Roblox Game Monetization Explained Like You're 5 — Transcript
Full transcript
- 0:00Roblox game monetization explained like
- 0:03you're 5 years old, man. In this video,
- 0:05guys, I want to show you how we took our
- 0:08game from making around 175k
- 0:11in the past 72. Okay? It was at 1k CCU.
- 0:15This is the exact same game that you saw
- 0:16in my last video.
- 0:18It was on a run rate for around 6k USD
- 0:20per month. And recently,
- 0:23we've almost doubled CCU, more than
- 0:26doubled CCU,
- 0:27and revenue has gone up like 3x. And
- 0:30it's on a run rate to make close to 15k
- 0:33a month. And I'm going to show you guys
- 0:34in this video
- 0:35how I think monetization,
- 0:38what our best-selling dev products are,
- 0:40why I set them up the way I did, how you
- 0:43can use basically the same mental model
- 0:46and thought process to apply to your own
- 0:48game. Let's dive straight into it. So,
- 0:50here is what we did. And I'm I'm a big
- 0:52proponent of this. You guys see me talk
- 0:53about this in a lot of my videos is
- 0:55number one, we looked at the data. Okay?
- 0:58Simple, straightforward, dude, right? I
- 1:00go here. I go look at my top products. I
- 1:03look at which one is selling the best.
- 1:05Okay? I go sales in descending order.
- 1:07What's my best-selling product? Now,
- 1:08what was the best seller? In our game,
- 1:10there's a speed mechanic. You run. Okay?
- 1:12Best seller was plus 10 speed. I'll just
- 1:15put it like that. Okay? That was our
- 1:17best seller. Now, what's the simple
- 1:19logical thing to do? Oh, well, let's
- 1:21just add plus 30 speed as a dev product.
- 1:23Let's add plus 100 speed for our whales.
- 1:26Okay?
- 1:27That might seem straightforward, but
- 1:28like, dude, when I tell you when I first
- 1:30started working on this game, we only
- 1:31had plus 10 speed as a dev product.
- 1:34Okay? So, we just added more options,
- 1:36made it more expensive.
- 1:38Simple, straightforward, and that became
- 1:41our new best seller, okay, for a hot
- 1:43minute. Now,
- 1:45what happened next?
- 1:47I was in the game observing player
- 1:50behavior. Okay? Talked about this in
- 1:52last video. Talked about qualitative
- 1:53data.
- 1:54Simple, straightforward. Play your game
- 1:56and just see how people are playing it
- 1:58cuz your game won't always be played the
- 2:00way it was intended to be played. What I
- 2:02mean by that is our game is not really
- 2:05an AFK game. It's a very active game.
- 2:06You have to run in between the servers
- 2:08to collect data. But what I saw is a lot
- 2:10of players were playing AFK. Which kind
- 2:14of made no sense to me cuz I'm like,
- 2:16"Dude, you can't even collect data AFK."
- 2:19Some of you guys might think, "Oh, just
- 2:20add an auto collect game pass." Here's
- 2:22something I want to talk about. You have
- 2:23to be careful with the products you sell
- 2:25cuz this obviously seems like simple
- 2:28solution, add auto collect. But what's
- 2:30that going to do? That could potentially
- 2:32wreck the entire economy of the game.
- 2:35Okay, bro? So, we didn't add auto
- 2:37collect.
- 2:38All right, spoiler.
- 2:40What I noticed though was these players
- 2:41that were AFK, they were getting wrecked
- 2:44by PvP. What do I mean by that?
- 2:46Basically, in our game you have bats,
- 2:49like Stealing Brains Right, you can
- 2:50smack other players, you can steal data
- 2:51from their servers, and these AFK
- 2:53players were having their data stolen
- 2:57like [ __ ] crazy, okay? Also, if you
- 2:59played Oil Empire, this is also a
- 3:01mechanic in the game where you can steal
- 3:03gas from people's refineries. Okay.
- 3:06So, what do we do?
- 3:07I looked at different games in the genre
- 3:10and I saw One other thing I want to
- 3:13mention
- 3:14is that there were confirmed complaints
- 3:16in the feedback. So, again, if you go
- 3:18here,
- 3:19you go to audience feedback, okay? There
- 3:23were complaints in here
- 3:25about "I'm tired of being attacked
- 3:29and stolen from and targeted, okay?"
- 3:32Now,
- 3:33this isn't something that we just added
- 3:36in. Like, the stealing mechanic was
- 3:37always part of the game, but we just
- 3:38noticed this was a friction point for
- 3:40players where their [ __ ] was getting
- 3:42stolen. A lot of them were AFK. It was
- 3:44frustrating for them. So, what we did
- 3:46first is we added a base lock feature.
- 3:48Okay? You guys have seen this in
- 3:49Stealing Brains Right's classic, right?
