The Messy Middle

Today, we’re sharing an internal post from our Head of UGC Engineering. Dealing with tech debt is frustrating for you as players and for us as developers. The following is what was shared, how we’re thinking about this and solving it internally.

Because of the way we built Rec Room, we need to rebuild a lot of it.

When we started out, we weren’t thinking about UGC, scalability, security, multi-platform, or a whole host of other things. All of those things - essential to running Rec Room now - came later. And we built them on top of a platform that didn’t anticipate those developments.

We’ve started a number of these rebuilds in the last 12-24 months. As we’ve seen what creators are building and what they want more of, we got a better idea of the areas we needed to invest in for today and for our platform’s future. Sometimes these rebuilds are invisible to the majority of players e.g. Referee security or new server infrastructure. Sometimes they’re very much the opposite - Rooms 2 or new avatars for example.

Every one of these rebuilds has had this terrible point in development that I call the “messy middle”. All of our users are on the old system. Almost all of our development time is on the new system. This is an awful place to be for everyone.

Players see bugs and want features on the old system. We are trying really hard to finish the new system and can’t spend time patching the old systems, when we’re hoping to move everyone to the new system very soon Players are (fairly) annoyed because it feels like we’re not listening to them. Our team gets demoralized because players are yelling at them to “fix the bugs” but they try to white knuckle it to the finish line as we believe “once players try this new system they’ll love it”.

Still, everything takes longer than we thought and we’re in this messy middle more than anyone would rationally want to be. We need to exit the messy middle as soon as possible. We need our players, creators and developers on the same system. So when they have feedback, when they see bugs, and when they request new features, we’re ready with changes and fixes. We can’t do this if we’re developing across multiple systems.

Rooms 2 is the big transition moment coming up. It has been a monumental team effort to get this new and improved system up and running. It’s got the replicator, hierarchies, a more reliable loading system, a more secure networking model. It has higher limits. You can put wayyy more circuits in each room. It has a better economic model with RIO.

It’s also set up for the future. We’ll be able to get better stats on the Creator Hub. We have a path toward making the networking model far more secure than R1. We should be able to get better load times. And more reliable framerate, even on low end hardware. It will support things like Maker AI and a better breed of inventions that include studio content.

So, what does exiting the messy middle mean in practice for room creation? For new users, we think that on balance, they’re going to be better off using R2 than R1 now. Soon it will be the default for new room creation. Creators can still build R1 things, but we know defaults are powerful and so a lot more time will be spent on R2. It is the future of building and creating in Rec Room.

For our top creators, we need to offer white glove service. We’ll be talking to them directly about how to move to R2. How can we help them transition? What is holding them back? What can we fix/add/do for them that brings them to the future?

Updating systems is never about perfect parity with the old system. It’s about providing sustainable tools for what’s needed now and future-proofed as best as we can. That means R2 will never have perfect 100% parity with R1. There are some things we just don’t want to bring over because they create security or performance issues. We should be trying to offer alternatives though - things that help creators make the transition, match what they have built in R1 and realize all the new powerful capabilities that only R2 has.

Ultimately, we need our players, creators and devs to be on the same platform. If we want players to be seeing new features and bug fixes each week. If we want the time between “ask” and “answer” to be short, we need to get out of the messy middle ASAP. That’s what we’re working on right now.

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I got some FAQ answers for yall on this post since I figured these may come up:

Q: What does this mean for R1 rooms support?
A: We are supporting R1 at the moment, but as you’ve seen, when we’re managing two systems, we’re slower at making fixes than we’d like to be. The best way to solve that is to get everyone onto the same system. We’re pushing hard to get R2 there for you all.

Q: What does this mean for my current R1 rooms or projects?
A: We’re looking at how we move content from R1 to R2. And you’ll see us reaching out in the next few weeks to understand how we do this for certain types of R1 rooms. If you’re just starting a new project - R2 is the much better choice for the reasons mentioned in the post.

Q: What does this mean for the ‘R2 beta’ RR staff have been talking about for the past year?
A: We think R2 stability and performance has improved and works well enough that we’re dropping any ‘alpha / beta / launch’ labels. We think these were causing too much confusion internally and externally. The next step here will be us making it easier to select a R2 room during room creation. We’ll talk more about that once that change goes live. You will still be able to create R1 rooms but we want the UI to start pushing new creators to be using R2 by default if they don’t have a preference.

