The win here is that this user could play and enjoy the experience without signing up for a full account - at least not right away. There could also be an API-based (programming) flag for game devs to look for if they wanted to limit guest access somehow, too. Limitations would be in place on things like chatting or spending money, of course. They'd have a Player ID, username, and even physically appear in the world. In theory, this guest session would act as if the player was a full Roblox account from a game's perspective. Try to visit your favorite Roblox game page in a signed-out browser window, and you'll be greeted with a pop-up asking you to register before jumping in and playing.Īnd at first, the answer is obvious: "How would player data be saved without accounts? What about chat moderation?" but the problem is much simpler than that.Īdding a form of guest access would significantly boost almost all experiences, especially in the event space. But I couldn't help but wonder about the potentially lost % of users who may be discovering Roblox for the first time and just not being bothered to set up an account? When we put together Why Don't We a few weeks back, we saw 166,000 peak concurrents - a fantastic figure. Users can engage and browse content without going through a pesky sign-up system. TikTok, Discord (visiting a direct server link), Reddit, etc. Almost all social media apps let you use some view-only version. However, I'm not the only one that thinks like this. Still, something that drags down the experience - at least in my opinion is the new user onboarding, specifically for those that want to play a Roblox game that may not yet have an account. It's incredible what's built daily in the engine, from gaming to virtual experiences. I'm a big fan of Roblox - as a company and as a platform.
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