David Senra · JA + tiny EN

地球上でいちばん大きな遊び場を作った——Roblox デイビッド・バズーキ

Roblox’s David Baszucki Built the Biggest Playground on Earth

英語はYouTube自動字幕ベース。日本語は学習用の整文対話。一次情報は動画。

センラバズーキ
FAQ 一覧 YouTube
センラ#1

収録直前、面白いことを言っていた。Robloxを始めたときの年齢を聞いたら、年齢を答えたあとに「あ、そこには面白い話とメタファーがある」と言ったよね。どういう意味だった?

EN

You just had something interesting right before we started recording. I asked you how old you were when you started Roblox. That's right. You told me the age and then you said, "Oh, there's actually an interesting story and metaphor there." What did you mean by that?

バズーキ#2

まず、すごく面白い話だ。ある意味では2歳のときにRobloxを始めた、とも言える。世界の仕組みそのものにずっと魅了されてきたから。でも、もっと具体的な話がある。Robloxの前に、Knowledge Revolutionという会社を起こしていた。物理の教育ソフト、シミュレータ。物理をどう学ぶか。ごく初期から、運動とシミュレーションに入り込んでいた。

Knowledge Revolutionの時代——まだMacの初期で、インターネット前——すごくユニークな状況だった。子供たちが物理実験のためだけに使うのではなく、物を作り始めていた。当時は2Dで、ネット前だから、彼らが作って共有しようとしているのが見えた。「うわ、ここに全く新しい市場がある。没入型、3D、マルチプレイヤー、遊ぶ・働く・学ぶ・音楽を聴く、全部だ」と。

Roblox創業に至る道の途中で、Knowledge Revolutionのあとに2年のサバティカルを取った。ある意味、少し道を外れた。もっと「論理的」なほうへ行き始めた。「会社を始めたい」と、Knowledge Revolutionで学んだこと全部をベースに考えていなかった。約1年経ったころ、ほとんどビジョンのような瞬間が来た。「ここは論理ではいけない。直感に従い、Knowledge Revolutionの根っこ——楽しさ、遊び、すごく革新的なものを作ること——に戻れ」と。だから論理的なトラックではなく、Knowledge Revolutionの何人かと一緒に、かなり型破りなことをやると決めた。没入型の人間の共体験、マルチプレイヤー、クラウド、クリエイター主導、UGC。すごく論理的で、すごくリスキーだった。

EN

So, first off, super interesting story cuz arguably one could say I started Roblox when I was 2 years old cuz a lot of the … really fascinates me. But, there's an interesting story cuz before Roblox, I had started a company called Knowledge Revolution, physics, enter, you know, educational software, simulator, how to learn physics, very early getting into motion and simulation and all of that. We were in this very unique position with Knowledge Revolution way back in the early days of the Mac in that we had all of these kids instead of using it to do their physics experiments, they were like starting to build stuff. It was 2D at that time. It was just in the pre-internet time and so we could see them all trying to build and share their stuff. And so we'd see the Oh my gosh, there's going to be a whole new market here, immersive, 3D, multiplayer, playing, working, learning, listening to music, all of that stuff. What happened along the way to the founding of Roblox is in that period after Knowledge Revolution, I took a two two-year sabbatical. And in a way, I went a little astray. I started going more law almost more logical. Okay, I want to start a company and I wasn't thinking about just all of the stuff we learned at Knowledge Revolution. So, about a year in, I had a bit of a it's almost like a vision where I was saying, "Well, you can't be logical in this. You have to be intuitive and go back to some of the roots of Knowledge Revolution which was all about fun and about play and about building something very innovative." So, instead of this logical track, me and some several people actually from Knowledge Revolution said we're going to do this very unorthodox thing and build this wacky new product, you know, immersive human co-experience, multiplayer, cloud-based, creator-led, UGC. Very logical, very risky.

センラ#3

論理的かつリスキーだった、というのは、やっていた時期の話だよね。2002年くらい?

EN

It was logical and risky because at the time you were doing this. This is like 2002?

バズーキ#4

かなりそのへん。

EN

Very

センラ#5

2003?

EN

2003?

バズーキ#6

当時は誰も理解しなかった。誰もほとんど考えていなかった。エンジェル資金をようやく調達したときのビジネスプランのスライドがあって、それが今でもかなり正確だ。ストーリーテリングとコミュニケーションの歴史——郵便、音声、テキスト、たぶん動画。でもSFではみんなホロデッキの話をしていた。スタートレックで見たような没入型のあれだ。

僕らはそれを本気で信じていて、それがRobloxを始めるアイデアの一部だった。3Dの没入型デジタルが、コミュニケーション——同じ場所にいること——とストーリーテリングを結びつける、と思っていた。それがローンチの考え方だ。もうひとつ面白かったのは、最初は作ること自体がすごく楽しくてクールだと思っていたこと。当時は4人のライフスタイル企業でも十分魅力的だった。

EN

No one got it at then. And no one quite thought of it. We had a business plan slide along the way when we finally raised some angel money that's actually very accurate to today. And it was a little bit what's the history of storytelling and communication, you know, that that history of communication was um the mail system, voice, texting, maybe video. But in sci-fi everyone was talking about the holodeck and, you know, that immersive stuff we would see on Star Trek. We actually believed it and that was part of the idea behind starting Roblox. We thought 3D immersive digital stuff would combine communication, being in the same place, with storytelling and the rest of that's kind of how we got our launch. Um and the the other cool thing about the launch is we initially thought it was so fun and cool to work on. Even a four-person lifestyle company at that time was very appealing.

センラ#7

4人のライフスタイル企業——最初の会社では外部資本を入れなかった、だよね?

EN

Okay, so a four-person lifestyle company cuz the first company you started you didn't raise any outside capital for, correct?

バズーキ#8

Knowledge Revolutionは、ほとんど資金調達なしでかなり遠くまで行った。

EN

Knowledge Revolution got very far without raising any money.

センラ#9

売却は2000万ドルくらい?

EN

And you sold it for what? 20 million something like that?

バズーキ#10

そう。

EN

right.

センラ#11

そのあとサバティカル。

EN

That's when you took the sabbatical.

バズーキ#12

そのとおり。

EN

That's correct.

センラ#13

そのサバティカル中、「直感ではなく論理で動いている」とどうわかった? 論理って何を意味する?

EN

Explain to me how you knew that you were being logical instead of following your intuition during this sabbatical. What do you mean by logical?

バズーキ#14

論理は、何を最適化しているかに行くと思う。当時すでにCEOだったから、ある意味「またCEOであること」を最適化し、CEOらしさに落ちていた。実際、Knowledge Revolutionの魔法の多くは新しいものを発明することにあって、初期メンバーと自分にとって、それが本当のスーパーパワーだった。ただの「CEOであること」ではなかった。だからKnowledge Revolutionを出たあと、いろんなCEOの仕事を見に行った。それが論理的に見えた。

EN

I think logical goes to what are what's someone trying to optimize for. Literally, at think that time I had been a CEO and so in a way I was optimizing for being another CEO and dropping into CEO-ness when in fact a lot of the magic of Knowledge Revolution had been about inventing new stuff and that was actually for some of the early Knowledge Revolution people and myself, that was actually our superpower. It wasn't like just that being a CEO thing. So I when I came out of Knowledge Revolution, I actually went and looked at a bunch of CEO jobs. That seemed like the logical thing.

センラ#15

自分が始めていない会社のCEOに応募してた?

EN

Wait, applying to be a CEO of a company you didn't start?

バズーキ#16

そう。大失敗だよね。

EN

That's right. What a mistake, right?

センラ#17

創業者とCEOの違いはどう捉える?

EN

What's your your distinction between the difference between a founder and a CEO?

バズーキ#18

あのとき学んだのは、Knowledge Revolution時代の自分の創業者モードのポジションは見つからない、ということ。明らかに、そういうものを探すのが間違いだった。もっと創業者だった。

EN

Well, I kind of learned at that time like actually my founder kind of mode from Knowledge Revolution, I couldn't find a position. Obviously, it was a mistake to be looking for that type of thing. That was much more of a founder.

センラ#19

君はワールドビルダーだ。他人の世界に飛び込むわけがない。

EN

You're a world builder. That's no way you're going to jump into somebody else's world.

バズーキ#20

まさに、ある夜のビジョンみたいなものだった。この道を進んでいて、大きな壁がある。でもこっちの道——ワールドビルダー、クリエイター——があって、バーンとわかった。そこでRobloxが始まった。

EN

What you're describing is literally like a vision I had one night where like I was on this path and there's like this big barrier there, but this path which was more world builder creators like boom, I got it and that's when Roblox started.

センラ#21

ここで止めたい。君の中にほとんどパラドックスがある。Robloxの最初期投資家の一人、Ho Namと食事をしたんだ。知ってからずっとRobloxの話をしてくる人で、15年くらい関わっているつもりだと言っていた。

EN

Okay, we got to pause here because there's like almost like a paradox between you. So I had dinner with Ho Nam who's been one of the earliest investors in Roblox. Yeah, this guy's been telling me about Roblox for for as long as I've known him. He thinks he's been involved for you know, a decade and a half.

バズーキ#22

うん。

EN

Yeah.

センラ#23

彼が言うには、「Daveに時刻を聞いたら、時計を作る」と。人間の説明としていちばんユニークなもののひとつだ。要するに変人の天才システムビルダーとして知られている。でもスタンフォードのトークを見ると、ずっと直感に従えの話をしている。その二つをどう両立させる?

EN

And he's like the thing about Dave is if you ask Dave the time, he'll build you a clock. It's one of the most unique descriptions of another human being I've ever heard. So you're known as this really, you know, essentially like eccentric genius systems builder, but then I watch your talk at Stanford and all you're talking about is following your intuition. Can you reconcile those two things for me?

バズーキ#24

両方ともすごく価値がある。初期のCEOの教訓は、まさに直感に従わなかったサインだ。論理的に「またCEOになる」より、直感に従ってRobloxを作る、のほうが正しかった。直感と粘り強さ、長い視点を同居させられたら、ものすごく強力だ。Hoの時計のメタファーは面白い。Robloxを始めたころ、僕らは「永久機関を作りたい」と冗談で言っていた。

永久機関とは何か。動き続け、どんどん良くなるものだ。クラウドの3D UGCシステムの概念がそれだ。システムを作り続ければ、クリエイターがますますすごいコンテンツを作り、システムをチューニングし続け、永久機関が回り始める。時計のメタファーも面白い。時計を作るのは難しい。でも次の20年、毎日時刻を聞かれたら、毎日答えるより時計を作ったほうが楽かもしれない。それがRobloxの背後にあった考え方の一部だ。

---

EN

They're both very valuable and so I would say that early CEO lesson was definitely a sign of not following my intuitions. It's like logically be another CEO rather than follow my intuition and build Roblox. I would say combining intuition with tenacity and taking the long view, if those things can coexist, it's super super powerful. And I think along the way with um hope, for example, that metaphor of building a clock, it's funny cuz when we started Roblox, we used to joke we want to start a perpetual motion machine. And what is a perpetual motion machine? It's something that can keep going, get better and better. That's what kind of the the notion of building a cloud 3D UGC system. If we keep building that system, creators are going to make more and more amazing content. We can keep tuning the system and we'll get kind of that perpetual motion machine. And the metaphor of that clock thing is really interesting because if we dive into that, um it's harder to build a clock, but if you ask me the time every day for the next 20 years, it's probably easier to build the clock than to tell you the time every day for the next 20 years. And that was part of the thought behind Roblox.

センラ#25

サバティカルがあって、Robloxを始め、4人で、ライフスタイルビジネスみたいに言っていた。そこに入っていく話を続けて。

EN

I was just on stage at an event with my friend Eric, who's a co-founder and CEO of Ramp. When I looked over to my right, I noticed that on the sleeve of Eric's jacket, it said, "We win when our customers win." Ramp is the presenting sponsor of this podcast. And the way that Ramp helps their customers win is by helping you save time, save money, and grow revenue. The median company running on Ramp cuts their expenses by 5%. The median company running on Ramp also grows their revenue by 16%. So when you're running your business on Ramp and your competitors are not, you have a massive competitive advantage that compounds over time. Ramp is the only all-in-one platform designed to make your finance team faster and happier. Many of the top founders and CEOs I know run their business on Ramp. I run my business on Ramp and you should, too. Go to ramp.com today to learn how they can help your business save time, save money, and grow revenue. That is ramp.com. Okay, let's go back to where you were saying every the idea behind Roblox, you had this sabbatical, you start Roblox, there's four people, you described it as like a lifestyle business and going into that?

