Roblox is entirely dependent on how many in-game features players buy

BertScott
2022-03-04

$Roblox Corporation(RBLX)$ A key thing there which isn't explained by any of the analysts or media covering Roblox, is that one of the reasons Roblox came up short on revenue is because the revenue it gets is entirely dependent on how many in-game features players buy in the particular game they happen to be playing. 

FROM NETWORK

Earlier in the year and all of last year, the most popular game was Adopt Me, which has an absolute ton of in-game things you need to spend real money to purchase. So I'm sure Roblox was pulling in tons of revenue. But since then, a game called Brookhaven has eclipsed Adopt Me to become, by far, the new most popular game on the platform. And Brookhaven requires very few purchases in-game to be able to play and enjoy the game, unlike Adopt Me. No one seems to be mentioning this, but I'm sure that this had a massive impact on Roblox's revenue. Even more so than the Daily Active Users. For instance, Brookhaven currently has 400k players online, whereas Adopt Me has 170k. 

Whereas last year Brookhaven wasn't as dominant. The analysts don't mention this because it gets deep into the weeds, but since Roblox's revenue is 100% dependent on what players spend on games, I think it probably had an enormous impact on their bottom line.

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