So when it comes to monetizing your Roblox games, there are really two main methods to do this.
Now the first one is through game passes and developer products.
This is the most obvious one.
You sell items in your game and if someone buys the item, you get a bit of a cut of that.
Um, so let's say someone pays 100 Robux for a game pass in your game.
Okay.
How this system works is that you will not.
Unfortunately.
Unfortunately, you will not receive 100% of that, so you will not receive 100 Robux.
Roadblocks takes a cut, um, of that.
Basically, I'm not sure exactly how much of a cut is off by hand.
I think it might vary based on like, um, if you've done games before and stuff like that, but, um,
it is a relatively significant cut for they take out of it, because obviously they have allowed you
to make this game and stuff.
They should get a cut of whatever your earnings are.
So you don't just take it all back, but you will then receive that not in real money, but in Robux.
Okay.
Now, if you're wanting to spend the Robux, sure.
There you go.
But if you are wanting to actually convert that into real money, it's a little bit more tricky.
Okay.
Um, basically, you need a certain amount of Robux in order to convert it into real money.
Now, um, the exchange rates for this change over time, so it's worth looking, but there are certain
exchange rates.
So this amount of Robux converts to this amount of money.
So in order to convert it you will need to meet a couple of requirements.
You will need to be above 13 to have a dev account and also have Roblox premium I believe were the last
requirements that I was aware of.
So if you have all those requirements, you you are able to also be to be to be in good standing with
Roblox guidelines and stuff like that.
Um, now, this might not be the case, but I believe you can convert less than this.
But I do remember one of the figures was 100,000 Robux for £300.
Obviously that's very different.
Um, like $300.
Um, so different for different currencies and stuff like that.
But I think that's kind of the exchange rate you're looking at.
So if the exchange rate isn't really the best, um, you will get it's not the exact amount that you
would get paying.
So yeah, if you paid for Roblox with no money, you'll get more than you would do for getting real
money from Roblox, unfortunately.
Um, but, um, that's really the only real way to get that.
There are some other ways to monetize your game, which, um, the only other way is to do with, um,
people with Roblox Premium.
So this is something they released recent not recently, but like wasn't hasn't been around for ages,
which is about premium payouts.
So if someone who has Roblox Premium plays your game a lot, then you actually get a bit for that as
they are.
Um, well, they're paying money, um, to get all these benefits and stuff, and they're spending those
benefits or they're spending that time, but they play Roblox on your game.
Members will see that and say, well, this premium subscribers playing your game, they like your game.
That's why they play Roblox for and they'll give you a little bit of a cut.
Basically, it's not too much, but it could it could be worth doing, basically.
So, um.
Why this is useful to know is that if you add certain features in your game, which only premium Roblox
Premium players can access or give them certain benefits and things like that, it will encourage more
roadblocks premium players to play it, and which means it makes more money for you without even having
to spend anything really.
Um, so that is a really good option for you to do.
Um, it's all to do with marketplace service.
You can detect if they have, um, premium or not.
So that's how you do it.
And some suggestions.
Maybe give them an extra starting bonus if their premium subscriber or they get the VIP, which would
have cost other people a certain amount of Robux, for example.
Um, so yeah, there are some other ways of like monetizing your game.
Um, some people outside of Roblox have investors into their game.
So like they get the investor gets certain certain cut of your game and you give them all this money
and they give you like a certain amount of money to have that cut and things like that.
Um, placing ads into games someone might pay pay you real money for to advertise their game in your
game and all of this stuff.
So there are other methods of monetization, but these are the two main ones really through Game Pass
and developer products and then through premium payouts as well.
So she's about you being aware really about the different methods of doing this.
Now, one word of advice for you, which I've see happen in a lot of games.
Okay.
Um, please do not, um, oversell your game.
So what I mean by that is, um, don't have like, so many game passes that are on your screen 24 over
seven asking you to buy, buy, buy, buy again and again and again and then, like, incredibly expensive.