バズーキ#26

興味深い。「ライフスタイルビジネス」は、期待ゼロで、入る領域に興奮しきっていたことのメタファーでもあると思う。直感の検証だった。ものすごく楽しくて、ビジネスプラン上は大きくなりうることもやる。でも当時はとにかく楽しかった。何年もこれに取り組めたら十分満足だ、と考えていたと思う。すると独自の生命を持ち始め、ライブした瞬間から責任が大きくなった。これは伸び続ける、と見えた。

EN

It's interesting. I I think the lifestyle business could be a metaphor for having no expectation and being so excited about the area we were going into. It was like a validation of our intuition. We're going to go do something enormously both fun and something on our business plan, like it could be really big, but it it was at the time so fun. We I think we're thinking we'd be very satisfied if we could work on this for many years. What happened is it got a life of its own and it it just the responsibility got bigger the second we were live. We could see this thing is going to keep growing.

センラ#27

最初のプロダクトは何だった?

EN

What what was the the original product?

バズーキ#28

実は、最初のプロダクトは信じられない失敗だった。直感的には、バイラルになるプロダクトはわかっていた。オンライン、クラウド、マルチプレイヤーのデジタル、物理シミュレーション、どこからでもアクセス、ユーザー創作、かっこいいものを作る——だいたいわかっていた。でも早く出したいから、その軌道上ではあるけれど、もっとシングルプレイヤーのパズル・ビルダータイプを出した。

「これがバイラルになれば、本命のRobloxを作るランウェイが少し増える」と思った。でも想像どおり、シングルプレイヤーのパズルは、アバターと友達と一緒に行く没入型3Dマルチプレイヤーほど面白くない。案の定、数週間で「やっぱりバイラルにならない。どうする?」となった。

EN

There was actually an original product that was an incredible failure. So, and the the original product that was the incredible failure was arguably us knowing we intuitively knew what the viral product would be. We we knew the viral product would be online in the cloud, multiplayer digital stuff, physically simulated, access anywhere, um user creation, build cool stuff. We kind of knew that. We wanted to get something out sooner and so what we tried to get out, which luckily was along that trajectory, was something that was more of a single-player puzzle builder type game. We um we thought, "Oh my gosh, if this puzzle game and thing kind of gets viral, that will give us a little bit more runway to build the four Roblox." But as you can imagine, that single-player puzzle type game is not quite as fun as multiplayer immersive 3D with your avatar and going with your friends and doing all of these things. So, sure enough, within like a couple weeks of that, we're just like, "Yeah, we knew it. It's not going viral. Like, what are we going to do?"

センラ#29

シングルプレイヤーのパズルから、どうやってプラットフォームを作るところまで行く?

EN

So, how do you get from the single-player puzzle game to building a platform?

バズーキ#30

深呼吸して、あと6か月エンジニアリング。「行こう」。

EN

Just deep breath. Six more months of engineering. Let's go.

センラ#31

その6か月、チームはまだ4人?

EN

What does the team look like in the six months? Is it still the four people?

バズーキ#32

最初はErik Casselと自分だけ。それからJohnとMatt Duesikが入り始めた。だから決断は二人のときだった。

EN

Initially, it was just Erik Cassel and myself. And then John and Matt Duesik were just coming on board. So, that decision happened when it was two of us.

センラ#33

資金は調達してた?

EN

And you had raised any money?

バズーキ#34

いいえ。楽しく作っていただけ。

EN

Nope. Just having a good time building this thing.

センラ#35

自分たちで資金を出して?

EN

And funding it yourself?

バズーキ#36

うん。

EN

Yeah.

センラ#37

「期待ゼロで始めた」と言った。もっと話して。

EN

You said something very interesting. You said, "We started this with no expectations." Say more about that.

バズーキ#38

Knowledge Revolutionを売って2年サバティカルのあと、直感を使わずにCEOの道を試した。戻ってきて、啓示がほとんど大きすぎた。「発明と楽しさとRobloxの発明に取り組める。なんて贅沢だ。一生できる」と。だから、あの直線トラックから降りたあとの満足感が強かった。もちろん動き始めた瞬間から、責任や「どれだけ大きくできるか」の本能も入る。永久機関が動き始めるのが見えた瞬間は、本当に面白かった。

EN

After selling Knowledge Revolution and taking my two-year sabbatical, I tried that, you know, that CEO thing when I wasn't using my intuition. Then I came back and the revelation was almost so big. Just like, "Oh, I could work on invention, fun, and inventing Roblox. What a luxury. That is such a fun luxury. I could do that for my whole life." And so, I think I think that was more coming off of that other linear track, just being so pleased with it. Obviously, the second we started going, a lot of other instincts kicked in, the responsibility, how big can we make this, that the the second we saw the perpetual motion machine starting to work, that was really interesting.

センラ#39

共同創業者と他の二人のころから、「永久機関」という言葉を使っていた?

EN

When it was just you, your co-founder, and these two other people, were you using the term perpetual motion machine?

バズーキ#40

使っていた。

EN

I was using it, yeah.

センラ#41

どこから来た?

EN

Where did you come from?

バズーキ#42

物理の永久機関は、今でもショート動画でときどき変な機械が出てくる。「水が落ちて、ここが落ちて、物理学のブレークスルー、永遠に回る」みたいな。それが永久機関で、何百年も存在する概念だ。熱力学的には物理的に不可能で、摩擦もあるから本物は動かない。でも面白いラベルだ——自分で生命を持つシステムを作っているか? 自分で成長するか? Robloxの文脈では、トラフィックを買わずにオーガニックに集まるか。コンテンツはクリエイターが作るから永久で、ユーザー獲得は口コミだから永久、という感覚だ。

EN

Perpetual motion machines in physics are even now, if I go on short-form video platform, every once in a few months, you can see some crazy mechanical gadget that if you look like if you look at it, they'll say, "You know what? The water falls out of here, and that falls out of here, and it's a breakthrough in physics, and the machine will just go forever." And that's what a perpetual motion machine is. They they've been around for hundreds of years. Obviously, it's physically impossible. You know, thermodynamics, more energy in than out, friction, no perpetual motion machine ever works. But it is it is kind of this interesting moniker for the notion, are you building a system that will have a life on its own? Will it grow on its own? I think in the in the context of Roblox, is it something that will organically gather traffic rather than buying traffic? And in that case, the content on Roblox was perpetual. It was made by creators, and the acquisition of users was perpetual in that it was word of mouth.

センラ#43

Robloxを始めたとき、何歳だった?

EN

You're how old when you started Roblox?

バズーキ#44

だいたい20年前。だから40代前半。

EN

20 years ago, roughly. So, like early 40s.

センラ#45

「終わりのないもの、永遠に続くものを作りたい」というのが面白い。次に作る会社が最後の会社だとわかっていた?

EN

Very fascinating to me that you're like, "I want to build a perpetual motion machine, something that has no end, something that carries on forever." Did did did you know the next company that you want to build is going to be the last company

バズーキ#46

わかっていた。

EN

I did.

センラ#47

Ho Namが言うには、信じられない忍耐と持久力があって、人生の残り全部を一つのことに使いたい人だと。でもそれを40代前半で知っていた。

EN

One thing that that Ho Nam told me about you is like he has unbelievable patience and endurance, and he wants to work on something for the rest of his life.

バズーキ#48

20代で知っていたと思う。もっと早く、Apple IIをいじっていたころから直感的に世界シミュレーションを作りたかった。

EN

Yeah.

センラ#49

Civilizationみたいなゲームをプレイしていた?

EN

But you knew that in your early 40s.

バズーキ#50

もっと作る側。Apple IIのコードをハックしているときも、現実をどうシミュレートするかのゲームを作りたかった。Knowledge Revolutionは、ある意味2Dのワールドシミュレータだった。

歴史的にビデオゲームは「見た目」寄りが多い。僕は見た目だけでなく、どう機能するか、どれだけの忠実度が出るかにも引かれた。Knowledge Revolutionを作ったころは、コンピュータで物理をシミュレートするごく初期で、SIGGRAPHの論文など、衝突などのアルゴリズム研究を引っ張り出して物理シミュレータを作った。その本能がRobloxにも続いた。Knowledge Revolutionを売ってRobloxを始めるとき、没入型3Dの物理シミュレーションには20・30・40・50年の軌道があると考えていた。

EN

I think I actually knew it in my 20s because I think and I actually think I knew it even very early on, like when I was programming Apple II stuff. For some reason, I intuitively wanted to build world simulations, and you know,

センラ#51

混乱するのは、そんなに早く理解していたのに、2年間道を外れたことだ。聞く人にとって大事だと思う。

EN

Were you playing these games like Civilization

バズーキ#52

外れた。

EN

more building them. So, like when I was hacking up Apple II code, I always wanted to build how do we simulate reality type games. And then when we built knowledge revolution, that was arguably a two-dimensional world simulator. I would say video games have historically been more about how they look. I was pulled to not just how they look, but how they function as well and what's like how much fidelity can we get out of it. So I was really interested in that. When we formed knowledge revolution, it was very early in the days of simulating physics on a computer and it was and you know, there were papers in SIGGRAPH at the time, very early, you know, algorithms of how you do collisions and all of that kind of stuff that we had to pull that research out to build that knowledge revolution physics simulator. And I would say I would say that instinct carried into Roblox as well. So I would say um when we um sold knowledge revolution and we started Roblox, I was thinking that immersive 3D physically simulated stuff should have a 20 30 40 50 year trajectory.

センラ#53

30・40・50年取り組める永久機関を、他人が作ったものの上に乗る確率は?

EN

You know what's confusing to me? Like having that understanding so early and then yet you you fell off your I think this is really important for people listening. It's like

バズーキ#54

起きない。自分で、自分のやり方でゼロから作るしかない。

EN

Yeah, yeah,

センラ#55

道を外れて戻れたのは運がよかった。

EN

you fell off your path for 2 years.

バズーキ#56

そう思う。

EN

I did.

センラ#57

正しい決断をした。じゃあ話を戻す。シングルプレイヤーのパズルはやめて、Robloxを始めた。その時点でプラットフォームだとわかっていた?

EN

What's like the chance that you're going to build something that you can work on for 30 40 50 years, this professional motion machine, and that was created by somebody else?

バズーキ#58

わかっていた。

EN

Yeah.

センラ#59

じゃあゲームは誰が作る?

EN

It's not going to happen. You had to build it from scratch the way you wanted to do it.

バズーキ#60

その時点で4人。MattとJohnがErikと自分に加わった。誰かがすごく上手いゲームメーカーだった。ウォームアップ期間があって、Johnが最初の有名なRobloxゲーム——クラシックのCrossroadsChaos Canyon——を作った。すごく楽しくて、システムをテストした。社内制作で、三人はコードを書いていて、ユーザーがクラシックCrossroadsで遊び始めていた。

獲得はどうしたか。誰の起業家から聞いたか覚えていないが、「Googleから1日50ユーザーを買え。それだけだ」と言われた。1ユーザー1ドルくらい。いいアイデアだと思って1日50人買った。それがRoblox全体の発芽だ。ソーシャルグラフを全部逆算したら、おそらく1か月×50人×30日で約1,500ユーザーが、オンラインの「ビルドゲームを試せ」広告を見た初期グラフの起点になっている。

午後になると4人でオンラインに入る。ゲームに20〜30人くらいぶら下がっていて、眺めている。作る環境はRoblox Studio。急いでいた。いつフルの閉ループを公開できるか。閉ループとは、誰でもStudioをダウンロードして体験を作り、ライブに押し出せる。一覧ページがあって、飛び込んで遊べる。それが閉ループの永久機関だ。「Studioを出さないと。何が起きるかはわからない。誰かが好きになってくれれば」と。だいたい1,500ユーザーまで来ていた。

EN

That's right.

センラ#61

ユーザーをクリエイターに変えようとしていた。

EN

Okay, so let's

バズーキ#62

そのとおり。

EN

I got I got lucky I fell off that and got back on it.

センラ#63

数年後——多くの人が知らないと思うが——プラットフォーム上にどれだけ大きなビジネスが載っているか。

EN

Oh, god damn right you got lucky.

バズーキ#64

大きい。巨大だ。

EN

I think so.

センラ#65

この時点の物語では、ユーザーをクリエイターにしている。

EN

You made definitely made the right decision. So wait, let's go back to you now you're building like we're not going to do this like single player puzzle game. We started Roblox. But who's create you you knew it was going to be a platform from that point?

バズーキ#66

すごくバイラルに起きた。Menlo ParkのChestnut Streetの小さなオフィスで4人。「午後1時だ。Studioをライブにしよう。何が起きるか見よう」。3時か4時ごろ、「うわ、誰かが公開した。見て。他の人が遊んでる。20個公開された。人が入ってる」と。その夜帰って、「閉ループ、バイラルシステム。買っているものより口コミが強いユーザーだ。システムが自分で成長している」となった。

EN

We did.

センラ#67

なぜ買っているものより口コミが強い? 作ったゲームを友達に遊ばせたくなるから?

EN

Okay, so who's making the games?

