My Roblox Game Made $43,292 (Here's Exactly How to Monetize Yours) — Transcript
Full transcript
- 0:00So, one of my Roblox games made $43,292.
- 0:04And in this video, I'm going to break
- 0:06down exactly how the monetization was
- 0:08set up, what actually sold, why it sold,
- 0:10and how you can apply the same thinking
- 0:12to your own game. Because most
- 0:14developers either don't monetize at all,
- 0:17or they set it up completely wrong and
- 0:19leave a ton of money on the table. So,
- 0:21let's get into it. So, the game was
- 0:23called Sell Potatoes. Basically, a
- 0:25tycoon idle game where you start with
- 0:27nothing and build up a potato-selling
- 0:29empire. It was a similar concept to Sell
- 0:31Lemons, if you've seen that game blowing
- 0:33up recently. You start off small, you
- 0:35upgrade, you automate, and then you
- 0:36rebirth. It's a pretty simple concept,
- 0:39but the monetization is where it gets
- 0:40interesting, because the game itself
- 0:43making that kind of money had nothing to
- 0:45do with how complex it was, and
- 0:47everything to do with how the
- 0:48monetization was designed. Okay, so the
- 0:50first thing I want to talk about is the
- 0:51biggest mistake that I see Roblox
- 0:53developers make with monetization, and
- 0:55that's making everything a game pass.
- 0:57And I get why people do it, because game
- 0:59passes feel like a bigger deal. They
- 1:01have higher prices, and one sale feels
- 1:03more significant [music]
- 1:05than a cheap developer product. But,
- 1:07here's the problem with that thinking. A
- 1:09game pass is a one-time purchase.
- 1:11Someone buys it once, and that's it.
- 1:13They never need to buy it again. Which
- 1:15means the only way to keep making money
- 1:17from game passes is to keep getting new
- 1:19players into your game. Developer
- 1:21products, on the other hand, are
- 1:22consumables. Meaning, a player can buy
- 1:25them over and over again, and that
- 1:27changes everything. Think about it like
- 1:29this. In e-commerce, the biggest brands
- 1:31in the world aren't selling luxury items
- 1:33that people buy once. They're selling
- 1:35toothpaste, [music]
- 1:36supplements, things people buy again and
- 1:38again. That's what developer products
- 1:40are in Roblox. And the more that you can
- 1:42design your monetization around
- 1:44consumables, the more money that you can
- 1:46make per player, instead of depending
- 1:48entirely on new players coming in. So,
- 1:51here's exactly what my three
- 1:52best-selling developer products were in
- 1:54Sell Potatoes, and more importantly, why
- 1:56[music] they sold. Number one was a
- 1:58speed boost. Players in a tycoon game
- 2:00spend a lot of time running around
- 2:02collecting things and upgrading, and the
- 2:04pain that they feel is that it's slow.
- 2:06They're grinding, so a speed boost
- 2:08directly solves that pain. It makes the
- 2:10game feel better immediately, and
- 2:12because it was a developer product and
- 2:14not a game pass, players who bought it
- 2:16once and felt how good it was came back
- 2:18and bought it again the next session.
- 2:20That's the key. Number two was 5x cash.
- 2:23Again, this is solving the same pain,
- 2:25which is the grind. Players who are deep
- 2:27into the game and just want to progress
- 2:29faster will pay for [music] that. And
- 2:30the important thing here is pricing it
- 2:32right. You don't want to price it so
- 2:34cheap that it wrecks your in-game
- 2:35economy, but you don't want it so
- 2:36expensive that people just don't bother
- 2:38either. Find the middle ground where it
- 2:40feels like a no-brainer purchase. Number
- 2:42three was auto collect. So, in Sell
- 2:44Potatoes, players had to manually
- 2:46collect their potato earnings, and a lot
- 2:48of people just didn't want to do that
- 2:49actively. They wanted to play more
- 2:51passively. Auto collect solved that
- 2:53directly, and this is something that I
- 2:55learned from watching how players were
- 2:57actually playing the game, which I'll
- 2:58get into in a second, because that's
- 3:00where a lot of your best product ideas
- 3:02come from. And that's really the whole
- 3:03framework behind good monetization. Your
- 3:05best-selling products are always going
- 3:06to be the ones that solve a specific
- 3:08pain that your players are already
- 3:09feeling, not features that are nice to
- 3:11have, things that feel like must-haves
- 3:13because they're removing friction from
- 3:15the experience. Speed boost removes the
- 3:17pain of moving slow, 5x cash removes the
- 3:19pain of grinding, auto collect removes
- 3:21the pain of having to actively manage
- 3:23everything. Every single one of my top
- 3:25sellers in that solved a direct problem
- 3:27players were running into, and the way
- 3:29you figure out what those problems are
- 3:31is you actually go into your game and
- 3:33watch players. Like, literally just
- 3:35follow someone around for 5 minutes.
