![]() These can be used to buy clothing and accessories for your avatar, which range in rarity and value. Roblox's only currency is Robux, which is sold – initially at least, presumably because of its young audience – in bundles no higher than $9.99. It's also very apparent when playing on mobile that this is not Roblox's primary platform – though much of last year's $92 million investment is said to have been earmarked for improving the mobile experience – with fiddly controls, switching between landscape and portrait, and some poorly optimised UI.īut these niggles are outweighed by the appeal of Roblox being genuinely multiplatform, which is no mean feat. This obviously leads to wildly varying levels of quality, with the absence of a professional games designer's touch often abundantly clear. Roblox is less a game in itself, more a suite of simple editing tools and a hub for the games they're used to create. Often likened to Minecraft, owing to a shared core of user-generated content and a primarily young player base, Roblox isn't quite as well-known as Mojang's voxel-based phenomenon. ![]() Launched first on PC in 2006, then on mobile in 2012, it has a reported 64 million monthly active users across all platforms. This time we're taking a look at Roblox, a popular platform for user-generated games. The end goal is to see whether the game makes a good enough case for us to part with our cash, or whether players are content – or engaged enough – to 'freeload'. ![]() In each instalment, we consider the incentives or pressure applied to make in-app purchases, their perceived value, the expansion offered by IAPs and the overall value of the experience. Welcome back to the In-App Purchase Inspector – our regular look at free-to-play games from the consumer's perspective.
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