バズーキ#68

ゲームを作った。一気に100種類の違うものになる。既存ユーザー向けに自分たちが作った退屈なやつではない。3週間前に作った退屈なものではなく、毎分新しいものが見える。新コンテンツ、想像力の幅、クリエイターが友達を連れてくる——全部がバイラルだ。

EN

At that point we had four people. Um Matt and John joined Eric and myself. Sean was a really good game maker. And so then we have we had a little bit of a warm-up phase where John made a couple very famous first Roblox games like classic crossroads and chaos canyon. They were really pretty fun and they tested the system. So we had in-house creation, the three of us are coding. Um, and then we have we had some users starting to play on classic crossroads. How are you getting them? Really interesting. I don't know what entrepreneur I heard this from. They said, "Look, just go buy 50 users a day from Google. Like that's it." And you can buy them for a buck a buck a user. And so we said, "Oh, that's a really good idea. Let's go buy 50 users a day." That was the germination of all of Roblox. If we were able to like reverse engineer the whole social graph tree all the way back to the starting of Roblox, we'd probably see a one-month period, you know, times 50 users times 30 day probably see 1,500 users that were saw some ad online building game come try it out that are the initial social graph of everyone on Roblox. Now in the afternoon, the four of us go online. There's maybe third 20 or 30 people just hanging out in these games and we're kind of watching them. We had been making those games with Roblox Studio which was our creation environment. And we we were in a rush. When can we publish the full closed-loop system? The The closed-loop system is anyone can download Roblox Studio, you can make an experience, you can push it live. There's a a page where you can see all of the experiences you can jump in and start playing that. And that's a, you know, that's a kind of a closed-loop perpetual motion machine. So we're we're just like, "Okay, we got to get the studio thing out. Like, what's going to happen? We don't know. I hope someone likes it. Blah, blah, blah." We got about 1,500 users.

センラ#69

人がRobloxをYouTubeと比べるとき、どう思う?

EN

So, you go from you're trying to get them from from being users to creators.

バズーキ#70

面白い。少し違う。

EN

That's right.

センラ#71

Robloxは本質的にソーシャルで、YouTubeが決してなれない形だ。

EN

And then a few years later, which is what I want to talk to you about cuz people I don't think many people know that the size of businesses people are building on top of your platform.

バズーキ#72

消費者とクリエイターは両方いる。でもその指摘は正しい。YouTubeとの比較は、電話システムと雑誌を読む違いだと思う。50年前の曇りの日に雑誌を読むのは一人でできる。電話システムなら友達に電話して「元気?」と言える。どちらもコンテンツプラットフォームだが、動画プラットフォームのコンテンツは典型的にソロだ。

EN

They're big.

センラ#73

YouTubeは一人で見る。他の人と一緒に見ない。

EN

Yeah, they're they're massive. Now, at this point in where we're on the story, you're turning your users into creators.

バズーキ#74

Robloxのコンテンツは、コミュニケーションと一緒にいることの足場だ。

EN

And it happened very virally. So, there there's a day we were in a little office on Chestnut Street in Menlo Park, the four of us. It's like, "Okay, it's 1:00 in the afternoon. Let's push Roblox Studio live. See what happens." And then, probably around 3:00 or 4:00, we started seeing our "Whoa, someone has published something. Look at that. Look at that. Oh, someone published something that other people are playing. Oh, look at that. Oh my gosh. Now, there's 20 things published. And that has a bunch of people in it. Oh my gosh." And so, we went home that night just going, "Okay, closed loop, viral system. Like, these are users now that have way more word of mouth than anything we're buying. This system is growing on its own."

センラ#75

これはゲームプラットフォーム? ソーシャルネットワーク?

EN

Why do they have way more word of mouth than anything you're buying? Because they're telling their friends to play the game that they made.

バズーキ#76

初期のビジネスプランに、一つのバイラルループではなく二つのバイラルループを示すスライドがあった。

EN

They made a game. The variety of the games all of a sudden there's a hundred different things. It's not the boring stuff we made uh for the existing users. I'm seeing something new every minute rather than this boring stuff we made 3 weeks ago. So, new content, uh breadth of imagination, creators bringing friends, all of those just viral.

センラ#77

二つのバイラルループとは?

EN

What do you think when people compare Roblox to YouTube?

バズーキ#78

YouTubeにはコンテンツのバイラルループがある。良いコンテンツほどリテンションが高く、みんなが良いコンテンツを見つける仕組みがある。Robloxでは、コンテンツの質ユーザーが互いに一緒にいること、両方だ。コンテンツのバイラルループと、コミュニケーション・つながりのバイラルループ。

EN

I think it's it's interesting. Um it's a little different. And I I think

センラ#79

他のプラットフォーム、メッセージング側があなたたちを大きな脅威と見ていると聞いた。Snapchatもその一つ。ユーザー行動は、友達とゲームもできるが、実際には——若いユーザーが学校から帰って、僕らの子供のころは自転車で友達を探しに行った場所が——Robloxにいて、友達が全員そこにいる。ゲームをしていないこともある。メッセージを送り合っているだけ。

EN

Well, your your Roblox is inherently social in a way that YouTube will never be.

バズーキ#80

メッセージング——視覚的でもエフェメラルでも——の効用と、没入型3Dの効用は興味深い。時間の取り合いとして「これ対あれ」とはあまり考えていない。テキスト、写真メッセージ、ショート動画と、カテゴリの自然進化がある。僕らのニッチは没入型3Dの共体験で、どうすればもっと良くできるか。自然に立ち上がるニッチだと思っていて、プロダクトのスペックにはまだ長い道がある。Robloxは、いつか可能になるものに対してまだとても原始的なプロダクトだ。

EN

I I think there are there's both consumers and creators, but you hit it exactly right. The comparison I would say to YouTube would be a just difference between the phone system and reading a magazine. Like reading a magazine on a cloudy day 50 years ago, you can do by yourself. On the phone system on a cloudy day, you call your friends in the you know, Beaver Cleaver 50s and say, "What's up?" kind of thing. And so I feel the difference is they're both content platforms. The content in a video platform is typically solo.

センラ#81

ゲーム以外に、いまプラットフォーム上で起きている共体験は?

EN

I'm by myself when I watch YouTube. I don't watch it with other people.

バズーキ#82

いろんなオーガニックなものが湧いている。コンサート、音楽——自分たちで企画するより、オーガニックに増えている。Bruno MarsがJandelのゲームに、僕らが仕掛けることなく現れた。いい兆候だと思う。Brunoは、あらゆる没入型3Dプラットフォームの音楽でピーク同時接続の一つだった、しかもゲームの中で。ショッピングの初期兆候もある。いつか年配の人がプラットフォームで教会に行き、一緒に働き、他のことをするかもしれない。コミュニケーションプラットフォームの自然進化は、人々がそれをどう使うかだ。

---

EN

The content in Roblox is really a a scaffold for communication and being together.

センラ#83

ビジョンの深さと幅がまだ完全にはわかっていない。何も知らない状態でシステム設計者の君に「何を作ったのか説明して」と言ったら、どれだけ時間を使ってもいいから答えてほしい。

EN

So is this a game platform? Is this a social network?

バズーキ#84

超拡張的に言うと、人間のコミュニケーションの発展の連続だ。先ほどのようにホロデッキに近い。いま作っているホロデッキはとても原始的だ。フォトリアルではないし、まだ「中に入る」わけでもない。でも想像したり考えたり作ったりできる3D環境に入る。友達と一緒にかくれんぼをしたり、伝統的なゲームをしたり、Dress to Impressのようなファッションショーに出たりできる。ホロデッキの場所はすべてクリエイターコミュニティが作る。

このシステムに経済を組み込んだ。大多数は無料で入る。クリエイターは賢くて、面白い課金の仕方を考える。Dress to Impressのファッションショーで、選びたければ買えるものがあるかもしれない。クリエイターはこのプラットフォームで、ゲームや体験と呼ぶ新しいタイプを発明できる。最近のトップヒットがファッションのDress to ImpressやGrow a Gardenなのが面白い。

EN

We've actually said um we have slides in our early business plan showing two viral loops rather than one viral loop.

センラ#85

じゃあその世界をどう作ったのか説明して。

EN

What are the two viral loops?

バズーキ#86

裏には膨大な技術がある。透明で簡単に見えるようにするために、下層にRobloxオペレーティングシステムと呼ぶものがある。会社がRobloxというものを作る基盤だ。システム思考で、会社そのものをシステムとみなし、Robloxはほぼ9つの別会社のように動いている。よくつながっていて、週1で全部をつなぐ。

中には3Dクラウドシミュレーションとツールセットの会社がある。40データセンターと何十万台のコンピュータを動かすミニクラウドインフラ会社もある。

EN

So in YouTube, there's a bit of a content viral loop. The better the content, the more retentive it is, and they you know, they they have very thoughtful ways of everyone finding good content. In Roblox, the viral loop is both the quality of the content as well as the users being with each other. So there's both a content viral loop and a communication connection viral loop.

センラ#87

なぜ自前でやると決めた?

EN

I've heard that other platforms, other messaging platforms, actually see you guys as a a big threat. Snapchat is one I've heard because they're the user behavior on Roblox is yeah, I can play games with my friends, but it's actually like the use case I've seen is they'll come home from school, you your younger users, and where do they like when we were kids, we'd like get on our bikes and like go find the other friends. They get on Roblox and all their friends are there, but sometimes they're not even playing the games. They're just sending messages to each other.

バズーキ#88

最初はかなり素朴だった。クラウドの道に行くより、Robloxを始めたころAWSが立ち上がり始めた頃で、自分たちで作るのが好きだった。5年後、「全部クラウド」対「全部自前」の議論が盛んになったころ、自前インフラがコストとスケールの利点だと見え始めた。AWSやGCPなどとは良いパートナーで、そこにバーストもする。でも今のスケールとコストではかなり効率的にやっている。世界中の1人あたり1時間1セント未満でRoblox全体が動く。それは超クリティカルだ。Robloxは本当に9つ——

EN

I would say um it's interesting what's the utility of messaging um even very visual messaging or ephemeral or non-ephemeral messaging versus immersive 3D. And in a way um I don't think we think of it in terms of how much time doing this versus how much time doing this. I think there's a natural evolution of a wide range of types of platforms. You know, we've seen natural evolution of text, natural evolution of photo type messaging, natural evolution of short form video, these categories. I think we actually think less about like we're comparing with the time of this activity. And I think we're typically saying how can we increase the quality of this experience? Like our our niche is immersive 3D co-experience. How can we make it better, better, better? We think it's a naturally emerging niche and I would say we feel the spec of our product has a long way to go. Like Roblox is a very primitive product relative to what will be possible someday.

センラ#89

もっと深く。9つの会社に戻りたい。収録前に言ったことだ。頭の中にあるクレイジーなことが、他のポッドキャストでは出てこない。出さなきゃ。

EN

What other co-experiences besides games take place on the platform now?

バズーキ#90

下層のRobloxオペレーティングシステムは、会社の回し方だ。RobloxそのものではなくOSに取り組むエンジニアのグループがいて、チーム、組織、会社のやり方を見ている。

EN

We have all kinds of organic things popping up. There's arguably of course concerts, music, that's starting to get we're starting to see more and more of that be done organically rather than ourself, you know. So, I think Bruno Mars showed up on one of Jandel's games without us organizing it. I'd say that's a good sign of I actually think Bruno was the peak concurrent of music anywhere on any immersive 3D platform and it was actually within a game. I think we're early signs of shopping, early signs of who knows, you know, someday older people are going to go to church on the platform. Older people are going to work together on the platform. Older people are going to do other things. I think the natural evolution of a communication platform is what are the ways people use a communication platform.

センラ#91

待って。バックアップ。世界を作る会社を回すためのオペレーティングシステムに、エンジニアチームが取り組んでいる?

EN

One of my all-time favorite quotes is from the book Zero to One. It says the single most powerful pattern I have noticed is that successful people find value in unexpected places and they do this by thinking about business from first principles instead of formulas. This is exactly what AppLovin has done with their new advertising platform Axon. Axon is the most powerful advertising platform in a generation. Axon allows you to capture undivided attention. Axon ads are full screen videos that are watched for an average of 35 seconds. Retention that blows other ad platforms out of the water. And you can launch in minutes. You set the goal and Axon achieves it. No complex setup, no expertise needed. And Axon scales quickly. They can put your ads in front of over a billion potential customers. Other businesses have seen immediate results, scale to hundreds of thousands of dollars of spend per day, and increase their revenue by millions. And most advertisers aren't even thinking about this channel yet. Less than 1% of advertisers have access to Axon, so you want to get started quickly. And you can do that by going to /senera. That is axon.ai/senera.

バズーキ#92

そのとおり。

EN

I still don't think I understand the total like depth and breadth of your vision. So, if if I come to you and I don't know anything about Roblox and you're the systems designer and I say, "Okay, explain to me what you have built."

