Let’s talk about Ranking and Discovery (internal RR post)

Hey yall - the topic of ‘cash grab rooms’ and ‘low effort rooms’ has come up a lot lately, and it came up a lot yesterday in the Creator Hub Discord while we were chatting about the Maker AI news. This started a discussion internally at Rec Room and Nick (CEO) wrote something up that I pasted here so that creators could read it too.

If you want to discuss the post hop into the Creator Hub Discord and something like the General channel or the Maker AI channel (if its related) would be a good place to discuss this if you have thoughts: Creator Hub

Here’s the post from our Slack:


Nick [12:00 PM]

Let’s talk about Ranking and Discovery

I know a common complaint you’ve been hearing from the community is that “low effort cash grabs” are dominating our ranking. Let me outline what our data is telling us and how we want the discovery system to work. First, let me just share some stats so we’re all on the same page.

  • The top 100 rooms generate 50% of all time spent (excluding the rooms we make)
  • The top 100 rooms generate 73% of all UGC room revenue
  • 85% of the top 100 rooms have more than 24 hours of aggregate creation time
  • 74% of the top 100 that have been updated in the last 90 days

So I think we have two takeaways. First, if your room is not in the top 100, it’s probably not getting much attention. Second, the rooms in the top 100 are generally the result of a lot of work. Creators have put a lot of time into constructing them and they’ve done so recently. Ok, so why are people concerned about cashgrabs? Well I believe there are a few things:

  • New Room Promotion - First, there are 10s of thousands of rooms published every week. There is no way for us to manually look at them, which means we need to approach the problem algorithmically. A lot of these rooms get momentary promotion in the watch so we can see how they perform. Still… people see these rooms in their carousels and assume it’s because we “like” the room. When they ignore certain rooms and don’t click on it, we use that signal to demote it and move on to testing other rooms. On the other hand, if people click on the room and spend time there, we promote it to more people.

  • Misconceptions about what’s actually making money - The most common complaint that I hear is that there are “tons of costume rooms in the park and RR lets them persist bc they rake in the money”. Well I looked at how much revenue we’re getting from any room that takes place in the park. It’s less than 1% of our revenue. There are no rooms based on the park in the top 50. These rooms exist for sure, but they are not making us or the creator much money. A certain group of players does seem to like them, but it’s not a group that spends money. Just time. This is not a revenue source for us.

  • Misconceptions about how the ranking algorithm works - There seems to be a belief that our algo heavily weighs monetization. It doesn’t. It primarily is looking for engagement (play minutes). If you have some monetization in your room it will help you vs a room with similar engagement but no monetization. Still… predicted engagement minutes per thumbnail impression is the primary.

  • My room (or one I like) isn’t getting popular - This is probably the biggest factor. 10s of thousands of new rooms launch each week but… only about new 10 - 20 rooms each week break into the top 100. That means 10s of thousands of potentially disappointed creators. And maybe a dozen who are happy with the way ranking works

    • Creators build a room or they see a room that they like, and it’s not getting popular. They assume that it must be because we’re prioritizing “cashgrabs.” Hopefully you can see above… we’re not. I think the issue is that “perceived quality” and engagement / retention are not the same thing. We see a lot of truly beautiful rooms with very little in the way of interaction. They dont generate many play minutes or return visits or their thumbnail doesn’t bring people in, thus they dont rank well.

    • For a room to rank, it needs a great thumbnail to convert people into visitors. It needs strong engagement once you’re in the room. It needs to be appealing to a wide audience (niche content starts to see its per user metrics degrade with more promotion). If the room has been materially updated recently or newly published - that helps. If the room effectively monetizes – that also helps. Still, it’s really about appeal and engagement of a broad audience.

What do we want the top 100 rooms to look like? We want the players to pick the winners, and so our rankings are primarily based on how well the Rooms engage the community. Here are our principles:

  • We want it to be fresh content - that means it’s new or it’s being actively worked on. We don’t want stale content stuck in the top 100. This is the biggest thing we’re pushing on. A few months ago, it was a lot harder to break into the top 100. We want to give new rooms a better shot at success.