Okay.
Um.
If you charge slightly less for your game passes, chances are more people will pay them.
Pay for them basically.
So it's not always necessarily about the price that you're setting.
If you set a lower price, it might encourage more people to pay for them.
Okay.
But, um, it's not spending.
It's all about creating Game Pass into better products, which aren't like stupid almost.
And no one wants to buy a little sword for like 2000 Robux, for example.
Um, actually give them a good reward on what they're paying for and let them know that they can do
it but don't like, keep telling them again and again and again.
And it might actually drive people away from your game.
This bit on the Roblox Creator site here gives you a bit of understanding of this and how to view your
monetization metrics.
Improving revenue.
So it says here to be thoughtful that monetization from the start.
So to consider what user would spend money on why would they spend and whether on how to expand monetization
options into the future.
Design it for short term as well as long term users, people who are just playing for a bit and people
who are long term playing your game.
Optimize your storefront.
Make it easy for people to find your game and obviously balance space with your inexperienced content.
So make sure there's lots of free items and free stuff for them to do.
Otherwise, if you have to pay for the entire if you if everything's like locked behind a paywall,
they might not want to do it.
Um, just thinking about there's also one other method for you to earn a bit of revenue is some people
actually charge, um, to play their game.
Now, this is a bit risky because the player has to really like your game in order to play it.
And if you're charging a lot of money for your game, like, you know, over a thousand roadblocks,
roadblocks, roadblocks, plus they might not want to play.
Remember, most games in Roblox are free.
Um, so by charging your game, you're going to have to encourage them and encourage them a lot more
to be able to pay it.
So what I personally do that.
No, not at least in the start.
Sure, if your game becomes very popular and it becomes out of a beta and you've finished making it,
and you can see it's a very popular game.
If it's trending a lot, then perhaps.
But unless that is the case, I wouldn't just to start off with because you really want the players
to be able to be to be playing a game and charging a bit of money might just throw a couple of people
away from it, basically.
So that concludes this section, a very small section compared to my other sections in the course,
but it's just a quick section really, to go further in this course than just telling you how to make
a game.
Actually, if you are, if the whole reason in this course is for you to make a game, which most most
of you it will will actually to do once you've made this game and how it should go further.
So hopefully it's been it's given you a good overview of this.
Please make sure as well.
This is just, um, advice from my personal experiences.
Okay.
Um, your games should be should be better advertised in different ways, monetize in different ways.
So don't just take this video and go, okay, I'm now going to spend this amount of roadblocks and advertising
and this amount I'm going to get back and I'm going to charge this amount for the for the for your game
and stuff.
Do your research and remember if it is your first game, it is your first game.
Okay.
No one's first game is perfect.
And maybe instead of spending all of this on your first game and not going so well, um, maybe keep
working on some other games and see how your first game could be improved.
Apply it to your next games and just make sure that the player is happy playing your game.
Really?
But yeah, now there's lots of other statistics and stuff in your, um, area.
So like monetization about retention, about engagement.
So if it is up and running, some are looking at some of those would be very useful.
So you can see like people only playing for like 20 minutes and then most people stop playing.
Why is that.
Maybe it gets very dry and boring after 20 minutes.
Maybe they complete it in 20 minutes.
So it's all about just adjusting your game and looking at all these analytics and really just analyzing
what people are doing in the game and how to basically improve it.
But hopefully you've taken all this advice in these few lectures, and it really helps you to get your
game out there.
And if you have got a game that you're trying to release and get out there, hope this has helped and
good luck.
It's quite difficult because there are lots of games out there to people to try, but if you genuinely
think you've got a very unique idea, using some of these methods can really get it out there.
So hopefully you've enjoyed this and we're almost at the end of the course really.
There's one little section now, um, at the end and then we're finished with the course.
So well done getting it this far.
And I'll be speaking to you in the next section.