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My Roblox Game Made $43,292 (Here's Exactly How to Monetize Yours) — Transcript

by MoseyTube77 · 1,278 words · 190 segments · language en · Watch on YouTube

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  1. 0:00So, one of my Roblox games made $43,292.
  2. 0:04And in this video, I'm going to break
  3. 0:06down exactly how the monetization was
  4. 0:08set up, what actually sold, why it sold,
  5. 0:10and how you can apply the same thinking
  6. 0:12to your own game. Because most
  7. 0:14developers either don't monetize at all,
  8. 0:17or they set it up completely wrong and
  9. 0:19leave a ton of money on the table. So,
  10. 0:21let's get into it. So, the game was
  11. 0:23called Sell Potatoes. Basically, a
  12. 0:25tycoon idle game where you start with
  13. 0:27nothing and build up a potato-selling
  14. 0:29empire. It was a similar concept to Sell
  15. 0:31Lemons, if you've seen that game blowing
  16. 0:33up recently. You start off small, you
  17. 0:35upgrade, you automate, and then you
  18. 0:36rebirth. It's a pretty simple concept,
  19. 0:39but the monetization is where it gets
  20. 0:40interesting, because the game itself
  21. 0:43making that kind of money had nothing to
  22. 0:45do with how complex it was, and
  23. 0:47everything to do with how the
  24. 0:48monetization was designed. Okay, so the
  25. 0:50first thing I want to talk about is the
  26. 0:51biggest mistake that I see Roblox
  27. 0:53developers make with monetization, and
  28. 0:55that's making everything a game pass.
  29. 0:57And I get why people do it, because game
  30. 0:59passes feel like a bigger deal. They
  31. 1:01have higher prices, and one sale feels
  32. 1:03more significant [music]
  33. 1:05than a cheap developer product. But,
  34. 1:07here's the problem with that thinking. A
  35. 1:09game pass is a one-time purchase.
  36. 1:11Someone buys it once, and that's it.
  37. 1:13They never need to buy it again. Which
  38. 1:15means the only way to keep making money
  39. 1:17from game passes is to keep getting new
  40. 1:19players into your game. Developer
  41. 1:21products, on the other hand, are
  42. 1:22consumables. Meaning, a player can buy
  43. 1:25them over and over again, and that
  44. 1:27changes everything. Think about it like
  45. 1:29this. In e-commerce, the biggest brands
  46. 1:31in the world aren't selling luxury items
  47. 1:33that people buy once. They're selling
  48. 1:35toothpaste, [music]
  49. 1:36supplements, things people buy again and
  50. 1:38again. That's what developer products
  51. 1:40are in Roblox. And the more that you can
  52. 1:42design your monetization around
  53. 1:44consumables, the more money that you can
  54. 1:46make per player, instead of depending
  55. 1:48entirely on new players coming in. So,
  56. 1:51here's exactly what my three
  57. 1:52best-selling developer products were in
  58. 1:54Sell Potatoes, and more importantly, why
  59. 1:56[music] they sold. Number one was a
  60. 1:58speed boost. Players in a tycoon game
  61. 2:00spend a lot of time running around
  62. 2:02collecting things and upgrading, and the
  63. 2:04pain that they feel is that it's slow.
  64. 2:06They're grinding, so a speed boost
  65. 2:08directly solves that pain. It makes the
  66. 2:10game feel better immediately, and
  67. 2:12because it was a developer product and
  68. 2:14not a game pass, players who bought it
  69. 2:16once and felt how good it was came back
  70. 2:18and bought it again the next session.
  71. 2:20That's the key. Number two was 5x cash.
  72. 2:23Again, this is solving the same pain,
  73. 2:25which is the grind. Players who are deep
  74. 2:27into the game and just want to progress
  75. 2:29faster will pay for [music] that. And
  76. 2:30the important thing here is pricing it
  77. 2:32right. You don't want to price it so
  78. 2:34cheap that it wrecks your in-game
  79. 2:35economy, but you don't want it so
  80. 2:36expensive that people just don't bother
  81. 2:38either. Find the middle ground where it
  82. 2:40feels like a no-brainer purchase. Number
  83. 2:42three was auto collect. So, in Sell
  84. 2:44Potatoes, players had to manually
  85. 2:46collect their potato earnings, and a lot
  86. 2:48of people just didn't want to do that
  87. 2:49actively. They wanted to play more
  88. 2:51passively. Auto collect solved that
  89. 2:53directly, and this is something that I
  90. 2:55learned from watching how players were
  91. 2:57actually playing the game, which I'll
  92. 2:58get into in a second, because that's
  93. 3:00where a lot of your best product ideas
  94. 3:02come from. And that's really the whole