センラ#93

OK。

EN

Yeah.

バズーキ#94

会社を効率的に回すことが、このビジョンを作る最も強力な方法だからだ。クリエイター側のAI加速については非公開のことは言わないが、それはRobloxのオペレーティングシステムと一直線だ。すべてのエンジニア、PM、データサイエンティスト、デザイナーが最適に働くには? ゲームエンジン・クラウドのような縦のスタックのリーダーが、ほぼミニCEOとしてどう動くか。どんなエンジニアとPMを揃え、どう報酬を払うか。会社の回し方の大きな部分だ。

共通の糸は、これらのグループや社内会社にできるだけ自律を持たせつつ、水平にずっとつなぎ続けること。多くのグループが自分たちで素早く動ける。そして絶えず接着する。

EN

Take as long as you want with this question.

センラ#95

会社の動かし方のデザインはどうやって来た?

EN

If if we had to talk super expansively, I would say, "Look, there's a continuation on the human development of how we communicate. Um we said earlier it's a bit like the holodeck. Right now the holodeck that we're building is very primitive. It's not photorealistic yet. You don't go inside of it yet. Um but you do go into a 3D environment um mostly that you can imagine or think about or build. You can go there with your friends and play hide and go seek. You can play a traditional game, You can be in a fashion show like dress to impress. Um all of the places you go in the holodeck are made by a creator community. We've um incorporated an economy into this system. So the vast majority of people who go do that for free um our creators though are very thoughtful and savvy and they come up with interesting, you know, ways to spend money. So when we go into dress to impress and go into a fashion show, there may be something I can buy if I so choose it. Um and they they in a way our creators because they have this platform are able to innovate new types of things that we think of sometimes as games or experiences. You know, it's it's funny that the top hits on Roblox recently have either been fashion dress to impress or grow a garden, you know, it's like that's pretty cool.

バズーキ#96

昔、Robloxでピボット的な瞬間があった。三つの水平スタック——Webスタック、インフラスタック、など——で回していた。ソーシャルグラフのような特定機能に取り組む人が、Webとインフラとフロントから帯域を取ろうと交渉しなければならなかった。「誰がソーシャルグラフを作っているのか」が言いにくい。そこで回転させた。誰かがソーシャルグラフ全体——ユーザー向け、Web、インフラ——を担当する。すると各ピース間でロードバランスでき、加速した。その教訓は今も残り、再帰的に走る。たとえばゲームエンジン・グループの中も、同じやり方でさらに細分化される。

EN

Okay, but explain how you built the world though.

センラ#97

ある意味、プリミティブの系列を作った。

EN

Behind the scenes there's a massive amount of technology in Roblox. Like this is to make it seem as transparent and easy as it does, there's a there's an underlayer we call the Roblox operating system, which is the company that's then building this Roblox thing. And um kind of in line with kind of system thinking, we think of our company as the system and the company um Roblox is really running almost as if it's nine separate companies with they are all very well connected. We all get together once a week and connect all these companies together. There is a 3D cloud simulation and tool set company running within Roblox. There is a mini cloud infrastructure company running with 40 data centers and hundreds of thousands of computers. All

バズーキ#98

そう。会社の回し方のプリミティブシステムが、グループ→チーム→ポッドと再帰的にあり、ビジネスの作り方を加速しようとしている。

EN

Why did you decide to do that?

センラ#99

この9つを、会社の中のほぼ個別の会社として考えている? その用語を使う?

EN

We initially we just wanted we were actually pretty naive. And so rather than going down this cloud path, um I would say right when we were starting Roblox, AWS was just starting to be a thing. We we liked the idea initially of building it ourselves. Five years later, I think that's when there's a lot of discussion about this company is all cloud, this company is all build it themselves kind of thing. We at that point started to see building infra ourselves as being a cost benefit and a scale benefit. And so I would say our we we're great partners with AWS and GCP and others. We do burst into those platforms, but for that the scale we're working and the cost we're working, we do this very efficiently. Like all of Roblox runs for less than a penny an hour for every person around the world. And that's super critical. Um but so so yeah we and we can go in deeper, but Roblox is really nine

バズーキ#100

グループと呼ぶ。でもリーダーには、できるだけ自律して、疑似自律のものが交差し合う感覚を持ってほしい。ゲームエンジン・シミュレーション会社が、インフラ・クラウドコンピューティング・ストレージ会社と話し合う。その上に載る。各グループにできるだけスピードと自律を持たせる。

EN

go in deeper. I want to go back to the nine companies cuz this is stuff This is what I meant before we started recording. I was like you got all this crazy … in your head that haven't heard in any of the podcasts. You got to find a way to get it out.

センラ#101

組織についてもっと。すごく面白い。

EN

are So underneath Roblox, Roblox operating system, um it's how we run the company. We have a group of engineers working not on Roblox, but on the Roblox operating system, um looking at who are the various teams, how we're organized, how we do all of our things in the company.

バズーキ#102

毎週火曜にエグゼクティブスタッフミーティング。4〜5時間。9つの会社のリーダーが集まり、各自でやっていることと、つなぐ水平のものをたくさん見る。

EN

Hold on. Back up. Back up. You have a team of engineers working on the Roblox operating system, which is just the operating system on how to run the company, the company building the world.

センラ#103

つなぐ水平のものとは?

EN

That's right.

バズーキ#104

面白いが、エグゼクティブミーティングでもとんでもなく高い忠実度で追跡する。今四半期・来四半期・年内の目標にコアなものがだいたい50〜60ある。会社レベルとグループレベルの、成功の象徴だと考えるものを手作業でキュレートしたリスト。毎週、全グループのキーリーダーが集まり、50個のリストを全部通す。

EN

Okay.

センラ#105

誰がいる? この9人が直接レポート?

EN

Yeah. Cuz running the company efficiently is the most powerful way to then build this vision. So I I I won't go into the extent we use AI acceleration amongst our creators, but having all of our engineers Why won't you go into it? Well, I don't want to say anything non-public, but I would say like that is right in line with Roblox's operating system. How does every engineer, product manager, data scientist, designer work in optimal ways? How do um how does the leader of an individual group like that game engine cloud thing, how do they actually operate almost like a mini CEO? How do they um run that vertical stack? How do they control um the types of engineers and product managers? How do they um compensate them? That's a really big part of how we run our company. And I I'd say that the common thread of what we try to do is have as much autonomy on these groups or companies within. And then simultaneously horizontally just continuously try to connect it together. So, um we have lots of groups who can go and do things very quickly on their own. And then we glue them together constantly.

バズーキ#106

一部は自分にレポートし、少し階層もある。エンジニアも何人か入れる。だいたい15〜18人。1時間くらい、チャチャチャと通す。

EN

How did you come to the design of the way you have the company operating?

センラ#107

チャチャチャとは? 説明して。

EN

There was a pivotal moment a long time at Roblox where we were running it as three horizontal stacks. We were running it as the web stack and the infrastructure stack. And what we would see is you know, if someone's working on a specific feature like the social graph, they would have to go and try to get enough bandwidth out of the web stack and the infra stack and the front end stack. So, there's always a negotiation amongst that, and it was hard to say who is building the social graph. So, there was a rotation of that where we said, "No, someone is going to be in charge of the whole social graph, user-facing components, uh web component infra." And all of a sudden we got a lot of acceleration because they could load balance between all of those pieces. So, that lesson's been with us today and actually it runs recursively. So, within our for example this one group or company I've been talking about the game engine group that is subdivided into smaller pieces that also run kind of in that same way.

バズーキ#108

キーデリバラブル1から50。だいたい1イシュー1〜2分

EN

Essentially like you created a series like primitives.

センラ#109

1時間で?

EN

Yeah, in a way where like we we have primitive system for how we run the company recursively from groups to teams to pods and we've tried to make that somewhat, you know, an accelerate in how we build the business.

バズーキ#110

2分単位。イシューごとに1〜2分。

EN

But the way you think about this these nine, you think of them as almost individual companies inside the company? Is that the term you use?

センラ#111

ちょうどSnapchat創業者のEvan Spiegelを収録した。デザインミーティングの話で、何百ものアイデアをすごく速く通す、と言っていた。

EN

we call them groups, but the leaders of these groups, we want them to feel that autonomy as much as possible running a pseudo-autonomous thing that intersects with each other. And you know, it's almost like we would have a game engine simulation company talking to a infrastructure, cloud computing, and storage company. And they work with each other. This sits on top of that. But we want as much speed and autonomy in each of these groups.

バズーキ#112

コアリストは50〜70の間を行き来する。1〜4か月で入れ替わり、新しいものを絶えず入れる。

EN

Say more about how this is organized. This is very fascinating.

センラ#113

全部どう追跡する?

EN

Yeah, yeah, yeah. No, we executive staff meeting every Tuesday. We get together 4 or 5 hours. Leaders of all these nine companies come together. We go through the things they're working on by themselves, but we go through a lot of times of all of the horizontal things that are bringing them together.

バズーキ#114

CEOオフィスのチームがかなり良い。Robloxオペレーティングシステムにソフトウェアもある。StratOpsのシニアが横で一緒にやる。かなりリアルタイムだ。

EN

What do you What are the horizontal things bringing them together?

センラ#115

9つの別会社について、もう少し。いま2つくらい説明した。

EN

It's funny, but we track at a like a ridiculously high level of fidelity even in our executive staff meeting. So, we, you know, we have probably 50 to 60 things that are core to hitting, you know, the objectives we have this quarter, next quarter, of rest of the year. It's almost like a hand-curated list at the company level and group level of things that we think are emblematic as a way of our success. And every week, we have all of the key leaders of all of those groups come together and we just go through all that list of 50.

バズーキ#116

全部パブリックに話している。People systems——Robloxオペレーティングシステムを作り、採用・人事・パフォーマンス管理。Infrastructure——40データセンター、コンピュート、帯域、パーシステンスの面白いシステム。Game engines / simulation / tooling / Roblox Studioが一つのグループ。Economy——Robux、マネタイズ、回収、台帳など全部。かなり大きなSafety and civility——エンジニアリング、プロダクト、ポリシー、ライブopsをシングル・スレッドのリーダー(チーフセーフティオフィサーのMatt)の下に。User-facing——ソーシャルグラフ、バイラリティ、さまざまな場所でRobloxを動かすアプリ群。広いレンジだ。

EN

So, who's in this meeting? It's these nine people, they're reporting directly to you?

センラ#117

9つ全部にシングル・スレッドのリーダーがいる?

EN

Some of them report to me, some report to some with with a little bit there's probably we'll bring in a few other engineers as well. So, there's probably 15 or 18 people in that meeting. And we spend an hour just ch-ch-ch-ch-ch-ch-ch.

バズーキ#118

一部はまだマトリクス。多くはシングル・スレッド。エンジニアを二つ抱えるリーダーもいる。完璧ではない。プロダクト寄りのほうがいいグループもある。一般に各グループに1〜2人のリーダーがいて、誰かは明確だ。

EN

Well, no. What's the ch-ch-ch-ch-ch? You got to explain that.

センラ#119

1年後もそうだと思う?

EN

Uh key deliverable one through 50. Like this key

バズーキ#120

思う。

EN

hour?

センラ#121

変える必要は見えていない。

EN

It's 2 minutes. It's like one to two minutes an issue.

バズーキ#122

ない。

EN

Uh I just I just recorded with uh Evan Spiegel, founder of Snapchat. Yeah. And he is he was explaining his design meeting. And he says, I forgot maybe an hour or two hours after we listen to the episode back. But he's like, "We'll go over hundreds of ideas. So, we just go through it really really really rapidly."

センラ#123

要するに、システムをデザインした。

EN

We have our core list that goes between 50 and 70. They cycle every month or two or three or four. We're constantly putting new things in.

バズーキ#124

そのとおり。

EN

How do you keep track of all this?

センラ#125

会社が、別のシステム——作っているプラットフォーム——をデザインするためのシステムを。

EN

We have a pretty good office of CEO team. We have the Roblox operating system. It's got some software in there. My office has, you know, StratOps people, senior people who kind of work with me to do this on the side. So, it's very real time.

バズーキ#126

まさにそのとおり。

EN

Okay, can you say more about these nine separate companies? I think you just described two of them.

センラ#127

まだジャンプがわからない。人に自分のゲームを作り始めさせて数時間で——ユーザーをクリエイターに戻している。

EN

Yeah, we we publicly talk about all of them. So, I would say there's um um there's a people systems company that actually builds the Roblox operating system and has all of our recruiting and people and performance management stuff. There's an infrastructure company and that's running like our 40 data centers and all of our compute and bandwidth. Persistence, they're building out cool persistence systems as well. Game engines, simulation tooling, and Roblox Studio sitting in a group or a company. There is a group called the economy group. It's literally all of the things around how we have Robux, how we monetize, how we um you know, collect money, the ledger, all of that. There's a very large group, arguably the largest safety and civility group, engineering, product, policy, and live ops under a single threaded leader, chief safety officer Matt who can has run that whole thing and make the decisions. There is a user-facing group that is all involved with social graph, virality, um the various apps we have for having Roblox running different places. So, it's like a wide range of these user group.