  • We want it to be engaging - This is an empirical measurement not a subjective quality assessment. If we put it in a ranking surface area, do people spend time there? Note: click through rate on the thumbnail image is a factor here. If no one clicks your thumbnail, that’s bad. If people are misled by your thumbnail and quickly leave after arriving, that will also penalize you. Players need to click through and stay for us to reward the room with more traffic.

  • All things being equal, we want it to be monetizing - Engagement is the primary ranking metric, but if two rooms are about equal, the one with better monetization will eclipse a room with no monetization. At the end of the day, we’re a business. Everything we do has a real cost - from server infra to moderation. We need to select the content that is going to help us pay those bills.

So what should we do to help the community understand what we’re doing?

  • First we need to be better explaining to the community what’s actually happening. I think a lot of people hear the complaints from the community and either don’t know what’s actually happening or dont know what they’re allowed to say. I’m going to try and fix that.

  • Second, I think it would be good if someone who primarily focuses on Creator Tools & Outcomes committed to being a strong stakeholder in the discovery workstream. We are failing creators by leaving a vacuum of information out there. They are not succeeding. They dont know why. They’re generating their own theories for why. Lets fix this. Discovery should be able to clearly articulate for all creators: “this metric is why your room isn’t ranking”. People in the UGC org should be able to say “and here’s what you should do about it”.

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:+1: :+1::+1: :+1: this makes a lot of good points

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this is very yes

Personally I think we remove this Promoter “role” people identity with by removing the invite all button. Experience creators with thousands of friends can invite hundred if not thousands of people. Yeah they built that fan base up but the invite all button is just abused.

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Will we get CTR metric on Rec net? It was mentioned more than a year ago and we still don’t have it

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If a room reaches the top 100, after about a month it should lose 50-75% of all discovery pushing. ^PrisonLife was made in 2019 and is at number 1 for “Top Time Spent.” Its been a popular game for years, but it’s pushing down other games when it’s staying there.

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This makes more sense and explains in greater detail of what’s been going on. I think this makes sense as to why certain things may not be getting attention. Maybe there should be a RecRoom class on how to make a room top 100 or something along those lines. How and where to get resources for it. If not a class, maybe a youtube tutorial or maybe a guide posted (please don’t do AI with this especially AI images, takes away from artists) I can think of a couple of resources for thumbnail making like Canva (app/website that does alot of stuff). I think it’d be helpful to be more open and make some resources (this can be apart of the creative club youtube/discord)

I seen another person comment this, which is something to possibly think about. People who have a lot of friends/subscribers. They have earned it however they do have it easier when trying to get a room popular with visits (sometimes not bc not unique visits at times). Newer Creators who are trying to get there room up there may struggle with that. I know for some workshops its hard to even get 5 people in the room. So possibly look for a way to help newer creators as well.

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I’ve seen and played many very well-made rooms on Rec Room. But I’ve noticed that a lot of them either don’t have replay ability, are too hard/easy, or don’t offer much to do. I really hope more creators who want to have a top room start editing and adding things to improve their rooms’ engagement and replay ability.

I think it could be beneficial for creators to see the click ratings for their rooms. This could help them figure out if their thumbnail is effective or not. Also, maybe Rec Room could give out tips for certain types of rooms to boost engagement. Like suggestions for what creators could add or things they should be mindful of.

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I understand it was made in 2019, But I’m still actively updating it while working on new projects. Players still find it fun and I try to keep it similar to how they like it with small updates.

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I disagree with this completely, Yeah it may be worrisome to receive invites all the time from random “promoters” but there are counter-measures to that. 1. you can set your online status to “Favorites” and you will not appear online to people except your favorites therefore not receiving random invites. 2. Just don’t accept random friend request from people you don’t know tbh.

The suggestions could be a good idea, maybe asking some of the bigger creators to give a few tips & package it somewhere to be seen by the public?? just a stray thought

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@EyesDraws a good idea in theory but realistically alot of creators aren’t gonna have time or even have the desire to educate other creators on things that could help them do better because even if no-one wants to address it there is a secret competitiveness amongst creators at times & they want to hold the edge over alot of other creators to stay in a better position. Alot of people will disagree & feel uncomfortable talking about this subject but there’s truth in what was said.

Its true there is a secret competitiveness. I think if not a class then RecRoom itself should offer resources on how to do it. It can be a basic guide. It could be in a video or blog post or on rec net. I think it would be beneficial for alot of users who are struggling.

