Comment by snowram

2 days ago

Roblox commercialized that excitement. Kids now work directly for them and pretty much for free.

Modding has always worked like that. Mods have always been unpayed work for the benefit of the game community, which ultimately also works to the benefit of the game publisher.

  • Yes but it’s typically a subset of players making/using them and not the cornerstone of the entire product. They also dangle the promise of making money in front of people, but when you dig into the specifics it’s actually very hard to get paid. You have to cross a certain threshold to even eligible for a payout even if you have accrued a little cash.

    The relationship of kids making stuff (the vast majority with little to no compensation) for a private, for-profit company is incredibly direct. That’s why it leaves a sour taste for many of us.

  • In the past, Valve has hired some of their most longest-tenured employees from modding, although not necessarily on GoldSrc - Counter-Strike and QuakeWorld Team Fortress come to mind. (But of course never Richochet.) The Narbacular Drop team came straight out of DigiPen with a noncommercial thesis project as well.

    • A decent number of Mojang employees started out as Minecraft modders, and ConcernedApe hired one of the main stardew valley modders to help port code.

  • Remember that Counter-Strike started as a Half-Life mod, before it was acquired by Valve. So modding work is only almost always unpaid.

    (Same deal with DotA and Warcraft, in the Blizzardverse.)

Playing Roblox at age 10 shortly after it launched is what inspired me to learn to code.

If your Roblox game makes money for the company they pay you.

  • That's what the marketing materials say, and that's what they want you to think. In practice it's very difficult to break even on it, even if you have a "successful" game.