バズーキ#128

そのとおり。

EN

Does all do all nine of these companies have the single threaded leader?

センラ#129

でも経済はない。Robuxもない。何が?

EN

Some of them are still matrixed. Um many of them are single threaded. We do have some leaders that run have engineering under two of them. So, it's not absolutely perfect. And in some of these these are better run by maybe a product person than an eng person, but generally there's one or two leaders for each of these groups and that we know exactly who it is.

バズーキ#130

純粋な楽しさ

EN

Do you think that will be the case a year from now?

センラ#131

その時点で会社に収益は?

EN

I think so, yeah.

バズーキ#132

収益なし。純粋な楽しさ。

EN

Okay, so you don't see the need to change that.

センラ#133

次の思考は? 「これは何かある。うまくいきそう」と見えたとき。

EN

No.

バズーキ#134

Robloxが持続的にバイラルなモードに入った。日ごと週ごとの成長が追える。オーガニック成長で、有料獲得ではない。座って眺めている。楽しさがそこにある。同時接続10、100、1,000、10,000。創作が良くなる。Studioが良くなるほどバイラルになり、ゲームエンジンが良くなるほどバイラルになる。

とても初期に——3週目か4週目の午後、何百人もいて名前を知っているころ——Ericが「最初の安全モデレーションシステムを作らないと」と言った。JohnとMattと自分は「正しい。やらなきゃ」と見た。モデレーション、ユーザー報告などを作った。長いあいだMatt、Eric、John、自分がモデレーターだった。交代でやって、感覚を掴んだ。それが進み、いよいよ「どうやってお金を生み始めるか。成長してコストもある」となる。

興味深いことに、仮想経済についても大きな直感があった。でも少し早く出せるとして、クラブ会員を作った。当時Club Penguinに会員があった。月5ドルくらいで何か課金できないか。Builders Clubを作り、マネタイズを始めた。始めたときと同じで、すごく楽しい瞬間があった。キャンプ中に、毎日Builders Clubを買う人数をチェックできた。初日5、次4、6、3、8、15。「マネタイズできてる。最高だ」と。

1〜2年はうまくいった。全部バイラル成長。Builders Clubも動き始めた。システムをもっと良くするだけ、と。でも初期のパズルゲームのときと似たことが起きた。市場が「それが最終システムではない」と示した。ユーザー成長はこう(上がる)なのに、収益とブッキングはこう(横ばい寄り)。Builders Clubが少し古くなり、より広いユーザーには正しいものではなかった。

振り返ると、創業時のタグラインは「You make the game」。良い初期タグラインで、野心的だ。みんながRobloxでゲームを作っている——でも10億ユーザーの現実では違う。多くの人にとって、ゲームを作らなくてもコミュニケーションは大事で、来て遊びたいだけの人も多い。

EN

All right, so let's go back. This is very fascinating. Essentially, you're you've designed a system

センラ#135

前回見たとき、DAUが1億5,000万くらいと言っていた?

EN

That's right.

バズーキ#136

だいたいそのへん。公開中の最新数字はあれだが。

EN

which your company to design another system which is the

センラ#137

1億5,000万のうち、ゲームを作っているのは何人?

EN

That's right.

バズーキ#138

最新のStudio数字は出せないが、たくさんいる。でも1,000万ではない。100万か200万くらい。良いニュースは、そのビジョンが戻る可能性があることだ。AI加速と、いま取り組んでいるすべてで。YouTube初期がほとんど消費で創作が少しだったように、ショート動画でみんなが作り始めている。Robloxにもその可能性があると思う。

EN

platform that you're building.

センラ#139

特に自然言語でできるようになれば。

EN

That's exactly right.

バズーキ#140

まさに。途中で気づいた。Builders Clubが疲れてきた理由は、みんながビルダーになりたいわけではないから。多くの人はただ楽しみたい。そこで別の大きな直感——仮想経済——が来た。もう一つの永久機関だ。

人がお金を使い、Robuxを買う。体験を損なわず、楽しくなくしない範囲で、クリエイターがRobuxの使い道を全部考える。一部のユーザーがRobuxを買い、ゲームで使い、クリエイターがRobux口座に貯め、一部を現金化する。それが別の永久モーションループになる。

ボードで「それは良いアイデアか」とたくさん議論した。僕が一番押したと思う。趣味の人が生計を立てられるようになる、と信じたから。趣味から、Robloxで生活できるところまで行ける。Studioのときと同じく、フルの閉ループを作った。クリエイターが体験を作り、ユーザーがRobuxで追加(懐中電灯など)を買い、カードでRobuxを買う。ディスカバリーでは、Robuxが使われているトップゲームを見せ始めた。ライブして1〜2時間で、「うわ、いちばんRobuxが使われているゲームだ」——もっと人が入った。

EN

I still don't understand the jump. So, within like a couple hours of letting people start building their own games. So, now you're turning users back into creators.

センラ#141

それはBuilders Clubでは決してできなかった形で、ユーザー成長にスケールする。

EN

That's right.

バズーキ#142

エレガントな経済で、だいたい時間に対して線形以上にスケールすることを示した。一般にはエンゲージメントとリテンションを最適化し、金そのものではない。開発者のインセンティブはエンゲージメントと金のバランスだ。楽しむのに全員が金を使わなければならないなら、ゲームはバイラルにならない。クリエイターはそれを理解している。それもまた永久機関だ。

---

EN

But there's no economy there. There's no Robux. What is

センラ#143

二つ目の永久機関——仮想経済、通貨——をローンチした。Roblox何年目?

EN

Pure fun.

バズーキ#144

とても初期。15年くらい前のはず。

EN

And you're not there's no revenue at the company at the time?

センラ#145

15年この経済を作ってきた。もう一つのフライホイールがある? 楽しさのためにゲームを作っていたユーザーがクリエイターになり、いまクリエイターから起業家になる。金が増え、ゲームの質も上がるはず。

EN

No revenue, pure fun.

バズーキ#146

質は上がり続けている。質は最終的に、開発者の創造性だけでなく、技術にも制限される。動画空間ではカメラとディスプレイはかなり洗練されている。4Kカメラ、4K 60Hz——100年前の無音モノクロ映画に対しては成熟技術だ。共没入の空間ではまだそこまで来ていない。Robloxの技術者たちは、人間の共体験がビデオに対して持つ究極スペックに興奮している。1万人の巨大な群衆、フォトリアル。

EN

Okay, so what is taking back to your decisions? You're seeing this like, oh, we're onto something. This is going to work. What's your next thought?

センラ#147

いまゲームは見た目がショボい、という話だよね。侮辱ではなく。

EN

So, then what starts happening is Roblox started a persistently viral mode. Um like we could track the growth day by day, week by week. It's like this is organic growth. This is not paid acquisition. It's just like we're sitting back and watching that. We then the fun started being there. It's just like 10 concurrent, 100 concurrent, 1,000 concurrent, 10,000 concurrent. Creations are getting better. We know everything we do with Roblox Studio, the better Roblox Studio gets, the more viral it is, the better the game engine is, the more viral it is. Um, very early on to Eric's credit, I think, literally on week three or week four in the afternoon when we're Now we're sitting there. We know the names of a lot of these people. There's hundreds of people. Eric said, "Um, we need to build the first safety moderation system." And And John and Matt and I all look at it and say, "You're right. He's right. Oh my gosh. Like we got to get on this thing." So along the way we built like a moderation system. We have user reporting, all of that. For a long time Matt and um, Eric and John and myself, we were the moderators. Like we could switch off. So we got to get a vibe of that. And so this keeps on marching on and then then finally we say, "Okay, how can we start making some money on this thing? Um, it's growing. We have costs, all of that." Um, interestingly enough, this is another example of we we had a a big intuition around virtual economy. We said, "Uh, we can get this out a little faster if we build this club membership thing." Um, the At that time Club Penguin had a club membership. Can we just charge people five bucks a month for something? So, we worked on that for a while. And so, we had this thing called Builders Club that was kind of fun. We started monetizing. Exact same thing as when we started. We had this really fun moment where I was on a camping trip. And um I could I could check in how many people are buying Builders Club every day. First day it was five, and then it was four, then it was six, then it was three, then it was eight, then it was 15. We're like, "Okay, we're monetizing. This is great." Um and so, um Builders Club keeps going. And then for about a year or two, um cuz it was working so well. Wow, it's just all viral growth. Viral Builders Club is starting to work. Let's just keep working on the system making it better and better. It was interesting though, just like in the early days when we started the puzzle game and then said, "Finally, the market has shown us that's not the ultimate system. Let's build what we really believe." Something very similar happened with the Builders Club. And we entered this interesting period where user growth was going like this. But revenue and bookings was kind of going like this. And so, what that meant is Builders Club was getting a little old and stale. And for the wider range of users, it was really not the right thing. And in retrospect, um it it's funny cuz when we started the company, we used taglines like you make the game. And that's a really good early tagline. It's aspirational. Everyone's making games on Roblox. It's definitely not the reality of, you know, a billion users. And in a billion users, um communication for many people would be very important without having to make a game, you know? There's a lot of people that just want to show up and play something.

バズーキ#148

フォトリアルに行くと信じている。

EN

Yeah, I think you right now you said you last time I saw you have like I don't know 150 million daily active users or something.

センラ#149

ここまで来たのがクレイジーだ。一人でやりたくない、一人で買い物したくない、という本性の深いところに触れた。見た目を子供は気にしない。人とつるみたいだけ。

EN

That's right. Roughly, yeah.

バズーキ#150

プラットフォームの骨格はとても面白い。技術的には高度で複雑だが、無音のモノクロ映画がホールでテキストを挟んで映っていたときのトラクションに近い。

EN

Whatever the the last public number was. Out of those 150, how many are building games? 150 million.

センラ#151

だからフォトリアルになればどれだけ大きくなるか、自信を持って投資し続けられる。

EN

I don't know if we give out our latest Roblox Studio numbers, but it's definitely a lot of people, but it's it's not 10 million. It's 1 or 2 million. And I would say the good news is that vision may actually return because I do think over time with AI acceleration and all of the things we're working on. Just like maybe in the very early days of video or YouTube, was mostly consumptive um there was a little bit of this early you know, creation. And then with short-form video, I think we're much more everyone's starting to make videos. I do think there's that potential for um something like Roblox.

バズーキ#152

2GBのAndroidデバイスで、1万人同時接続のフォトリアルを想像できる?

EN

Yeah, especially if they can do it in natural language.

センラ#153

Bruno Marsがいちばん同時接続が多かったと言っていた? プラットフォーム全体で?

EN

Exactly. So, along the way um we kind of had this revelation that well, maybe the way Reason Builders Club is getting tired is not everyone wants to be a builder. A lot of people just want to have a a lot of fun. And so, we had had also a big intuitive vision, what would really be cool, another perpetual motion machine, is virtual economy. And um people spend money, they buy Robux. If we can allow the creators to figure out all the different ways someone might buy Robux without hurting their experience or making it any less fun, then a small portion of users will buy some Robux. They'll spend it in the game. The creator will accumulate those Robux in their Roblox Robux bank account. They'll cash some out for real money. And that should create another perpetual motion loop. Interestingly enough, we actually had a lot of board discussions like is that a good idea or not? And the the board came around. Like I I was probably the biggest pusher of it because I believe some people who were hobbyists would then be able to go and earn a living. Like you could go from hobbyist to earning a living on Roblox um if you could do this. So we did that. Very similar to the Roblox Studio situation, we had a full closed loop system. And the closed loop system means I'm a creator, I can make a game or an experience. You can buy something extra for Robux. Could be a flashlight or something. As a user, I can go buy some Robux with a credit card. I can buy that. Um and also from a discovery standpoint, we started showing top games where people are spending Robux. So same thing within about an hour or two of going live, oh my gosh, that's the top game where people are spending Robux or Robux. More people went into that.

バズーキ#154

同時接続には二種類ある。Bruno Marsでは2,000万人の話だ。でも体験のコピーにシャードされている。技術目標の1万人というのは、バスケットボールアリーナのように同じ環境で、全員が見えて聞こえることだ。世界中から集まって話す。同じ環境で一人ひとりが見えて聞こえる同時接続は、技術的に本当に複雑だ。

EN

And that's going to scale with user growth in a way that the Builders Club would never.

