In the blog post " Why We Are Focused on Enabling Creation for Everyone," it talks about how the previous attempts at monetization in RROs have failed, and that there is no “proven” strategy to monetize here.
- Was profitability a goal for the RROs mentioned, like Showdown, Rec Royale, and Run the Block?
- Why doesn’t RR explore more proven monetization options within RROs, especially in the context of recuperating development costs? For example, the only monetization in most RROs is avatar items. In Make it to Midnight, why weren’t there buyable hammer skins, bonky outfits, cage skins, or a new killer? You could’ve walled this behind RR+ as well, or made it so that RR+ subscribers get double the amount of tickets/xp per round (would need a “is RR+ subscriber” chip, which feels doable…)
- Rooms like MITM exist in a Rooms framework - has there been any exploration of the team to allow the community to help submit updates to these games?