âI donât think enough people are across just how catastrophic an entire generation being raised on Roblox and Fortnite is going to be for the ENTIRE video game industry, not just the AAA end,â wrote Aftermath editor (and Sports! guest) Luke Plunkett on Bluesky recently. âThese kids have no interest in playing or paying for anything else. And theyâre not âgrowing out of it.ââ
I think this sentiment is common, and the angst and handwringing about what Robloxâs influence will mean for games is understandable given there are only two kinds of headlines:
Roblox just recorded more concurrent players at once than all of Steam
AndâŠ
Roblox is huge in many senses of the word. Itâs played by most childrenâand also, itâs true, brings them a lot of joy! It happens almost every day in my own house with a nine-year-old and five-year-old and they are, like most kids who use Roblox, fine. But my approval of Roblox in the house doesnât take away from noting itâs also undeniably dangerous, both in the exposure it gives to potential predators and the way it tries to pickpocket their money with trivial microtransactions.
Youâre also, in many ways, just describing navigating modern internet platforms. Similar concerns exist across many of them. It sucks.
The former gets the headlines, but I gotta say, the latter is what gives headaches. You cannot enter a Roblox âexperienceâ without being aesthetically assaulted by pop-ups demanding that you pay a few dollars for basic parts of playing a video game, like checkpoints. Hey Congress, do something useful and block companies like Roblox from targeting kids like this, okay?
In our house, the policy is that we donât pay for in-app transactions in Roblox. The kids arenât even allowed to buy ârobuxâ gift cards with their own money. We just donât engage. There have been a few exceptions, like buying access to a special room full of exclusive clothes in the popular (and well-designed, importantly) dress up game Dress to Impress. I also bought a cosmetic that let both kids look like a Labubu. Both were harmless. Both were exceptions.
Sorry, we gotta back up for a second and explain the âexperienceâ thing. Itâs hilarious.
Roblox is full of games. Games. But Roblox doesnât call them games to skirt Appleâs App Store guidelines. (What Roblox users define as a âgame,â however, is the more important distinction.)
Bizarre, right?
Over time, Roblox is going to completely change video game design. But itâs also a situation where we can replace âRobloxâ with âMinecraft,â if you want. You can swap it for Fortnite, too. The trends match.
Roblox and Fortnite are, to many young people, the equivalent of Steam. Itâs not a game, itâs a platform. You log on to find out what the new trending thing is that everyone is playing, much like youâd open up Netflix and scroll through the serviceâs top 10 lists to find a decent time waster. The kinds of games that appear on these platforms often resemble the games that you and I obsess over, but under the surface, theyâre operating in fundamentally different ways.
Recently, a colleague asked me âAre Roblox games good games?â
The art style is awful. That, sadly, is unlikely to change. We must call for a revolution.
The answer is complicated and comes with bias towards past and current game design history as being forever lessons in the way video games should be designed. The way it will always be.
I suspect that if you logged onto Roblox and poked around, youâd come away discouraged. The overall aesthetic is simple, yes, but also terrible to look at. Itâs entirely possible for Roblox games to have their own art styleâbut most donât. Thereâs so much junk to wade through.
There are, for example, loads of platformers on Roblox (called âobbies,â aka obstacle courses), but the jumping in Roblox is awful. It does not feel good to run, jump, or do much of anything.
Or, as I try to remind myself, is it just different?
There is also, often, just not much to do in a Roblox game. Some of that is owed to the uniquely ephemeral nature of Roblox game design, where youâre playing for (or off) trends and trying to siphon users off the most recent game (or pop culture moment) thatâs popped off. But itâs also because with Roblox, itâs social first and gameplay second. Even there, itâs worth poking at what we mean by âgameplay,â because it fronts how weâve come to define entertainment in games.
What does my daughter want from time in Roblox? What is her definition of play?
When one of my kids logs into Roblox, they are not necessarily looking to play a âfunâ video game in the sense that the mechanics are interesting, that the difficulty is tuned to scale as skill progresses, etc. Roblox experiences are social first, because on Roblox, Fortnite, and these other platforms, the audience is there for the social experience thatâs in a gaming-like wrapper.
Roblox is a digital playground. The entire reason our family approved Roblox in the first place was because my oldest daughter wanted to keep playing with a neighborhood kid who was a few years older than her. It was the early days of COVID. There were no vaccines, so we werenât playing inside with relative strangers. She wanted to make a friend. That felt valid.
âWhen one of my kids logs into Roblox, they are not necessarily looking to play a âfunâ video game in the sense that the mechanics are interesting, that the difficulty is tuned to scale as skill progresses, etc. Roblox experiences are social first, because on Roblox, Fortnite, and these other platforms, the audience is there for the social experience thatâs in a gaming-like wrapper.â
Itâs also true that, generally speaking, my children are not interested in what I would call âtraditionalâ video games. Some, like Astro Bot, have broken through. We play a lot of Mario Kart, too. But despite running a newsletter about the âintersection of parenting and video games,â it would be better to describe my familyâs relationship with games with an asterisk*, because itâs really about my childrenâs relationship with games where game over screens are rare, difficulty isnât prioritized, and having meaningful social interactions is the primary motivator.
Some of this has to do with the devices young people play on these days. When I was a kid, I popped a video game cartridge into a video game machine. There was a district choice being made about the time I was about to spend. On a phone or tablet, though, your relationship with any one app is going to be thinner and less sticky because you can, on a whim, switch to something else. I was stuck with the game we rented at Blockbuster as a nine-year-old, while my nine-year-old can spend 15 minutes in Roblox, shrug, and shift over to a Minecraft world.
Or work on her digital journal.
Or spend a few minutes editing a video sheâs working on.
On and on it goes.
That is, naturally, going to have massive consequences on the future of games. It also means weâre going to get fundamentally different kinds of games because the priorities of these players are going to change. If Roblox continues to dominate childrenâs time, I suspect interesting design will emerge from it.
I donât disagree that places like Roblox becoming digital nation states for children is in inherently problematic, but looking at the big picture, I think some of the tension comes from realizing the why a new generation of people are playing video games is shifting, which itself portends a massive shift in fundamental questions of what defines fun.
Itâs also true that social-first design is in its infancy. It might end up looking a lot more like traditional games over time, some fusion of bothâor, hopefully, radically different and new.
I am, admittedly, an optimist by nature. But Iâm also a realist. This is where games are going.
Patrick Klepek (he/him) is an editor at Remap. In another life, he worked on horror movie sets, but instead, he also runs Crossplay, a newsletter about parenting and video games. You can follow him on Twitter, Threads, Mastodon, and Bluesky.


if you already thought Roblox games were slop, wait till you see what M$ has in mind!!