センラ#155

だからRobloxがインフラ企業だというのが、ちょっとした秘密だと繰り返し言う。

EN

And what we basically showed is an elegant, you know, economy that pretty much scales more than linearly with hours, basically. And what we have found without, you know, still optimizing generally for engagement and retention not for money is that developer incentive to balance engagement and money. If if everyone needs to spend money to have fun, your game isn't viral. Um so creators have kind of figured that out. And so that's been another perpetual motion machine.

バズーキ#156

そのとおり。

EN

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センラ#157

いま説明していることをやる技術は、まだ完全には作れていない。毎日それをやっている?

EN

You launched the second perpetual motion machine, this virtual economy, this currency. A virtual economy. How many years into Roblox?

バズーキ#158

仕事が面白く楽しい理由の一部は、どうたどり着くかについて妥当なアイデアがあることだ。タイムフレームは言わない。1万人フォトリアルがいつかは言わない。でも技術的には妥当な道筋がある。それが興奮だ。

EN

Very early on. It's got to be 15 years ago.

センラ#159

そして競合しにくい。

EN

Okay. So, you've been building this economy for 15 years.

バズーキ#160

会社の回し方は面白い。PC革命、Web革命、モバイル、クリプト、AI加速——クレイジーな時代をいくつも通った。この空間を本当に愛する仮想の別会社を想像して会社を回す。想像上の競合がいる。文字どおりそう考えて動かす。

EN

That's right.

センラ#161

Michael Dellがこのポッドキャストで全く同じことを言った。5年ごとに立ち上がって、「すべての領域で自分たちと競合し、より速くより良く、より良い技術を使う会社がいる。そしてそれが自分たちだ」と。

EN

Is there some another

バズーキ#162

そのとおり。

EN

another flywheel where it's like, "Okay, I was making games for fun. I'm a user. You turn me into a creator. That was all fun. Now you're turning me from a creator into an entrepreneur. Therefore, now I have I'm making more money. I can also It has to increase the quality of the games."

センラ#163

危機がなくても危機を作る、という考え方だ。

EN

Quality's gone up, up, up. I would say quality is um ultimately going to be limited not just by the creativity of our developers, but I also feel an interesting thing about Roblox is in the video space the camera the display they're getting pretty refined like 4K camera 4K 60 hertz display that's a pretty mature technology relative to maybe you know black and white movies with no sound 100 years ago in the video space in the video co-ex you know co-immersion space we're not there yet like um we're really excited cuz there's a lot of technical people at Roblox who I think the ultimate spec is to video what human co-experience can be which is huge crowds of people 10,000 people

バズーキ#164

仮想の会社を見て、その会社になる必要がある。

EN

of realistic uh photo real yeah because right now the games look shitty

センラ#165

Dellと似ている。イーロンの回でも同じで、「勝ちそうでも、いつも負けていると仮定する」と言っていた。そのメンタリティを保て、と。話を戻す。Robloxの歴史で数年経ち、仮想経済があり、Builders Clubよりずっとスケールすると見えた。Ho Namのツイートを読みたい。彼から君についてたくさん情報をもらっている。「初期の旅の中で、次世代Robloxがローンチ前に5億ドルのシードを受けた。会社名はImprobable。Robloxはキャッシュフロー損益分岐までに1,000万ドル未満のエクイティしか使わなかった」——本当?

EN

we we believe we're going to get to photo real

バズーキ#166

本当だ。

EN

I I'm not obviously insulting you

センラ#167

その競合が語ったビジョンに対し、その後の何十年でフリーキャッシュフローから何十億も再投資した。

EN

we believe we're going to get to photo real

バズーキ#168

そのとおり。

EN

it crazy how far you've gotten like you hit on something about you know deep in our nature that's the fact that you don't want to do things alone you don't want to shop alone

センラ#169

彼のポイントは、死んだ競合のシード5億は長期では何でもない、ということ。

EN

the core bones of the platform are very interesting and I think it's it's almost like um you know Roblox is very sophisticated very technically complicated but in a way that's the same traction one would have gotten on that early you know black and white movie in a movie hall without any sound and like some text between the scenes

バズーキ#170

まだ軍事シミュレーションなどで残っていると思う。5億になったのはVCのピーク、孫正義系か何かの時期で、1億のチェックがなく5億だった、という感じだ。

EN

I just thought something so you the fact you got this far with cuz the the kids just don't care what the game looks like they just want to hang out with other people

センラ#171

どうやってそんなに効率的だった? 分岐まで1,000万ドル。

EN

with black and white um no sound movies

バズーキ#172

表面のプロダクトマネジメントがいつも上手く、正しい最小限の実行可能な歩き方をして、少なくやり、長い視点を持ち、行き先を知って、途中でたくさん拾う。気散じを消すのが上手く、正しい道を進むのが得意だと思う。

EN

but I would if I was in your position I'd feel very confident investing and continuing to reinvest in this platform given how far you got could you imagine how big the platform could be if it's photo realistic

センラ#173

避けた/消した気散じは?

EN

um can you imagine 10,000 simultaneous users photo realistic on a 2 gig Android device

バズーキ#174

プラットフォームを作るにはかなりの傲慢さが要る。コンテンツを作るのはすごく楽しい。みんなゲームや大きな複雑な機能を作りたい。でもクリエイターが必要とする機能は退屈で、純粋にパフォーマンスベースのことが多い。社内の言い方では、パフォーマンスは成長機能だ。生のパフォーマンス、スケールに膨大な仕事を入れる。それには傲慢さが要る。

EN

what's the most concurrent users you said that Bruno Mars was the most you ever had on the platform or not?

センラ#175

生のパフォーマンス機能とは?

EN

I think there's two types of concurrency. So, in Bruno Mars, we're talking 20 million people. Um but those are sharded amongst copies of experiences. When we say the technical goal is say 10,000, that's in a basketball arena. And so, running 10,000 concurrent people is really technically complicated. They may be all around the world um talking trying to get together. And so, when we say concurrency, it's it's in the exact same environment where you can see and hear every single person.

バズーキ#176

幅広いデバイスで、「この体験を遊びたい」をクリックしてからインタラクションできるまでの時間を見る。ビジョンは動画——ショート動画ではスクロールするだけ。ゲームは伝統的にダウンロードやローディング画面があった。友達にテキストして「行こう」——チャンク——「入った」。人はそれを知らずに好きだ。だからどのRobloxゲームにもジャンプ時間をほぼゼロにすると決めた。技術的にすごく複雑だが、長期の成長側面があると信じている。

EN

This is why you keep saying that it's a it's like a little secret that Roblox is an infrastructure company.

センラ#177

いまエンジンがあり、金を生み、この永久機関だけにフォーカスしている。サイドクエストに行かない。ユーザー体験を良くする投資に限れば、ユーザー成長と金が回り、別のフライホイールがごく初期から動く。

EN

That's right.

バズーキ#178

そのとおり。

EN

Okay. You have not yet figured out how to create the technology to go with to do what we are describing what you want to do, correct? And that's what you're doing every day?

センラ#179

質問の線は結局、「どうやって1,000万しか燃やせたのか」。

EN

I would say part of the job being interesting and fun is I think we have a reasonable idea of how we're going to get there. And so, no time frame, not saying when Roblox will get 10,000 user photorealistic, all of that. But I think technically we have a reasonable idea of how we're going to get there. That's kind of exciting.

バズーキ#180

すぐにバイラルになり、すぐにマネタイズを始めた。

EN

And very hard to compete with.

センラ#181

会社のお金の使い方にすごく慎重だった。

EN

We run the company in a way it's interesting. I mean, we're in a we've been in many crazy times, right? We've been in the PC revolution, the web revolution, mobile revolution, crypto revolution, AI acceleration revolution. We have to run the company almost as if we're imagining a virtual other company who really loves this space. So, we have like an imaginary competitor. So, we we literally think about running the company that way.

バズーキ#182

そのとおり。セカンダリーもあり、上場もした。ある種の財務の慎重さがある。金を使わなかったわけではなく、途中で十分なキャッシュをいつも確保した。セカンダリーを取るときパディングを入れることはあっても、初期の1,000万を下回ることは実際なかった。

EN

Mike Michael Dell said the exact same thing on this podcast where you know, I think five years he he stood up and he's like, you know, there's a company that's going to be doing going to compete in every single area we're in. They're going to be doing going to be faster, better than us. They're going to be using better technology. And he goes, and we're going to be that company.

センラ#183

Hoや他の人から、資金調達にとても慎重で、VCにずっと「ノー」と言い続けていた、と聞いた。

EN

That's right.

バズーキ#184

話したVCの一部については、そうだ。長く付き合うVCと直感的につながれたのは良かった。Altos、Greylock、Indexなど、すべてをリスクできる、最初のディールでパニックにならないVCに恵まれ、長く一緒に行けた。

EN

And he believes in like even if you don't have a crisis, you make a crisis.

センラ#185

なぜ重要だった? 希薄化が心配だった? コントロールフリーク?

EN

We we have to we have to look over here at that imaginary company and then be that company.

バズーキ#186

領域によっては、たぶんそう。

EN

Very similar to how Dell thinks. I just did this episode on Elon, and he said the same thing. He's like, "Uh even when we're it looks like we're going to win, I always assume that we're losing." He goes, "Keep that mentality."

センラ#187

かなり垂直統合している。データセンター、レンダリング、AI創作ツールを自前で。運転キャッシュフローで賄う。

EN

I want to go back to like, okay, so you you stumbled in you were a couple years into Roblox's history. Now you have this this virtual economy. You can see that it's going to scale way better than Builders Club. Homan, again, I want to read this tweet uh because you know, I've got so much information about you from him. And he says, "In the early days of their journey with Roblox, a next-gen Roblox receives $500 million seed round prior to launch. Company was called Improbable." Ho was kind of a spicy guy, so he was

バズーキ#188

人生の領域では、あえて手放すものもある。

EN

yeah.

センラ#189

仕事の話だ。

EN

He was aptly named. He says, "Roblox used less than $10 million of equity of equity to build their business to cash flow break even." Is that true?

バズーキ#190

Robloxについては、何を作っているかを知っている。コントロールだけでなく、ある意味運命を自分で持つことだ。データセンターは——

EN

Yes, it is.

センラ#191

運命を持つ唯一の方法はコントロールを維持することだよね?

EN

Okay. And then you reinvested billions in your history of the free cash flow in the coming decade in the coming decades from that competitor of this vision that you're talking about.

バズーキ#192

まさに。データセンターのコスト・パフォーマンス・コントロール。

EN

That's right.

センラ#193

他に同じ感覚がある領域は?

EN

Okay. So, and then his point was $500 million at seed round of this competitor that died is nothing over the long run.

バズーキ#194

ゲームエンジン。マルチプレイヤー3D没入型で、すべてを10%すごく上手くやるエンジンが必要だとずっと想像していた。初期は「あのエンジンを使え」と言われた。いいえ、プラットフォームのコアだ。自分で作る必要がある。

EN

I think they're still around doing military simulation. I think um the reason it was $500 million, I think that was at the peak of like VC I think it was Masayoshi Son or whatever.

センラ#195

ただ物を作るのが好きなだけだと思う。

EN

Oh god.

バズーキ#196

好きだ。

EN

And that's just that's the check you get, yeah. You know, so it's sorry, there's no $100 million, there's $500 million.

センラ#197

自分の説明に戻る。「オペレーティングシステムを作った。会社を作り、オペレーティングシステムも作った」。

EN

So, talk about how you were so efficient. $10 million to get to break even.

バズーキ#198

会社を回す、だ。面白いことに、これから作ると決めた他の面白いものもある。

EN

Yeah.

センラ#199

もちろん。でも言いたいのは、その自然な傾向——いまはコントロールと呼ぶ——と、いくら調達するかだけでなく誰から取るかへの慎重さに、つながりがあるか。

EN

do that?

バズーキ#200

効率、成長、コントロールの思考があるかもしれない。運命をコントロールできるから。

EN

I think we've always been very good at product management of the surface and always been very good at doing the right minimum viable, you know, walk almost through the space so that do less um take the long view, know where we're going uh get a lot of stuff on the way. I do think we're pretty good at eliminating distractions so we're we're kind of going down the right path and I think we do that pretty well.

センラ#201

スタックの多くの部品では、逆に「コントロールしなくていい」と決めた。

EN

What are the some of the distractions that you avoided or eliminated?

バズーキ#202

15〜20年前のゲームエンジン業界で、どのオーディオシステムを使うか——FMODを使い、みんな使い、プラグインする。全部は作らない。プラグインして使えると感じたら、そうする。

---

EN

Oh, man. Like there's just um it's it takes a lot of hubris to build platform because I think everyone it's so fun to build content. Like we all want to build games and stuff and big complicated features and a lot of times the features our creators need are boring and purely performance-based and uh we we have a saying in the company like um perf performance is a is a growth feature and you know we put an enormous amount of work on raw performance features, scale features, those kind of things. That takes a lot of hubris. So

センラ#203

何度か聞いた「Robloxの汚い小さな秘密は、実はインフラ企業だ」をもっと深く理解したい。

EN

What's a raw performance feature?