- 3:51Every 60 seconds or so, you can lock
- 3:53your base, no one can get in. Okay, we
- 3:55added that to our game. Oil Empire
- 3:56doesn't have that by the way. I took
- 3:57this from a different game in the in the
- 4:00same genre, okay? And then what did we
- 4:02do next? Of course, we added a dev
- 4:04product where you can lock your base for
- 4:0624 hours. Now, I'm a huge proponent of
- 4:09dev products versus game passes when it
- 4:11comes to consumables. What do I mean by
- 4:12consumables?
- 4:14Consumables basically means
- 4:16can be purchased again
- 4:19and again. If you think about
- 4:21e-commerce, some of the biggest brands
- 4:22in the world are CPG brands, consumer
- 4:25packaged goods. These are your
- 4:27toothpaste, these are your supplements,
- 4:28these are anything that can be purchased
- 4:30again and again.
- 4:32This also works really well in Roblox,
- 4:34okay? So, 24-hour base lock, we added it
- 4:37in literally 2 days ago and it's already
- 4:39our top seller now. Like if I go here
- 4:42and I go to overview,
- 4:45okay, and I go to dev products,
- 4:47you'll see
- 4:49that's last 28 days. We'll get into
- 4:51this, 2x offline earnings.
- 4:53But you'll see last 7 days and we
- 4:54literally added this product yesterday,
- 4:58bro.
- 4:59Lock for 24 hours, okay? This is huge,
- 5:01guys, because there's a stat
- 5:04when it comes to your home wrecks.
- 5:06If you go to acquisition, you go home
- 5:09wrecks.
- 5:10There is this stat called 7-day spend
- 5:12days per user and it's exactly what it
- 5:14says here, the number of unique days
- 5:15individual users spend Robux in your
- 5:17experience over 7 days. This basically
- 5:20means if you have a user, how often did
- 5:22they spend Robux over a 7-day time
- 5:24period and consumables really pump this
- 5:27stat because they can buy the 24-hour
- 5:29lock today, they can buy it tomorrow,
- 5:31they can buy it the next day and the
- 5:32next day. Same thing with 2x offline
- 5:34earnings, which I'm going to get into,
- 5:36okay? So,
- 5:37again, with this mental model that I
- 5:39have showed you guys in the last video
- 5:41where it's research, form hypothesis,
- 5:43launch update, check results, research,
- 5:45right?
- 5:46What I did
- 5:47is some competitor analysis. If you look
- 5:49at sell lemons, very common in other
- 5:52games as well. It's 2x offline earnings.
- 5:54And again, not a game pass, it's a
- 5:56consumable.
- 5:57Meaning, if they buy it today, they're
- 5:59not going to have it tomorrow. They're
- 6:00going to have to buy it again tomorrow,
- 6:01okay? So, saw that a competitor was
- 6:03doing it, I wanted to test it. Our
- 6:05original game design was to have 2x
- 6:07offline earnings be a game pass. This is
- 6:10where a lot of people go wrong.
- 6:12They think, okay, this is super valuable
- 6:132x offline earnings or 2x cash, things
- 6:15like that. Let me make it into a game
- 6:17pass. But, you're hurting your stat here
- 6:19when it comes to 7-day spend days per
- 6:21user. You want to experiment with
- 6:23consumables. This is just what I've
- 6:25experienced. This is what is it
- 6:26literally every time we add a new
- 6:28consumable that solves a big friction
- 6:31point in the game, it always becomes a
- 6:33new best seller, okay? I remember saying
- 6:34to David, like, bro, watch 24-hour lock
- 6:36become our new best seller. So, start
- 6:38thinking in the world of consumables.
- 6:39Sell lemons, this is I can almost
- 6:41guarantee their best selling dev
- 6:42product. Okay? Turn it into a dev
- 6:44product, boom, 24-hour lock became our
- 6:47best seller, okay?
- 6:49Um it's actually our first best seller,
- 6:50so ignore that. Anyways, last thing I
- 6:52will say here, guys,
- 6:54is improve your purchase pathways, okay?
- 6:57What the [ __ ] does that mean? Okay.
- 6:59Let me give you an example.
- 7:01In our game, we had cash,
- 7:03okay?
- 7:04How can the player buy cash? This is the
- 7:06way it was previously. The player could
- 7:07only buy cash via
- 7:10opening the shop icon.
- 7:13Okay? In the
- 7:15heads-up display, in the HUD, okay? You
- 7:17guys see this? It's literally in every
- 7:18single incremental tycoon, every single
- 7:20game has that shop icon where they open
- 7:23and they see cash packs, okay? This was
- 7:24previously the only way player could buy
- 7:26cash. What did we do? We added
- 7:29this little guy.