- 3:36You're going to see exactly where they
- 3:38get frustrated, where they slow down,
- 3:40where the game stops being fun. Those
- 3:42moments are your product ideas. Okay, so
- 3:44another thing that made a huge
- 3:45difference was purchase pathways, which
- 3:47basically just means how many different
- 3:49ways can a player actually buy your
- 3:50products. Most developers just stick a
- 3:53shop button in the corner of the screen
- 3:54and call it done. But the more ways that
- 3:56a player can access your products, the
- 3:58more chances you have to make a sale. In
- 4:00Sell Potatoes, I had the shop button in
- 4:02the HUD, obviously, but I also had a
- 4:03little plus icon next to the cash
- 4:05counter. So, if a player was looking at
- 4:07their money and thinking about buying
- 4:08more, they could just tap that
- 4:10instantly. And I also placed the actual
- 4:12developer product NPCs or buttons
- 4:14physically inside the game world near
- 4:16where players were spending the most
- 4:17time because if they're walking past the
- 4:19product [clears throat] 20 times per
- 4:20session, they're going to eventually buy
- 4:22it. If it's hidden inside the menu, they
- 4:24might never even see it. Think about
- 4:26product placement in a physical store.
- 4:28They put the stuff that they most want
- 4:30you to buy at an eye level, right where
- 4:32you're walking. Same exact principle
- 4:34works in Roblox. Now, I said earlier
- 4:36that consumables beat game passes for
- 4:37most things, and I stand by that, but
- 4:39there's still a place for game passes.
- 4:41Permanent upgrades that fundamentally
- 4:43change how the game feels. Things like a
- 4:45permanent 2x cash multiplier or VIP
- 4:48access or an exclusive cosmetic. Those
- 4:51make sense as game passes because the
- 4:53value is genuinely permanent. Just don't
- 4:55make the mistake of turning things that
- 4:57could be consumables into game passes.
- 4:592x offline earnings, for example, way
- 5:02more valuable as a developer product
- 5:03because players will buy it over and
- 5:05over every time they log back in. If you
- 5:07made it a game pass, you sell it once
- 5:09and it's done. And the process for
- 5:11figuring all of this out is pretty
- 5:12simple. You just launch your game with a
- 5:14basic monetization setup. You watch how
- 5:16players actually play. You look at your
- 5:18sales data, and you see what's selling
- 5:20and what isn't. You add a new product
- 5:22that solves a pain point that you
- 5:23noticed. You check if it's sold without
- 5:25wrecking your other stats like session
- 5:27time and retention. If it works, you
- 5:29keep it. If it doesn't, you remove it
- 5:30and try something else. That's it. It's
- 5:32not complicated. It's just iterative.
- 5:34Sell Potatoes didn't make $43,292
- 5:38because I built the perfect monetization
- 5:40setup on day one. It made that because I
- 5:42kept paying attention to what players
- 5:44were doing and kept adding products that
- 5:46solved real problems that they were
- 5:48having. And if you want to go even
- 5:50deeper on this, all the game setups that
- 5:51I've built are inside Road Developer
- 5:53Academy with the full monetization
- 5:55already set up inside each one so that
- 5:58you can see exactly how I structured it.
- 6:00Link is going to be in the description.
- 6:02Subscribe if you want to see the next
- 6:03one and I'll see you there.
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