バズーキ#204

そのとおり。

EN

We watch um how long it takes on a wide range of devices when someone clicks I want to play that experience to the time till they're interacting and um the the vision would be video we've come to assume on in video um in short form video I can just scroll through like do do do do. We're used to that. Gaming has traditionally never had that. Gaming has traditionally like you download or you do this

センラ#205

説明して。

EN

loading screen

バズーキ#206

裏でRobloxを回すのはすごく複雑だ。Grow a Gardenが同時に2,000万人にヒットすると、たくさんが動いている。世界中の人で、電話、タブレット、PC、iOS、Android、PC、Mac、Xbox、PlayStation、Meta Quest。体験の翻訳版が走り、帯域に急にぶつかり、ポーランドやシンガポールやブラジルのデータセンターに接続し、コアデータベースにもつながる。それを回すのは興味深いほど複雑だ。

3Dシミュレーションを安く回すのも複雑だ。1時間1セントと言った。インフラコストが狂わない理由の一部で、あまりマネタイズできない国でもうまくできる。コアとエッジのデータセンターがあり、自分たちのCPUとGPUを多く回している。それが可能にしている。

EN

you get to have like this background thing. People love I text you or something. Let's go try this. Chunk. Okay, we're in. People actually like that without maybe knowing it. So we we just made the decision we want to get the time to jump into any Roblox game down to zero, basically. And that's very technically complicated, um but we do believe it has long-term growth aspects to us.

センラ#207

会社の最初からそうだった?

EN

Okay, so you have this engine that is you're now making money, right? You are staying focused on just building this perpetual motion machine. So you're not going on these other side quests. And if I'm understanding what you're saying correctly, then if you just limit your investment to things that make the user experience better, that will lead to more like money more user growth, more money, more like you now you have this other like kind of flywheel going on very early.

バズーキ#208

そう。Robloxのごく初期は、オフィスのすぐそこにある巨大なサーバー1台で動いていた。

EN

That's right.

センラ#209

作った世界のフライホイールをどう見る?

EN

I'm trying to figure out basically the the the line of my questioning is just like how the hell did you only burn $10 million?

バズーキ#210

初期の電話システムのフライホイールに近い。AT&Tが電話を出し、アメリカの5%しか電話を持っていない時期があったとしても、隣人が町をまたいで電話しているのを見て「うわ、自分もやりたい」となる。初期採用者はたぶん高く、時間とともにみんな見た。Robloxも少しそう見ている。口コミが多い。体験の質が上がるほど成長と相関があると思う。最終的にプラットフォーム上にあるべきだと信じるものを技術的に支えられれば、成長の余地は大きい。

EN

Yeah, we got viral very quickly and then we started monetizing very quickly.

センラ#211

友人のBlake Robbinsがインターネットの端にいて、変なものを見つけてくれる。彼がいちばん強いRobloxブルだ。「もっとクリエイターがもっとゲームを、もっとゲームがもっとプレイヤーを、もっとプレイヤーがもっとRobuxを、もっと支出がもっとクリエイターを」——同意する?

EN

And then you were just very careful what you used the company money for.

バズーキ#212

技術スタック、経済スタック、セーフティスタックの質を冷酷に押し進めているなら、だ。いまRobloxから手を引いて灯だけ点けても、しばらくは成長し続けるかもしれない。でも同時にそれはすごく危険で、決して考えない。

EN

That's right. And and we did right, we had secondary, we went public, um there's a certain amount of financial prudence where um I I think we didn't spend any money, but we all we always made sure we had enough cash along the way. Um and so, you know, if we if we raised a secondary round, we might put some padding in there, but we actually never dipped below that initial 10 million.

センラ#213

彼の言い方は、ネットワーク効果と完全に機能する経済を持つ複利マシンだ。

EN

I heard from Ho and I think other people like you you got you were very careful with raising money. It was almost like they had to slowly come you kept saying no, no, no, no.

バズーキ#214

フルの効果が何かはわからないし、手を引けるとは決して言わない。でも同時に、技術的に可能だと信じるものはわかっていて、文字どおりそれを作るレースをしている。

EN

Uh with with some of the VCs we talked to, we definitely in that sense, I think we did a really good job intuitively connecting with go-long VCs. And we really we we got very fortunate whether it was um Altos or Greylock or Index or others that in a way we got uh VCs, I think, who could risk it all, who could um not like, "Oh my gosh, this is one of my first deals. Like what are we going to do?" You know, could really go long with us and I think that was very helpful. So, why was it important? What you were just worried about dilution? Like, what was Are you a control freak?

センラ#215

セーフティを何度か言った。Ho Namが食事で面白いことを言った。地球上でいちばん大きな遊び場。いちばん安全な遊び場でもあるが、巨大だから問題も出る。でも7、8、10年、他の誰より先にセーフティとAIに投資してきた。とても上手くなり、モートになっている。時間とともにどんどん安全になる、と。

EN

In some areas, probably yes.

バズーキ#216

彼がそう言ってくれたのは美しい。自動運転で見たことだが——自動運転だとは言わない——自動運転が平均的人間より40倍安全でも、事故がニュースになると「自動運転」だけが聞こえる。メディアなどからの良い意味での圧力は、そのモートの信じられない動機だ。セーフティとシビリティの大半は、ビジョンとして自分たちでやってきた。年齢確認も自分たちの判断で、法律だからではない。

究極のモートと信念は、全員の年齢がわかる、AIがコンテンツとコミュニケーションを見る、バンする、画像を共有しない、など。巨大な機会だ。セーフティのゴールドスタンダードを知っていて、作っていて、かなり進んでいる。他社が「Robloxがやったことをやろう」と言い始め、政府も「その方向が好きだ」と言い始めている。そのイノベーションの力に楽観的だ。

EN

Yeah, like the the more

センラ#217

共同創業者が最初のモデレーションを作って以来、複利で積み上げてきた?

EN

Hopefully in other areas, not.

バズーキ#218

最初のモデレーションシステムからずっと。1年目から。

EN

No, but you're pretty vertically integrated. You like to control everything. Uh you build your own data centers, your rendering systems, your AI creation tools. Uh you're funded by operating cash flow.

センラ#219

公開で話せる範囲で、何を作ってそんなに安全にした?

EN

I I think there's areas of my life where hopefully like I've decided not

バズーキ#220

AIは人間より一貫し、時間とともにスケールする。プラットフォーム上のすべてのアセット、すべてのコンテンツ、画像、みんなが言っていることをAIに通せる。どんどん良くなる。巨大だ。AIの表側はプロンプトなどの人間向けだが、裏では何年も初期のBERT系など原始的モデルでセーフティを駆動してきた。

モートだと信じ、ユニークなことをしたとも思う。いま外で起きているのは、僕らがとても正面から出ていることだ。13歳未満がプラットフォームにいる。巨大な責任だ。遊び・学びのあらゆる側面にフォーカスする。これは「13歳未満はいない。大丈夫」と言う他のプラットフォームとは全く違う。長期でそこに傾くことは巨大な能力だ。

EN

We're talking about work.

センラ#221

他社が「それも欲しい」と言い始めたとき、この種の技術を他社に売ることは?

EN

But for Roblox, know- knowing what we're building, and I would say it's not just control, I think it's in a way owning our destiny in a way. So, I would say building data centers is

バズーキ#222

考える価値がある。テキスト、音声、たぶん動画向けの最良のAIセーフティ技術——重大な害の監視、フラグ、調整——を持つことになると信じている。不合理ではない。すでにいくつかオープンソースにしている。セーフティのコンソーシアムもあり、音声モデルの一つ、センチネルモデルの一つをオープンソースにした。その道を少し進み始めている。

EN

Yeah, but the the only way you own your destiny is if you maintain control, right?

センラ#223

いまRobloxの収益の大半は、このプラットフォームと仮想経済から、で正しい? でも巨大なモデル会社が、データをトレーニングしたがるはずだ。月何時間?

EN

That Exactly. So, data center cost performance control. Yes.

バズーキ#224

すごくシンプルな話だよね。

EN

What other areas of the business do you like that with?

センラ#225

何時間?

EN

Our game engine, for example, we said we we always imagined we need a multiplayer 3D immersive engine that does 10% of everything really well. Early on, it's like, "You should use that game engine. You should use that game engine." So, no, that's like a critical core part of our whole platform. We have to build that ourselves.

バズーキ#226

月130億時間以上

EN

I think you just like building things.

センラ#227

実際の人がインタラクトしている130億。データセットはどんな姿?

EN

We do like that.

バズーキ#228

外には動画とASWを組み合わせた人間インタラクションモデルなどもある。クールなのは、3Dシミュレータを自前クラウドで回し、体験とゲームがだいたい同じシミュレータ上にあること。すごく面白いデータがある。すべての3D位置、アバターの動き方、テキスト(プライバシー安全な形で)。でも楽しいのは——そのデータを売ることは絶対にない

EN

you go back to your description, like, "I built an operating system. I built the company and then I built the operating system, too."

センラ#229

それを聞こうとしていた。

EN

operate the company.

バズーキ#230

絶対に、絶対に、絶対に。理由はいくつか。一つはコミュニティを尊重する価値観。Robloxが3Dユーザーデータを売る——頭のおかしい決断だ。もう一つは、長期でこのデータがすごく面白くなると信じていること。たとえばクリエイターが美しいRobloxゲームを作り、夜通しエージェントがウィガムループで再コード・テストを回す未来。いまコードでやるように、ゲーム全体をそうやりたい。

EN

Yeah, it's interesting cuz we we're going to be building some other interesting things that we just decided on.

センラ#231

話を戻す。Googleから1日50ユーザーを買っていた。いまプラットフォーム上でゲームを作るなら、実際のユーザーデータでテストする?

EN

Oh, of course. But did you Do you see where I'm going with this? It's like, I want to tie that natural in- inclination or propensity you have for

バズーキ#232

そこに一段の間接がある。

EN

Yeah.

センラ#233

間接とは?

EN

to We're going to call it control for for time being. To also being very careful not only how much money you raised, but who you raised it from. Is there a connection there?

バズーキ#234

そのデータで訓練し、人間のように見え振る舞い動くすごいNPCを作る間接だ。クールな体験を作り、1万人の仮想テスターが欲しい。どう振る舞うかを記述して体験に入れ、夜通しテストする。

EN

There might be like a thought around efficiency, growth, control.

センラ#235

そのアイデアはすごく好きだ。株価はときどき激しく動くように見える。巨大なブルは複利マシンだと言う。何がいちばん誤解されている? なぜ将来もっと大きく価値が上がらないと思う人がいる?

EN

Cuz you can control your destiny.

バズーキ#236

株式市場は予測できない。

EN

That's That's And And and many components of our stack where we went exactly the opposite way and we said, "We don't need to control that." Like very in the game engine business 15, 20 years ago, like what audio system are you going to use? We'll use FMOD. Everyone use it. We'll plug it in. So, we we don't build everything. Like when we feel we can plug that thing in and use it, we'll go that way.

センラ#237

できなくていい。

EN

Brian Halligan founded HubSpot 20 years ago and he has this line about AI that I keep thinking about. He said, "Most companies are using AI to make their teams more productive, but the companies that will thrive make the company itself the intelligence." And that is exactly what HubSpot does. HubSpot gives you AI that works. AI that actually knows your customers and your business. Your AI needs to know what you know. Your actual customer conversations, your sales history, what worked last quarter and what didn't. HubSpot connects AI to your real customer data. So, when it writes an email, it knows this customer asked about pricing 3 weeks ago, it knows what campaign brought them in, and it knows that they already contacted support twice this month. And that's when you start seeing actual results. Visit hubspot.com to learn more. That's hubspot.com.

バズーキ#238

最終的には、多くの会社の未来が、生のユーザー成長・エンゲージメント成長と多くの要因が混ざる時代にあると思う。技術的卓越、継続的イノベーション、行き先の理解。もっと増える。楽観的だ。

EN

Let's go back to this idea that I've heard you say a few times and I want to understand more deeply that the the dirty little secret over at Roblox is that we're actually an infrastructure company.

センラ#239

AIは巨大な追い風?

EN

That's right.

バズーキ#240

面白い時代だ。いろんなタイプの会社が問われている。倍速で成長する会社はどれか。僕らにとっては領域が多い。ゲームをより良く速く作るだけではない。体験の質と市場投入時間。最終的にAIは、究極スペックについて言ってきたことの一部を駆動すると思う。

EN

Okay, explain this.

センラ#241

完全にAI生成のゲームはすでにプラットフォーム上にある?