- 7:30This little plus icon, okay? Now, if you
- 7:33tap this plus icon, this is now a new
- 7:36way to access
- 7:38the cash shop. If they click this plus
- 7:40icon, it opens the cash shop, okay? now
- 7:42we have two purchase pathways. What do
- 7:44we do next? We added a third purchase
- 7:46pathway, okay?
- 7:48Which basically, what would happen
- 7:50is if a player went to go buy something
- 7:52in the game where they don't have enough
- 7:53money, they would get this error, right?
- 7:55You don't have enough money. Now,
- 7:57I've talked about this with devs in the
- 7:58server and asked them, "Hey, if they
- 8:01don't have enough money, should you just
- 8:02directly open the cash shop?" The
- 8:04overall consensus is no, okay? It can be
- 8:06very annoying. It can hurt your play
- 8:08time. And again, something you want to
- 8:10think about is when you're creating
- 8:12these products, what is the impact it's
- 8:15going to have on my other stats, okay?
- 8:17If I have a 2x offline earnings, I need
- 8:19to make sure that my economy long-term
- 8:21of progression compensates for that,
- 8:24okay? Cuz you don't want to wreck your
- 8:25in-game economy. Now, back to this. We
- 8:28had this pop up. Someone went to go buy
- 8:30something, they didn't have enough cash.
- 8:31It says, "Error, you don't have enough
- 8:32money." Okay, what did we do? We simply
- 8:35had it where the second time after they
- 8:38see this error, it will show the cash
- 8:40shop. So, the first time it's just like,
- 8:41"Hey, error, you don't have enough
- 8:42cash." Second time it's like, "Hey,
- 8:44error, you don't have enough cash." The
- 8:45third time they go to do it, it's like,
- 8:47"All right, buddy. Do you need cash?
- 8:49Obviously, you need cash. Here's the
- 8:50cash shop." And we directly open the
- 8:51cash shop on the third time they go to
- 8:54purchase something and don't have enough
- 8:56cash, okay? And this pop-up where it
- 8:58goes straight to the cash shop only
- 9:00happens, I think we have it three or
- 9:02five times per play session right now,
- 9:03so it's not super intrusive, but it's
- 9:06there for players that don't realize it.
- 9:07So, what do we have now? Now, we have
- 9:10three purchase pathways to this one dev
- 9:13product, okay?
- 9:15Now, purchase pathways, they can be UI,
- 9:17they can be physical parts in the world,
- 9:19which I'm going to get into. But, the
- 9:20more purchase pathways, the better.
- 9:22Usually, not all the time. You're going
- 9:24to want to experiment, but just think
- 9:25about what is intuitive for the player.
- 9:27This plus little cash thing, I saw this
- 9:29in tons of different games, not in Oil
- 9:31Empire. You guys know our game's heavily
- 9:33inspired by Oil Empire. But, this is why
- 9:35it's important to study other games and
- 9:37see what mechanics they use and just
- 9:40form a hypothesis and think to yourself,
- 9:42will this work for our game? And [ __ ]
- 9:44test it, bro. For us, this drastically
- 9:46improved cash sales, okay? Cash is not
- 9:49our best-selling product. I think the
- 9:50one bill cash is, but
- 9:53we were basically selling no cash before
- 9:55we improved the purchase pathways, okay?
- 9:57Now, one more thing I want to mention
- 9:59that I've
- 10:00come to learn, that's been taught to me,
- 10:02is the placement of the actual dev
- 10:05products themselves is very, very
- 10:07important, okay? So, we added this lock
- 10:09feature, right? When David first
- 10:12designed this,
- 10:13the way it was set up
- 10:15was, let me do like a bright yellow,
- 10:17okay? The way it was set up was this
- 10:20free lock
- 10:22was previously right where the dev
- 10:24product is here, okay? But, I basically
- 10:26told him to swap them,
- 10:28okay? Cuz this is where the player
- 10:30enters their base right here, right?
- 10:33So, this is where their foot traffic is
- 10:35going to be. This is where they're going
- 10:36to be walking a lot, okay? So, since we
- 10:39put the 24-hour lock right here, they're
- 10:41more likely to see this than if it were
- 10:43over here where the free version of it
- 10:46is, if that makes sense. So, you want to
- 10:48put your products
- 10:50where the player is going to be walking
- 10:55the most, okay? And these are commonly
- 10:58referred to as POI, okay? Point of
- 11:01interest, okay? This is where you want
- 11:04to put your physical dev products and
- 11:06create that new purchase pathway. It's
- 11:08not just in the HUD, it's not just in
- 11:11the UI, all right? You want to make sure
- 11:14that your dev products, again, are
- 11:18really close to where majority of the
- 11:20foot traffic is going to be happening in
- 11:22your game, okay? That's what we're
- 11:24talking about when it comes to
- 11:25placement. Now, one last thing I want to
- 11:27say to wrap up this video. This is what
- 11:29I noticed with our top-selling products,
- 11:32okay? Our best-selling products directly
- 11:35solved a problem {slash} pain. This is
- 11:37classic just consumer psychology. You
- 11:40see this in e-com. Products that rip are
- 11:42products that solve a pain point. So,
- 11:44let me show you guys what this looks
- 11:45like for ours our game. So,
- 11:48I almost said our store. Uh plus 30
- 11:50speed, what problem is that solving? The
- 11:52problem is I don't want to have to wait
- 11:53and grind and that's the pain of effort,
- 11:55okay? This product is relieving
- 11:59this pain.
