you support his taxation so some of that money can go to people or communities that are struggling? Or since you seem open the idea he needs 40M to survive perhaps you think the government should keep their hands off?
> Everyone's threshold is different and personal. But I think it can reflect a level of anxiety about the cost of living. You aren't OK having $1M or even $10M - you need something far beyond before you feel OK to quit. It's not his fault, more of something the young generations are facing as their parents struggle with the relentless cost of living vs stagnated wages for most except the "laptop class".
I am teen and I think that FIRE has many terms but This still is like a really really FAT fire.
At some point though, I think that what my generation might forget is that even with Fire, you still live a normal life or you would need tremendously more money if your lifestyle is lavish, something which we see in social media (sometimes even on paid money)
If you want to buy 100k$ watches and 1 Million dollar or more lamborghinis, probably even this money would not be enough for you.
But if you want to live a normal life like you do. even 2-3 years of sustained could be MORE than enough even for some slightly expensive side hobbies say horse riding or minor watch collecting even. But if you are online and you see people flexing their 1 million dollar watch, you are gonna add 12 more years of life on a project to get to that level
I'd say its more of an expectation/comparison issue and I am not even sure if 10 years can satisfy that
My personal Fat Fire number is more like ~2 million and I don't even want Fat Fire particularly because I would be happy doing a job that I might like so more of a lean FAT which can be around 300-500k even.
maybe this changes into what is affordable or not within the more western hemisphere though as things feel even more (unaffordable?) but even that doesn't really explain why he might need 40M from my perspective.
To be honest, it can very well be ambition. Might as well make 10 years of money if possible because then the number feels so absurdly large that I can do anything that I want and then I will make my own game. Not realizing that you would only need a fraction of 40M to realisticly achieve that same goal and we are discounting the fact that 400k is even sustainable in a such long period of time.
As someone who been a teen long time ago, I canât imaging someone in this age responsibly planning their retirement.
Iâd 100% blow out all money on some useless crap.
If you are really a teen, who can think so clearly and far-sightedly, you are going to have a really bright future as an adult. I wish you luck and please do something good for this world, instead of chasing high paying job in FAANG.
> If you are really a teen, who can think so clearly and far-sightedly, you are going to have a really bright future as an adult. I wish you luck and please do something good for this world, instead of chasing high paying job in FAANG.
Thank you for your kind words!
I think that chasing a high paying job in FAANG and if I am dissatisfied with the work there or my impact on the world through that and I am still doing it for money, then, its to a degree similar problem to the roblox kid that we talked about.
Wishing for large amounts of retirement money through FAANG to then go what I would wish to do in life with Tech would be weird going through decades of my life into something when I can try to find what I wish to do in life in general and I had thought about it and the answer was tech-related as I felt like an individual can really make some impact through tech (And later I discovered hackernews)
I am frugal as well. Although I don't want to limit myself by saying I will never pick FAANG because maybe situations change and I can change too but money only motivated me in prospects of retirements to then do what I wish to do, so when I had the idea that I can actually do what I want to do (Now-ish) and not have to have a decade or two of my life doing something I might not enjoy/like in agreggate.
(and I have written about it and I will link it here as well on why I picked Tech and not finance)
One of the passion projects I want to take a deeper look during college hopefully if I don't take drop/go to college this year is into creating a small consultancy firm where I can suggest people which infra is nice and cheaper (Hetzner/OVH) and migrate people from either closed solutions like slack or whatever their company might use to an open standard while being cheaper and my idea is that I might charge them just enough even with consultancy fees and helping them migrate over and managing it for them that its more profitable for them
I even bought the domain for this (Actually it was I stumbled on domain accidentally which gave me this idea) https://use.expert [Nothing is in here]
I even made a logo of it myself within paint basically (https://files.catbox.moe/9t5hgw.png) with the tagline just use.expert but I think that quite frankly, I am not an expert right now as in I got to learn way more about all of this too.
So I think that I am motivated by these things more than FAANG company. Right now, I have to work within finding a decent college and that's rough for me because to get a CS college, you have to give an exam that got nothing to do with CS and also which includes chemistry and chem is something that I struggle with (quite a lot) and there are days where I procastinate about it too so I myself don't know what's my future gonna turn out and how I get into decent college.I envy not having too worry about college and my friends who didn't really care about other things and get excellent marks as I used to be quite good too. It's just one of the things I struggle with and I think that I definitely get frustrated by my brain at times too. I think I just hope that I am able to somehow bump it and just get into college somehow wheter by taking drop year again or similar this time solely focused within studies primarily. I just hope that I can make it really. Another thing I wish is for me to be more humble in life as I do feel like Sometimes, I drink too much of my own cool-aid or self-importance and that's not really good. It has to be careful balance and something I wish to improve in my life hopefully. I think I just write in HN because I have forgotten how I used to act with only some memories of my life7-8 years ago and so I don't wish to forget how I am now, a decade later too so most of comments I write are usually for self-preservation sort-of.
I actually got an english exam tomorrow, so wish me luck as I need it :)
Ugh, they're just gonna blow it all on e-bikes for them and their crew and broccoli hair maintenance product