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I mean I hope my rooms v1 rooms will be safe cuz i just spent a month working on one and its half done and it would suck to lose it all

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What is the current state of building with the maker pen in R2.0 when it comes to bugs?

From the beginning I’ve always been interested in creating with Studio, and when the choice is up to me, when creating a new room I always pick R2.0 because the new tools like the replicator are great. That said, since I use Studio, it also means that when I take out the maker pen, it is usually to make circuits or edit object properties. I don’t build with shapes and my experience has been pretty good so far. (I just need to actually start a serious project instead of doing small dumb/unpublished tests, but that’s another story…)

However on the Creator Hub Discord I did read about a lot of weird R2.0 bugs that seems to affect maker pen shapes. Stuff like shapes separating from their colliders, shapes “exploding”, or moving slightly after saving… that kind of stuff. Are you mostly done with these?

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I have to say, while I haven’t ben fully keeping up with Rec Room creation and my friends have been having it rough switching between rooms v1/v2, we are happy to see the transparency and that you guys do care more than we thought originally, being just an average player we tend to never see the forums so thank you for this as it also gives us a understanding of what you guys are doing as its felt so confusing having R2 with all these new and different things and being so used to R1 we can understand that in ways its for the better.

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I believe a lot of the shapes shifting stuff has been resolved. When it comes to colliders or selections being off I’m not sure but you’ll have a solid opportunity to ask Gribbly about the state of R2 today if you can make the Creator AMA at 3pm PT / 6pm ET! In the Creator Hub discord Discord

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doesnt help that most of the features you’re developing are for the 5-10% of the playerbase when there is a large one that wants actual stuff fixed when also the old crap runs better than the new crap. Like new bean is horrible, doesnt run well on high end devices live pc vr and old runs like butter. You cannot be making this crap up smh

When you say all the players are on the old system and the dev on the new system, are you referring to R2 or something else? Also, what is the plan to make R2 more accessible for newer creators as, unless you have experience with something like Unity, the hierarchy system is VERY confusing. Lastly, what is the plan with old inventions that reley on clamps to function, will all of those be deprecated in R2 and leave those creators out to dry?

This is a great post that I feel applies to and describes so many experiences I’ve had working on platforms. The early visions rarely match the later visions and so you end up with these transitions and “messy middles”. I’m eager for Rec Room to get Rooms 2 to a place that feels like a natural default, and even a desirable default. It feels close now, just keep polishing.

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I’ve been working on a rooms 2.0 map with two friends. They have been using makerpen and RRStudio, while I’ve been working on circuits and RRStudio. Our entire room got corrupted only in RRStudio, and would freeze every time even after reinstalling multiple times. I have a feeling it was due to the number of makerpen objects in the hierarchy. We ended up having to redo a lot of the map, and now we’re working on circuits and makerpen objects in separate rooms to prevent the room from crashing again. I’m honestly afraid when we bring in the makerpen objects back in as inventions, everything will freeze again. At that point I honestly don’t know if I’d have the energy to redo all of the RRStudio circuits and finish the project. It would be great to connect with someone from RR when we get to that point.

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Yeah, tbh this may be unrelated but holy was the widget watch awfully hard to navigate. It’s gone for me now but please I ask, don’t bring that back until we have the option to toggle it! Thanks for your development.

this is a good time to de-fund the maker ai and work on fixing “The Messy Middle.” maker ai is not going to work out.

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The big issue here is that Rec Room hasn’t been doing a good job of maintaining player trust. Unfortunately you guys do also have ALOT of misinformation spread about what you are working on and what does/doesn’t work, but there is plenty that truly is wrong with these new features you’s create and how you communicate it to your playerbase. Rec Room needs to be alot more honest to bring that trust back up but you’s have already put yourself in such a deep rut in that regard that i feel like it could just change the general view from “they’re probably going to make another bad decision” to more of “of COURSE they’d do this particular thing, how corrupt/grubby” in regards to something that may well be a necessary evil and would have been forgiven and better accepted/received if the company wasn’t seen in such a negative light.

