My Conversation with Dave Baszucki


Dave is CEO and co-founder of Roblox, and here is the audio, video, and transcript.  From the episode summary:

With over 100 million daily active users and projected revenue bookings of $7 billion this year, it is one of the largest gaming economies in the world—and one that has made millionaires out of teenage developers in Argentina, South Korea, and everywhere in between.

Tyler and Dave explore why Roblox decided early against prioritizing advertising revenue, why Dave thinks the main competition of Roblox is its own execution speed rather than Fortnite, whether every mega platform inevitably becomes an everything app, how falling token costs will change the platform, why he insists all the games on Roblox are beautiful, whether Robux should have a floating exchange rate, why admitting you have kids under 13 on your platform turns out to be a competitive advantage, why he’s skeptical of blanket social media bans, what his son’s experience with bipolar disorder taught him about metabolic health, his two-year sabbatical between companies that involved a motorhome trip across North America and a stint hosting talk radio in Santa Cruz, why Mutiny on the Bounty remains one of his favorite books, what he’ll learn next, and much more.

Excerpt:

COWEN: What percentage of your games now do you feel are beautiful?

BASZUCKI: All of them.

COWEN: Some look just quite ordinary. They might be fun, but I wouldn’t say they’re beautiful, right?

BASZUCKI: Well, I was trying to go a couple levels out of the box on you there. The reason I feel they’re beautiful is when you said that, I immediately went to look and feel, but then I tried to imagine the 12-year-old or the 18-year-old or the 30-year-old struggling to build something wonderful and the human connection to those games. By that definition, I think they’re all beautiful. They are all the efforts of creation of real people trying to pour their hearts out to make something that other people love to play.

On an artistic basis, I think you could ask me what percent of paintings in the MoMA do I think are beautiful. I’d probably say 20 percent. If I had to look at 1,000 Roblox games, I wouldn’t name which is more beautiful to me because I think that’s less important than really the heartfelt work of all the creators.

COWEN: I’ve been struck when I look at gaming at how much people don’t seem to care much about the visual beauty of their games. I would have expected something different, say, 15 years ago, and they just want a game that engages them somehow. Normal standards of visual beauty seem to have fallen away. Is that incorrect? Would you correct that impression in some manner?

BASZUCKI: I think you’re absolutely correct. What I feel you may actually be describing, if we looked into other disciplines, the evolution of story from the campfire to written to audio to a movie, and the increasing fidelity; all of those stories, in a way, are beautiful, but at the time, for the vast majority of the creators, it may be that writing is just easier than producing a 4K Hollywood movie. I feel that’s a little bit like the metaphor you’re talking about right now in gaming.

For the vast majority of people, their story or their idea for their game is actually pretty beautiful. Whether it’s a fashion game like Dress to Impress or it’s a grow garden game, the games are arguably beautiful, even if they don’t look photorealistic. What I think we’ll see is, over time, as AI helps accelerate the ability to make games look really polished in any style the creator wants—could be photorealistic, could be anime, could be a Warner Brothers 2D cartoon look—you and I might say that looks more beautiful, but the core gameplay is still somewhat the original gameplay. I think we are going to see games arguably look more beautiful, even though I think they’re all beautiful.

The dialogue is a bit slow to get underway, but there are many interesting parts.



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