  95. 3:03framework behind good monetization. Your
  96. 3:05best-selling products are always going
  97. 3:06to be the ones that solve a specific
  98. 3:08pain that your players are already
  99. 3:09feeling, not features that are nice to
  100. 3:11have, things that feel like must-haves
  101. 3:13because they're removing friction from
  102. 3:15the experience. Speed boost removes the
  103. 3:17pain of moving slow, 5x cash removes the
  104. 3:19pain of grinding, auto collect removes
  105. 3:21the pain of having to actively manage
  106. 3:23everything. Every single one of my top
  107. 3:25sellers in that solved a direct problem
  108. 3:27players were running into, and the way
  109. 3:29you figure out what those problems are
  110. 3:31is you actually go into your game and
  111. 3:33watch players. Like, literally just
  112. 3:35follow someone around for 5 minutes.
  113. 3:36You're going to see exactly where they
  114. 3:38get frustrated, where they slow down,
  115. 3:40where the game stops being fun. Those
  116. 3:42moments are your product ideas. Okay, so
  117. 3:44another thing that made a huge
  118. 3:45difference was purchase pathways, which
  119. 3:47basically just means how many different
  120. 3:49ways can a player actually buy your
  121. 3:50products. Most developers just stick a
  122. 3:53shop button in the corner of the screen
  123. 3:54and call it done. But the more ways that
  124. 3:56a player can access your products, the
  125. 3:58more chances you have to make a sale. In
  126. 4:00Sell Potatoes, I had the shop button in
  127. 4:02the HUD, obviously, but I also had a
  128. 4:03little plus icon next to the cash
  129. 4:05counter. So, if a player was looking at
  130. 4:07their money and thinking about buying
  131. 4:08more, they could just tap that
  132. 4:10instantly. And I also placed the actual
  133. 4:12developer product NPCs or buttons
  134. 4:14physically inside the game world near
  135. 4:16where players were spending the most
  136. 4:17time because if they're walking past the
  137. 4:19product [clears throat] 20 times per
  138. 4:20session, they're going to eventually buy
  139. 4:22it. If it's hidden inside the menu, they
  140. 4:24might never even see it. Think about
  141. 4:26product placement in a physical store.
  142. 4:28They put the stuff that they most want
  143. 4:30you to buy at an eye level, right where
  144. 4:32you're walking. Same exact principle
  145. 4:34works in Roblox. Now, I said earlier
  146. 4:36that consumables beat game passes for
  147. 4:37most things, and I stand by that, but
  148. 4:39there's still a place for game passes.
  149. 4:41Permanent upgrades that fundamentally
  150. 4:43change how the game feels. Things like a
  151. 4:45permanent 2x cash multiplier or VIP
  152. 4:48access or an exclusive cosmetic. Those
  153. 4:51make sense as game passes because the
  154. 4:53value is genuinely permanent. Just don't
  155. 4:55make the mistake of turning things that
  156. 4:57could be consumables into game passes.
  157. 4:592x offline earnings, for example, way
  158. 5:02more valuable as a developer product
  159. 5:03because players will buy it over and
  160. 5:05over every time they log back in. If you
  161. 5:07made it a game pass, you sell it once
  162. 5:09and it's done. And the process for
  163. 5:11figuring all of this out is pretty
  164. 5:12simple. You just launch your game with a
  165. 5:14basic monetization setup. You watch how
  166. 5:16players actually play. You look at your
  167. 5:18sales data, and you see what's selling
  168. 5:20and what isn't. You add a new product
  169. 5:22that solves a pain point that you
  170. 5:23noticed. You check if it's sold without
  171. 5:25wrecking your other stats like session
  172. 5:27time and retention. If it works, you
  173. 5:29keep it. If it doesn't, you remove it
  174. 5:30and try something else. That's it. It's
  175. 5:32not complicated. It's just iterative.
  176. 5:34Sell Potatoes didn't make $43,292
  177. 5:38because I built the perfect monetization
  178. 5:40setup on day one. It made that because I
  179. 5:42kept paying attention to what players
  180. 5:44were doing and kept adding products that
  181. 5:46solved real problems that they were
  182. 5:48having. And if you want to go even
  183. 5:50deeper on this, all the game setups that
  184. 5:51I've built are inside Road Developer
  185. 5:53Academy with the full monetization
  186. 5:55already set up inside each one so that
  187. 5:58you can see exactly how I structured it.
  188. 6:00Link is going to be in the description.
  189. 6:02Subscribe if you want to see the next
  190. 6:03one and I'll see you there.

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