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Rooms2.0 trust

You’s made a blog post not long ago about how a massive majority of players primarily use Rooms1.0 and that’s bad for you’s, and i get it, you’s want everyone on the new Rooms2.0 that being rebuilt from the ground up, but some of the bugs that have been present are just so massive that i often find myself shocked or audibly scoffing at that you’s seem so confident you’s will be able to get a noticeable amount of players to primarily use it any time soon.
The heirarchy system is already a bit of a big step for people to get used to, before they had to worry about 2 layers exactly, world and object (i guess it’s more like 2.5 with tubes editing), but i feel like it’s completely unreasonable to expect players to try and use Rooms2.0 with the many massively inconvenient bugs that pop up on top of that. It’s just too unstable and untrustworthy, the few times i’ve really tried using it i just feel paranoid at all times that something big that took alot of work can break at any moment, or some plan that i’m trying to build up could hit a giant roadblock where a certain glitch or missing feature makes part of my vision impossible. I create because i enjoy it, and having that fear and dread in the back of my mind at all times when working in Rooms2.0 detracts from the experience making it barely enjoyable for me.

It’s not what is or isn’t currently wrong that keeps me afraid of using it, it’s that it has an alarming history of things going wrong already, i don’t want to put my effort into it because if anything goes wrong i cannot even port the progress i have made so far over to the significantly more stable Rooms1.0, the project is just dead in the water with nothing that can be done about it until the either very niche or very complex roadblock is found and fixed several months down the road by which point i will have lost all motivation and desire to continue the project i was working on, and that upsets me alot.
My brain always tells me that it is never ever ever worth it to use Rooms2.0 unless there is no workaround at all for some specific feature only possible in Rooms2.0, and even then i would feel much happier and more content if you’s would just create the same feature in Rooms1.0, however slow that may make the progress of Rooms2.0 become. Even then i end up preferring to create all the parts that i can in Rooms1.0 first, to then save it as an invention to port it into a Rooms2.0 room so i at least have a stable won’t-shatter-into-unrecoverable-pieces Rooms1.0 version of the creation that i can attempt to port into Rooms2.0 again someday down the line when things become stable enough to handle again.

This all must be heartbreaking for the team to see but i really think players would benefit from a way to convert Rooms2.0 rooms back into Rooms1.0 rooms. It would hold over the people who claim to hate it so much, because choosing to build in Rooms2.0 in its current state wouldn’t be quite as much of an unchangeable, final decision that sets them up for regret later, so they may feel safer in occasionally giving it a shot.
I want to use the building game i am familiar with and mostly trusting of right now to bring my ideas to life as i think of them, not struggle to maintain the same enthusiasm with a newer but often lesser experience while i wait an undefined amount of time for this different version of the game to become stable enough for me to create on it as fluidly as before.

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Explaining things to the playerbase

I think sometimes things need to be dumbed down to multiple levels and for more people, not just the occassional one level for the more savvy creators. Kids push alot of the misinformation and hate in/about this game and so more needs to be done to accomodate for other levels of understanding of this industry and this game’s development. Sometimes people only understand the creations they play with and nothing above. They don’t know why a custom gun doesn’t work and blame it on the Rec Room team when it may have just been set up incorrectly by the creator. Some people only understand the creations they make and that is all, not understanding why a synced list variable would be tedious to implement immediately, or why a synced action in a circuit consumes so much NET and assuming it’s bad programming or a bug on the Rec Room team’s behalf. Some people may or may not understand QA limitations. Some people may understand well the reason for changes like new bean allowing you’s to only really need to focus on working with 1 skeleton, but not really the commerce side of things and why you’s price things a certain way or don’t do certain tactics that at first glance seem like they would make alot of easy money without annoying players but aren’t actually easy or successful at all. If people are confused about a seemingly questionable change but their more savvy friends aren’t bothered by it at all because they understand why it must be done, they may feel left behind and just start to hate every change indiscriminately. I believe it creates a disconnect between the more talented creators and less experienced aspiring creators-to-be. People feel left out of the loop.

We need to be given far more transparency on why Rec Room does some of its more questionable endeavours, like really pushing hard for UGC clothing creators to make their items more expensive when the super cheap prices have been a HUGE selling point for them and they are able to pump them out much faster than the RR team themselves as they don’t have to put in as much work to make sure everything seems so professional. Like every now and then advertising so hard towards the children that have gone on to severely crush Rec Room’s reputation of being a safe place, and who make public spaces absolutely vile and toxic. Like worsening the RR economy for free-to-play players through sneakily reducing token rewards making it barely even possible to achieve as little as 1000 tokens after a week or two of casual frequent play. Some of these are necessary evils that any company needs to do if it wants to grow and become capable of more expensive and impressive features and projects, but this is never well communicated to players. There is barely any official attempt to reason us into these changes, at least not that anywhere close to a majority of all levels/ages of players can understand, so the less involved/optimistic people in the playerbase begin to feel like the people running Rec Room must be some team of hooded money-hungry barons or something dramatic.

