Evidence receipt / commitment
Published · transcript-backedSpeaker unverified: commitment
24 Mar 2021 Acquired Rec Room Part II (with CEO Nick Fajt)
“We have an in-game currency that users can charge currency inside their rooms, and if they amass enough of a currency, we will actually pay them out for the currency.”
— Speaker unverified
Source trail
Everything needed to verify it.
- Speaker
- Speaker unverified
- Attribution
- Not verified from this transcript
- Claim type
- commitment
- Recorded
- 24 Mar 2021
- Publisher
- Acquired
Transcript context
…Unlike (say) Roblox—which we'll talk about more as we go—there's no separate creator app. It's all one world. Yeah. Roblox has another app called Roblox Studio which is where you go and build. It kind of looks like Unity or Unreal, and it's a really powerful tool set. It does presuppose some knowledge like you understand scripting and what prefabs are. You might need to manage some network authority or something. Rec Room, you just kind of like building Minecraft style, and when you press publish, great, your room is now accessible on phones, PCs, Xboxes, PlayStations, and VR headsets. We’ll just host it for you and you don't submit to a cert body or anything like that. It's like the Wikipedia of games. There's just a lot of people contributing to this world. New rooms are constantly popping to the top like a new hot list that people are discovering. You can follow creators to see what content they've created and get notified when they build new stuff. Then, we've started letting users monetize in their rooms. We have an in-game currency that users can charge currency inside their rooms, and if they amass enough of a currency, we will actually pay them out for the currency. We've got 14-, 15-year-old kids in there, who are earning $6000–$7000 a month in Rec Room. We're trying to scale that up. We think that can be a lot, lot bigger. It just gives you an idea of the accessibility of the creation tools. It's really anyone can go in and realize the idea that's in their head, and they can really easily distribute it. It shows up in the numbers. Classically, the internet was 100% of people consumed, and then 10% of people commented, and then 1% of people created. Those numbers haven't held exactly true for a long time as we've entered the social era, but that was sort of the old moniker. You look at 2 million of the 15 million users that you have are creators on the platform, dramatically higher percentage since they're able to author right there in that environment. I'm cheating a little bit because you and I went in and played, and you showed me the maker pen, and I got to build my own little world. It's remarkably easy to use tools like that to create.…
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