I know you!" the player and Alex then reconcile, and start hanging out again. She gets upset, but no matter the player's response, she says "Hey. In Middle School, the player's first encounter with Alex includes the player running into her in the hallway. Throughout elementary school, she is shown to be a rambunctious, loud child, and you eventually learn her name, Alexandra, though she asks you to call her Alex. In the next scene, though, she becomes the saviour. Despite this, in the first scene, she allows the boys to be the saviours. She then exclaims that girls can save people too, showing that she is a confident child. Joseph suggests that he and the player to save Alex since she is a girl. The player joins Alex (described as a "scruffy girl") and another boy, Joseph, in playing a game. And we’ve gotten to the point where I think over 98 percent of the 3D models, for example, that are submitted go through AI scans that are more accurate than human scans right now, so this is both a quality and a cost-benefit.The player meets Alex in Elementary School outside at the entrance. Same on the AI thing, in that our Trust and Safety team’s been running all kinds of AI models for the last three or four years, both on quality and on cost. I think we’ve been very consistent there. It runs on phone, tablet, computer, console, VR / AR devices - all of that. That said: on the metaverse angle, we do believe this new emerging category runs on all devices, which is really cool. Metaverse is a word that actually was hot 14 years ago, subsided, got hot again three or four years ago, and I think we rode that. We’ve always talked about being a communication and connection platform, a place where we reimagine the way people come together. We’ve always called ourselves a human co-experience platform. I like the notion that what we were doing five years ago blends into what we’re doing today in a smooth fashion driven by our own vision rather than the news cycle. I like the notion that irrespective of the news cycle or what’s been going on, our product development trajectory has been relatively consistent, smooth and straightforward. This has just all been constant iteration over 16 years. It started migrating into people being able to make a living on Roblox, studios being able to make money, technology getting better in every dimension, the avatar system, the cloud system, being on more and more devices. In the early days of Roblox, it was just fun to build stuff. It started out with a developer community that was 100 percent volunteer. And literally over the last 16 years, through millions of small steps all aiming in the right big-term direction, Roblox has evolved to what it is today. But constant iteration at the same time, getting stuff done and executing, has been a big part of it. If we can imagine it and if we think it’s technically possible with the compute power and the devices that people have, we want to aim for that. They almost signify how we’ve worked through this, which is, one, to take the long view. I think it’s interesting because we have two values that work together. You pretend you’re a bird, catch animals - what’s it like to be a bird? And if you wanted to be an eagle sooner than later, you could pay a little to do that. A long time ago, in Bird Simulator, you could have all kinds of things. So one of my favorites was Bird Simulator. And I think our creators are always very wisely balancing new users, fun retention without people spending, with those fun things that some people can buy on top of it. That’s really interesting.” Whatever our creators have sold - vehicles, clothing, VIP passes, all of that - they continued to astound us with their creativity. In the early days, we were like, “Oh my gosh, someone’s selling flashlights. And we continue to be really surprised by it. if we provide the core platform and the infra, we’ll be really surprised by it. One of our innovations was to trust the creativity of our developers rather than being very regimented around what you might buy in an experience.
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