![]() ![]() These days, increasingly tech companies are instead building their own economies with grossly unfair rules and structures that allow them maximum latitude to abuse workers (and - surprise! - many of them are kids, who simply don't know any better). Then companies went multinational, and started shopping around for the most profitable economies and laissez-faire regulatory environments that would allow them to provide goods and services to the most lucrative markets while siting their workers and tax-burden in the locations that would allow them to avoid the most tax and exploit their workers the most. Roblox has essentially gone ahead and done what Minecraft could have done if they “fell to the dark side” after the acquisition, with fairly predictable results.Ĭompanies used to exist inside national economies and regulatory environments, and abused workers to the maximum extent they were allowed to get away with in an effort to maximise profits before governments started increasingly clamping down. Bedrock Edition kind of did it, but the desire for as much platform parity as possible combined with console certification limitations has limited that system to just skins, texture packs, and maps (which sounds like a lot, but is barely even scratching the surface of the Minecraft modding scene). The fact that the Java Edition codebase is a spaghetti monster has helped as well the most obvious form of monetization would be paid mods, but they haven’t been able to implement a real modding API into the base game despite almost a decade of trying. The only reason it’s managed to avoid it is because Mojang held onto it until after it had become a household name and then Microsoft actually realized that pushing monetization onto it would be extremely damaging to the brand.
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