- 12:01Okay? Very simple, straightforward, but
- 12:03just keep that in mind when you're
- 12:04creating your products. One bill money,
- 12:07okay? Same exact problem. It's the pain
- 12:09of effort. I don't want to have to grind
- 12:12and get all this cash. I have the Robux,
- 12:14why can't I just buy it? Again, you want
- 12:15to be careful when you are having
- 12:17anything related to your economy because
- 12:19you can completely destroy your game's
- 12:20economy. Okay? You don't want to just
- 12:22make it like one bill money is like nine
- 12:24Robux. Like, that's going to cook you,
- 12:26bro. Trust. 24-hour base lock.
- 12:29What was the pain that this was solving?
- 12:31I don't want people to steal my stuff
- 12:33while I'm AFK.
- 12:34Right?
- 12:36Very simple, straightforward. This is
- 12:38now our new best-selling consumable.
- 12:4024-hour base lock solves a direct pain.
- 12:43Okay. Limiteds.
- 12:45This one is interesting
- 12:47because you might not think, okay, it's
- 12:49it's not it's not a pain, but
- 12:51technically could be related to a pain,
- 12:53right? What are limiteds? In our game,
- 12:55we have RGB antenna, RGB server. They
- 12:58are by far our best-selling antenna and
- 13:00servers. Why? Because there's limited
- 13:02stock, limited inventory. We say, "Hey,
- 13:03there's only 100 of these for sale.
- 13:05There's only 150 antennas for sale." And
- 13:08the pain that it's solving is I don't
- 13:09want to look like a filthy casual when
- 13:11I'm playing. I want to flex on everyone.
- 13:14Okay?
- 13:17Interesting, right? 2x offline earnings.
- 13:19What pain is that solving? Well, this is
- 13:21the pain of missing out on huge gains,
- 13:24right? Think about sell lemons. You come
- 13:27in and like, "Dude, I've made 85
- 13:29trillion, or I could double it?
- 13:31Man, I don't want to miss out on that,
- 13:33right?"
- 13:34And again, it's the timing and placement
- 13:36of when these dev products actually
- 13:38show, because in our game, for the
- 13:40collecting offline earnings,
- 13:42when the player walks over this part to
- 13:44collect their offline earnings, okay,
- 13:46right here, that's when the prompt pops
- 13:49up and says, "Hey,
- 13:50do you want to 2x that?"
- 13:5219 Robux. It's cheap.
- 13:55And you get twice as much data as you
- 13:56would have previously, okay?
- 13:59Now, one last thing I'll say to wrap
- 14:01this up is products should feel like a
- 14:02must-have, not a nice-to-have,
- 14:05okay? Basically, what that means is they
- 14:07should be solving a pain. This can vary
- 14:10genre to genre. I'm not going to pretend
- 14:12like I'm an expert in every genre, I'm
- 14:13definitely not. I'm still [ __ ]
- 14:15learning, bro. I literally, you know,
- 14:17this is one of the first games that I've
- 14:18helped hit this amount of revenue, okay?
- 14:21And I'm just sharing with you guys
- 14:22everything that me and David implement
- 14:23along the way, what became the best
- 14:25seller, the thought process behind it,
- 14:27and ultimately just comes back to this
- 14:29again, which is research, form a
- 14:31hypothesis, launch an update, check
- 14:34results. Did it work?
- 14:36Yes, keep it. If not, revert it, okay?
- 14:38Check results is not just did I make
- 14:40more Robux. You want to also see, did
- 14:42this dev product absolutely cook my
- 14:44playtime? Did it absolutely destroy my
- 14:45D1? Did it hurt my D7? Okay, did it hurt
- 14:48my session time? Did it hurt the
- 14:49first-time user experience? All these
- 14:51things you want to keep an eye on, all
- 14:54right?
- 14:55Hope you guys got value from this video.
- 14:56This is everything that we've been
- 14:57learning as we are scaling this game,
- 14:59and uh if you have any questions, let me
- 15:02know. Also, Discord link will be in the
- 15:04bio, pinned comment, always. So, that's
- 15:06it. Peace and love.
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