


Small and medium-sized developers take on the challenge of developing content for Roblox. Approximately one year has passed since the start of the investigation and study.What are the current results? [CEDEC 2024]
On August 23, 2024, at the game developer conference "CEDEC 2024" , a session "Japanese game developers tried developing on the metaverse platform Roblox" was held.
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In this session, Samurai Soft's CEO Keisuke Inoue will introduce the environment surrounding Roblox as a metaverse platform and the results of his one-year challenge to develop content for Roblox. did.
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Latest trends in existing markets (home use, PC, mobile)
The session first introduced the global game market size in 2022. According to this, the total amount is 26.8 trillion yen, of which mobile games account for 16.15 trillion yen, PC games account for 5.65 trillion yen, and consumer games account for 5 trillion yen. Mr. Inoue pointed out that although the market for mobile games is said to be difficult in Japan, globally they account for 60% of the total and are still the top.
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Next, it was shown that the global game market is expected to grow by 20 trillion yen over the eight years from 2022 to 2030. Mr. Inoue said, ``On average, it's an attractive market, but the Japanese market will probably remain at the 2 trillion yen level.If things continue like this, the game market as a whole will grow, but Japan will be in a difficult situation, so global We need to develop content that will be accepted,'' he said of his predictions. ![]() |
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In the consumer game market in 2022, Nintendo titles will be in the top 10 titles in Japan, while in the US and UK, AAA titles made by large companies will make up most of the top 10 titles. Mr. Inoue said, ``The number of individual consumer game releases will continue to decline,'' suggesting that it will be difficult to survive in this market.
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and "Fortnite" . According to the report, Roblox has more than 70 million daily active users (DAU) and more than 300 million monthly active users (MAU). Sales in 2022 will be 328.8 billion yen. On the other hand, "Fortnite" has 44 million DAUs and 70 million MAUs, but its sales are higher than "Roblox."
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Mr. Inoue said that while the main users of both are in their teens to early 20s and have low purchasing power, there are reports that the age group of "Roblox" will be on the rise from 2020 to 2023, and there are Point out that you can expect purchasing power. He also expressed the opinion that most of the users of "Fortnite" are users of the main game, and it is questionable whether it functions as a metaverse platform.
However, apart from such analysis, Samurai Soft is a developer. Therefore, in October 2023, we decided to try developing content for ``Roblox'' and ``Fortnite.'' The development period was one to two weeks, and the number of employees was approximately one planner and two programmers.
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As a result of actually developing the content, there was a problem with the version control function of Roblox's development environment, Roblox Studio, but Samurai Soft was able to resolve it independently, so it was not a major problem. . In contrast, the development environment for Fortnite, ``Unreal Editor for Fotnite,'' said that there was little that could be achieved in 2023. Overall, as of the end of 2023, ``Roblox'' had a better development environment and was able to provide a stable development environment, so if Samurai Soft were to participate, it was said that it would be the one.
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Taking that decision into account and looking at the sales of "Roblox" again, the total sales including PC, mobile, etc. will be approximately 330 billion yen in 2022. Looking at mobile alone, it was found to be 5th in the world with sales of 130 billion yen, which is actually higher than ``Pokémon GO'' and ``Monster Strike.'' If you decide to release content within "Roblox", you will be competing in such a situation.
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On the other hand, Mr. Inoue said that the quality of the content released within "Roblox" did not seem to be very high. He decided that ``content created by Japanese developers can compete well,'' and decided to start developing content for Roblox starting in early 2024.
The reality of content development for “Roblox” In early 2024, Samurai Soft decided to develop content for Roblox, release it on a trial basis, and measure KPIs. The development period was approximately one and a half months, and the team consisted of five people: one director, one planner, and three engineers. He also decided to take the opportunity to make a game with a samurai motif.
And at the end of February,
"Samurai Dark Castle"
was released on "Roblox". This content was a racing game set in a castle at night, but the result was a crushing defeat. However, Mr. Inoue says that there was still something to be gained.
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Based on the above, in mid-March, we decided to change the way we create content for Roblox. Specifically, each week we create game names and introductions for at least 10 titles one after another, and measure impressions. Therefore, we will actually develop and release games only if there is a demand for them. In other words, they switched to an approach that is similar to the development process for hyper-casual games, by asking users directly about the pros and cons of the game's concept.
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As they continued this approach, they began to see titles with good impressions and high visit rates for game introductions. One of the titles was based on sumo wrestling, so they worked on its development from May to June. The result was a ``Sumo Survival Simulator'' with the concept of ``Sumo x Battle Royale.''
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This title also had a clever name. First of all, one of the game genres that are a global hit on Roblox is called ``XX Simulator,'' and it is said that if you include it in the name, it will be more likely to be found in searches. Furthermore, although ``Sumo'' is an easily searched word, there is little competition, and it is easy to rank high in search results. If you use a word with a lot of competition, it may fall to the bottom of the search results and become invisible unless you scroll down, so just because it's popular doesn't mean you can use it lightly.
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结果,每天玩《相扑生存模拟器》的用户数量是《武士黑暗城堡》的6.7倍。井上先生表示,在看到这些结果后,他认为自己采取的方法可能并没有那么错误。
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然而,仍然存在挑战。比如现在DAU是240人,但是简单计算一下,每小时有10人进入房间,每个人进入房间需要6分钟。另一方面,平均游戏时间为 3 分钟,因此这不适合作为竞技游戏。井上先生表示,至少需要 1,000 个 DAU,并表示,“我担心是否要坚持下去并改进游戏,或者开发另一款会获得大量访问量的游戏。”他还表示,整体的专业知识已经积累起来,还需要继续发展和检验假设,而且可能不容易成功。
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会议结束时,井上先生透露,当他四月份申请参加CEDEC 2024时,他认为自己能够“表现出更高的成绩”,并表示如果有机会报仇的话,他热衷于交出一份好的报告。未来。
此外,如上所述,为了在 Roblox 上成功发布内容,可搜索并获得大量印象非常重要,因此对于拥有知名 IP 的发行商来说,这是一个巨大的机会。是。
The above is the detailed content of Small and medium-sized developers take on the challenge of developing content for Roblox. Approximately one year has passed since the start of the investigation and study.What are the current results? [CEDEC 2024]. For more information, please follow other related articles on the PHP Chinese website!

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