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Yeah no bro let it go🙏 . Its been there since 2019 bro give someone else a chance its like the same with doomroom pvp or island pvp

it’s not about getting invited it’s more about how creators abuse it to make rooms instantly popular.

We’ll see if they’ll do something similar to what’s been discussed here. Stay Blessed

@Ardenis I think it’s subjective, you see it as abuse others may see it as creators utilizing the supporters & friends that they’ve accumulated to come out & show support to a new map they just dropped. Can it be be abused, Yes, But there’s also the other side where it can help alot of smaller creators get more engagement & playtime through that method. I see your point tho

Lots to say about this.

Let’s see.

This sounds like Rec Room needs to be doing more to stop the proliferation of these kinds of rooms so those players can be shuffled into experiences where they do spend money, then.

Then why is there little to no curation on the play menu? If you really wanted to make money, you would be investing time in ensuring that people have no issues getting into quality rooms that are monetizing well. You should be doing the most that you can to hide the noise in between.

Any time that users are spending in alleged “low monetization” slop is valuable time not being spent in rooms that have monetization opportunities that are higher quality. This needs to be a higher priority, which yes… does mean that you still need to clean up the play menu.

Yes, I have been saying for a long time that a lot of Rec Room’s issues are purely a messaging problem. Nobody talks to players, and the people that sometimes do talk to players do not do it enough, or they were in the 16% that got laid off recently.

People can be converted from upset players to understanding players by simply talking to them. Explain to them why things can not be, but be factual and be prepared to answer difficult questions. One mistake can light up a lot of goodwill on fire very quickly, and it is very hard to build it up once it is burned down.

Finally, the last thing to mention is perceived player perception. Let me help you understand why people think low effort stuff is a big problem.

You go on rec.net, you see people who own dozens of republished rooms flaunting their token counts, flaunting their gold items, etc. Even if they’re really only getting paid out a few hundred dollars at most every now and then, it creates the illusion that Rec Room is rewarding this behavior.

You go on some of the Rec Room creator discords, you see people freely talking about the best ways to game the system. Set up AFK accounts to friend users en-masse to invite them to their low effort rooms. Being happy about their behavior because this game is allegedly “trending downwards anyway” (not my words), so they’re trying to milk it for all its worth before that.

You go in-game, you open the play menu, and you just see dozens of these rooms recommended to you, all using IPs targeting younger users. The rooms themselves being purely a costume room or an easy gameplay concept that a user can quickly redo and republish within a few hours, if not less.

And for a new player looking to make money, they see all of this and think… “oh, I don’t have to really build anything. I can just adapt these strategies to make some easy tokens and maybe even cash out”.

These are not new problems. They have been around since 2021 and slowly brewing ever since. 4 years later is a long time to simply not address this kind of issue.

I wouldn’t spend this long writing something without some suggestions.

  1. Address perception first. Have some actual rec.net moderation or change how it works so people tackily flaunting their “wealth” isn’t promoted. (Ideally, change rec.net to only show friend’s posts but that’s just me). Talk with players. Assign someone to talk with players. Whether it is constant blog posts, talking directly on Discord, answering concerns on Reddit or making videos addressing concerns outside of AMAs, anything will do.
  2. Fix your play menu. Maybe it’s not the “issue” as you claim, but this is still a huge perception issue. I should not have low effort rooms suggested to me in any case. (Simply look at a comparison of Rec Room’s play menu vs. VRchat. Stark difference in quality promoted).
  3. You already covered this at the end, but yes. Try to do a better job to explain to the community what is actually happening. Ensure both players and creators understand how a room succeeds and not let them create their own wild theories as they have been doing for 4~ years now.

That’s all. Thank you for reading.

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You’re asking someone to move on from an insanely popular room that has likely generated them a lot of tokens (ie. money). Probably not happening.

Props to hkr at least. He got super lucky with the play menu algo, and instead of just leaving the room as it was he went back to edit it and kept updating it to improve it.

Im saying recroom should just get rid of it yeah he makes money from it but its kinda selfish hes already popular made a lot from it, it should be time to move on and let someone else get fame. Plus i have been in the room recently and not much has changed