3 ms·
It's kinda amazing the level of organization and dedication kids put into these things. I joined probably around 2011-2013, and hung around probably until 2017,
by DistractionRect 3y ago
It's kinda amazing the level of organization and dedication kids put into these things. I joined probably around 2011-2013, and hung around probably until 2017, and the spectrum of things going on was wild.
They have (or had) accessories which players could purchase, and some hats/gear/character accessories had "limited" runs, which means they only sold so many or for so long (either X hats total, or as many as could be bought until a deadline). So there was a whole meta game of speculative investing, writing bots to capitalize on market inefficiencies (players could make trade offers of money+other acessories, as well offer them up on the marketplace for hard cash prices), etc. Similarly there was a market exchange rate for tickets to/from robux.
Groups would organize to do all sorts of things, like produce magazines (with in game self updating magazine kiosks), war groups to fight each other (with dedicated bases they could staff and enemies could raid), airlines where always big, Sci fi groups, clothing designers/"brands", etc.
In the early days, both the platform and average computer were limited, so there was a big hacker scene to bend and abuse the platform to your will. Privilege escalation (not on the host, but some roblox api calls/objects were protected), platform specific "malware" which infected models/levels and hid in various ways, dumping the source code of protected modules, a bunch of GUI hacks (because Roblox actively refused to implement basic things for a loooong time), doing special rituals because of how certain operations behaved, etc.
There was something for everyone, and a ton of fun for budding programmers. I never made a real game, but I had a ton of fun learning to make random stuff.