![]() In order to make costumes wearable everywhere, we have a lot of work to do to manage their ink cost. It allowed us to get feedback from creators on what works (attaching shapes to the body parts of a mannequin works better than expected!) and what doesn’t work (costumes are way too expensive and hard to use for a lot of our players). We’ve been testing creator made outfits ever since we released the Costume prop in rooms. The Economy Question: How do we find the balance between enough of a free marketplace so our creators can experiment and enough regulation to avoid exploitation or a race to the bottom? It’s taken us a lot of experimentation to figure out how to best position and price what we sell in the Store ( and we’re still figuring it out for ourselves).īut here’s the thing about how we go after hard problems at Rec Room: instead of spending many months trying to design (and guess) what might be the solution, we build something we can ship fast, so we can learn from our players what the solution should be. The Moderation Question: If we let our players make the things our players can wear ANYWHERE, how big of a bee hive are we unleashing on our moderators? There’s a big difference between managing rooms that players choose to go to, and moderating what people can wear in the Rec Center. ![]() The Authoring Question: How do we make it easy enough for creators to author the things players wear? And make sure that we don’t lose the charm of what makes Rec Room look like Rec Room. It’s important that the game looks good and runs smoothly across all rooms and on all of our devices, including all of our supported Android and iOS phones. The Avatar Ink Question: How do we reduce ink costs for items players wear, to open up more possibilities for creators? Ink is how we measure the cost to render items, gizmos, costumes, etc in Rec Room. ![]() ![]() Here are the 4 biggest questions that we faced: As we thought about this marketplace, we realized there are some hard problems to figure out. ![]()
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