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Lack of faith in bug reporting

The QA is shocking sometimes. And i’m sure alot of the times it’s just unexpectedly hard to catch certain bugs or to fix them before the next update ships and they aren’t toooo consequential. But there have been updates where something massive slips by and it is very disheartening for people that want to believe in the QA team. I remember once the entire notifications tab broke. You could still receive notifications, but if you didn’t immediately open them, they would not appear in any part of the proper tab. As far as i’m aware, this went completely unnoticed by the team for days. A core feature of the game just wiped for a week or two. One update, the makerpen menu being open absolutely tanked performance. One update, framerate in Rooms2.0 had plummeted to a fraction of what it usually was and became nearly unusable. I don’t know what really goes into QA but i feel like some weeks the proper public build of the game mustn’t have been booted up for longer than even 5-10 minutes of testing.

I also feel like players don’t have the most faith in the bug reporting of the game. I feel like we need to be educated on what can be assumed is a bug, and what may just be someone creating something poorly or using circuits incorrectly. I don’t know how this would be done but i know there must be a massive pile of “bug reports” that are really just “inconvenience reports” or “i-don’t-understand-this reports”. Maybe an AI would be good for giving priority to the reports that can reasonably be assumed to be actually about bugs?

I also feel like something needs to be changed to make interaction with bug reporting feel more effective. Perhaps it could benefit from feeling more personal/casual? This Creator Forum feels like a step in the right direction but in every format for bug reporting we’ve ever been given that i have used i still find myself feeling unheard if the bug isn’t something already very widely known. I made a post with many creation bugs last October and 1 of them was addressed this January in all posts related to that particular problem, it was the glitch where in Rooms2.0 objects shift position over time, which i think i’ve still been seeing people complaining that they’re having issues with. All the other bugs to do with creation like using direct move with the transform tool not being undoable/redoable, the configure menu’s “collapse all” and “expand all” completely not working for CV2 components, the clone tool sometimes not cloning when an arrows is clicked but only when held, the clipboard copies of objects having inaccurate/randomly images in the clipboard menu representing them, etc etc. haven’t been responded to or fixed at all. Maybe even noticed. Finding some way to get through and mention a bug directly to any person on the Rec Room team at all has always felt tremendously more productive and easy and successful than any single one of my bug reports through any other method of reporting them.

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(2nd paragraph was a tweaked message i wrote to someone else in the RR Discord already that i’ve kind of just appended to the rant. The original used alot of “they” as i wasn’t talking directly to anyone on the team, and came off somewhat unkind because i get a bit passionate about these things once my messages start to reach a certain length)

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I do hope R2 will be similar to R1, I love creating In Rec Room, & that’s whats keeping me playing, If R2 has drastic changes from R1, Player spikes are gonna go down, Honestly an opinion, I’m excited to see what you guys do with Rec Room, and now I know why you guys are so busy. Good luck on shaping Rec Rooms future.

I feel like if you want the cleanest transition from rooms 1 to rooms 2 it would make the most sense in my opinion to have the option to enable and disable hierarchal building so that you have the old clamping system, that way you’re not alienating players that are dead set on building with the old rooms 1 model as it’s the most intuitive to work with in my opinion. That and the fact that if you have the clamping system the transition would be flawless as I assume that’d be the biggest compatibility issue, correct me if I’m wrong of course as I don’t know how the internals of rec room work.

Personally that’s been my entire issue with rooms 2 as a whole, if clamping existed the exact same way it did in rooms 1 and you weren’t forced to use hierarchal building I would’ve started using it a LONG time ago for the parkour circuits alone.

Exactly what they were talking about. They have basically promised creators a new system, so they’re spread thin with all of the stuff they have to do! They can’t focus on bugs when they’re working on Rooms2, Maker AI, and Avatar Studio. They have a straight-forward mindset that they need to finish the main thing before they do anything else. Basically I’m saying they are trying to do the good thing for us, only problem is that it doesn’t appear good to us.

they just arent and most of the stuff you mentioned is still only for the 5%. Most players wont even use the crap and their waisting their time