EN

I mean, running Roblox um behind the scenes is very complicated. So, when, you know, Grow a Garden hits 20 million people at the same time, there's a lot going on. There That's 20 million people all around the world. They're playing on a phone, a tablet, a computer, iOS, Android, PC, Mac, Xbox, PlayStation, Meta Quest. They are running translated versions of that experience. They are hitting um very quickly on Roblox um bandwidth. Um They are connecting to data centers in Poland or in Singapore or in Brazil. Um they are connecting to our core databases um as well. And running that is is very interestingly complex. Running a um a 3D simulation cheaply is very complicated. I said a penny an hour, so um that is part of why our infrastructure costs are not crazy is we can do a good job in even some countries that don't monetize very well. So, we have core data centers, edge data centers, and it's um we're running a lot of our own CPUs and GPUs all around that. And that's what allows us to do that.

バズーキ#242

近づいている。いまRoblox StudioにAI能力の山が埋め込まれ始めている。美しいのは、Roblox CloudがMCPサーバなどに開かれていて、開発者がAIコーディングツールや創作ツールで押し始め、そのフライホイールが回り始めていることだ。

EN

And you started this from the very beginning of the company.

センラ#243

比較的小さなチーム、個人でも、とんでもなく人気のゲームを作れる。

EN

We did, yeah.

バズーキ#244

全くそのとおり。

EN

Okay.

センラ#245

なぜこんなに時間がかかったかわからないが、いちばん魅了されている部分——プラットフォーム上で人々が作るビジネスのサイズ——に行きたい。

EN

Like the very beginning of Roblox was running on one giant server. That was like right over there in my office.

バズーキ#246

DevExは年10億ドル超だ。それは——

EN

Can you describe what you see as the flywheel of the world that you built?

センラ#247

DevExとは?

EN

I think the flywheel would be akin to saying what's the flywheel hopefully of the early phone system. Like way back in that day when AT&T comes out with the phone system, and there's there's probably some time where only 5% of people in America had a phone, but imagine the virality of going over to your neighbors, see them making a phone call across town. Oh my gosh, I want to do that, too. Look at that. And so, you know, when we look at the phone system, it it most likely grew pretty virally. Like there's some early adopters, they're probably really expensive. Um but over time everyone saw that. And so I think that's how we see Roblox going a bit. Um there's a lot of word of mouth. As as the quality of the experiences grows on the platform, I think we can see correlation in growth there. And so, if we can technically support what we ultimately think should be on the platform. I think there's potentially a lot of growth there.

バズーキ#248

プラットフォーム上でクリエイターに流れる生の金額。面白い時期だ。ゲーム業界全体でAIの中、クリエイティブな人が自分の仕事をAIに取られる正当な懸念もある。僕らが言うのは、クリエイターに流れる金は減るのではなく増えると信じていることだ。Robloxの創作コミュニティへの金が増えれば、クリエイターの機会はさらに増える。

トップクリエイターは数千万ドル、2,000万、5,000万を稼いでいる。かなり本格的だ。

EN

Blake Robbins is a friend of mine. He hangs out on the edge of the internet. He always finds these like weird things for me. And he's the biggest Roblox bull that I've ever come across. This is the way he describes it. I'm curious if you agree with this. More creators brings more games. More games brings more players. More players spend more Robux. More spending attracts more creators.

センラ#249

月にそれだけ稼いでいる人もいる、と。

EN

If we're ruthlessly pushing forward the quality of our technology stack, our economy stack, our safety stack. So, I would say I think what he's saying is if we walked away from Roblox right now, just kept the lights on, it's possible we would keep growing for a while. But, that at the same time would be very, very dangerous and something we would never contemplate.

バズーキ#250

それは言えないが——

EN

Yeah, the way he described to me is that Roblox is a compounding machine with network effects and a fully functioning economy.

センラ#251

彼らはそう言う。どこかの3人の子供が月2,500万ドル、と聞いた。

EN

Yeah, yeah, yeah. We I think we would we see we don't know what that a full effect is. We'd never claim that we could walk away and all of that. But, I do think simultaneously we know what we believe is technically possible and we're literally racing to build that.

バズーキ#252

肯定も否定もしない。でもプラットフォームの健全性の指標として、クリエイター1位、10位、100位、1,000位の前年比成長を見ると、1,000位の前年比が1位より一貫して速い

EN

You mentioned safety a few times. Ho Nam, when we had dinner to prep for this, he said something interesting that you have been essentially the biggest playground in the world, right? One way to think about this. Biggest playground in the world. Obviously, it's the safest playground in the world, but it's also huge, so there's going to be some kind of, you know, issues that that come up. But, he actually was saying like the investments you guys have been making for 7, 8, 10 years around safety and AI way before anybody else was. You're getting so good at it. It's It's actually a moat. Because over time, it's going to get safer and safer.

センラ#253

もう一度。

EN

That's really beautiful that he said that. You know, we um we've seen this in self-driving and we're not going to claim we're self-driving, but in self-driving, say self-driving ends up being 40 times safer than the average human. When there is a self-driving incident in the news, you don't hear that. It's just like, self-driving and kind of thing. I do believe um the the pressure we get, in a good way, from the media, from this, from that, is an incredible um motivator for that moat. We the vast majority of what we've done on safety and civility, we've done on our own, kind of in a visionary way. I'd say age check, we made the call on our own. It's not cuz of laws or anything like that. But, the ultimate mode and the ultimate belief of what is going to be possible. We're going to know the age of everyone. We have the AI systems watching content, watching communication. We're banning things, we're not sharing images, all of that. It's an enormous opportunity. And I think we um more and more, you know, we're starting to say, "Look, we know what the gold standard for safety is. We're building it. We're pretty far along. We're actually starting now to see other companies say, "Oh, maybe we should do it." Roblox has done. We're seeing more and more governments say, "We like where you're going with this. Like, this is really cool." So, I'm I'm really optimistic about, you know, having this force of innovation and what we're doing there.

バズーキ#254

カーブがさらにフラットになっている。稼ぎ順で1,000位の年間ブッキング成長率が、1位より速い。

EN

Okay, but is this something that you've been building and compounding since your co-founder

センラ#255

どうして?

EN

All the way since we built the first moderation system.

バズーキ#256

カーブがフラット化し、世界中での利用が広がり、縦のコンテンツの機会、年配向けコンテンツの機会が増え、1,000位にとって良い。

EN

Like, the first year to in into that.

センラ#257

ロングテールの端は? 月数百ドル?

EN

That's right.

バズーキ#258

トップ1,000は平均で100万ドルくらい稼いでいると思う。

EN

Explain what like Can you I don't know if you can talk about this publicly, like, what have you built to make it so safe?

センラ#259

もっと高いと聞いた。130万くらい。

EN

I think we have seen AI is more consistent uh over time and scales more than humans. And so, the ability to run every asset, everything on the platform through AI, all content, image, everything everyone's saying, it get better and better and better. I thought it's just been an enormous thing and and so when we, you know, part of AI is is very much the human-facing thing. Like, oh, I've got an AI prompt or I can do all of that. Behind the scenes though at Roblox for many, many years we were pushing very early AI BERT models, primitive type models to drive safety. So, so I mean I I do believe it's a mode and I do believe we've done something very unique in that um what's going on out there right now is we're very upfront. Like, we do have people under 13 on our platform. It's an enormous responsibility. We focus on, once again, all of the aspects of how they play and learn and do things. But, that's very different than being some other platform that says, oh yeah, it's okay. No one's under 13. We're good. And so I I do think long-term leaning in and being part of that is an enormous capability.

バズーキ#260

OK。さらに先へ行くと、カーブはクリエイター1万位のあたりまでずっと伸びる。

EN

Something came to mind when you said, you know, now other companies are looking what we've done in this and like, hey, I want some of that too. Would you ever sell this kind of technology to other companies?

センラ#261

この10〜15年で、大人になったら何になりたいか、に「YouTuber」がトップに入るようになった。この永久機関が続き、ここで作れるビジネスのサイズが理解され、好きなことをしていれば——本当に上手くなるのは好きなときだ——RobloxクリエイターがYouTubeクリエイターを置き換える可能性はある?

EN

I think it's worth thinking about. Like, like I believe we will end up with the best AI tech for text, for voice, maybe for video, doing a wide range of safety things, either monitoring for critical harms, flagging, adjusting, all of that. It's not an unreasonable thing we might do that. We've already started open-sourcing some of our stuff. So, there's a consortium actually with some various companies involved in safety. We've open-sourced one of our voice models. We've open-sourced one of our sentinel models. So, we are starting to go in a way down that path.

バズーキ#262

誰にもわからない。僕は——

EN

So, the majority of the revenue that Roblox makes now just comes from this platform, this virtual economy, this world that's all correct? But, you have to have a million of these giant model companies coming and wanting to train their data. Cuz you have 4 12 14 billion What's the hours a month?

センラ#263

その「誰にもわからない」の前の音は何?

EN

it so simple, right? Like where

バズーキ#264

面白い。いろんなプラットフォームで、巨大スタジオに住みクールな車に乗るRobloxクリエイターのショート動画が流れてくる。言っているのは、これをやれば大きなビジネスを作る可能性がある、ということだ。

EN

But how many hours of

センラ#265

そのメッセージや、作れるビジネスのサイズをどう育てる?

EN

13 billion plus a month.

バズーキ#266

かなりバイラルだ。人は知っている。僕らがやろうとしているのは、文字どおり技術インフラを作り、もっと多くの人がアイデアを現実にできるようにすることだ。公に言っているように、世界のゲームの10%をプラットフォームに載せたい。モノクロ映写機を4K映写機にするようなものだ。彼らのためのプラットフォームを作る責任をよく考える。

EN

So, 13 billion of actual people interacting. Like what does this data set look like?

センラ#267

フォトリアルになるほど市場が広がる。

EN

So, there's a lot of um data sets out there that are in video coupled with ASW. You know, it's just like a human interaction model. What's cool is cuz we're running this 3D simulator and we're running it on our own cloud and all of the experiences and games are running somewhat on the same simulator. We have really interesting data. We have 3D location of everything. We have um how people are trying to move around with their avatar. We have um obviously what they're texting and typing in a privacy safe way. Um But what's what's fun about it is we would of course never sell that data.

バズーキ#268

多くの次元で——同時接続、パフォーマンス、コスト、フォトリアリズム、創作の容易さ、AI加速——全部がアイデアを現実に近づける。

EN

That's what I was going to ask.

センラ#269

その中でいちばん大事なのは?

EN

Never ever ever ever. For several reasons. One is um just from a values thing of respecting the community. Can you imagine like what kind of whacked out decision that would be? Yeah. Roblox is selling their 3D user data. We would never do that. Um also I believe over time that this data is going to be very interesting data. So, for example, imagine a future where a creator wants to make a really beautiful Roblox game and have a bunch of agents working all night long, iterative wigams loops, recoding, testing, recoding, testing. Imagine just like we do with code now, creator want to do their whole game that way.

バズーキ#270

ロードバランスだと思う。そのミックスを見てエンジニアがどこで働いているかを見ると、全員が一つのことだけにいない。前に進めるもののバランスがある。

EN

So, let me go back to you guys are buying 50 users a day from Google. Now, if you're building a a game on your platform, you guys actually use real like the the data from actual users on Roblox to test what you're building.

センラ#271

ファンドがゲームを買い、ロールアップしに来ている?

EN

There's a level of indirection there. I would say that What's the indirection?

バズーキ#272

市場はある。むしろクリエイターにメッセージを出そうとしている。DevRelチームが、ゲームが実際いくら価値があるか評価を手伝える。多くはすごく価値がある。

EN

The level of indirection is making amazing NPCs that look and behave and act like humans by training on that data for our users. So, what we'd like to be able is you're building your cool experience, you want 10,000 virtual testers. You want to describe how they act, what they do, and put those into your experience and use that to test overnight.

センラ#273

プラットフォーム自体は買おうとしたことは?

EN

I like that idea a lot. That's very interesting. The your stocks seems to be like all over the place sometimes. Why do you think like you have the these these huge Roblox bulls are just like this is a compounding machine. And then what do you think is like most misunderstood about what you're building? Why wouldn't this keep getting bigger and more valuable in the future?

バズーキ#274

ない。市場に透明性が欲しい。初期クリエイターが、どんな宝石の上に座っているかわかるように。

EN

I feel like I can't predict the stock market.

センラ#275

不利な取引をさせられた人は見た?

EN

Yeah, I don't care if you can.

バズーキ#276

あまりない。むしろすごいプロフィットシェア、レベニューシェアで買い手がうまくいった例を見る。でも長期ではその透明性がもっと欲しい。

EN

And and I think though I think ultimately, you know, it's showing I think the future for many companies is like we're in a time right now where raw user growth and engagement growth is mixing with a lot of factors. I think um technical excellence, continued innovation, having people understanding where we're going with this. I mean, there's just going to be more and more of that. So, I'm optimistic.

センラ#277

ある意味、起業家になるゲームを作り、本物の起業家にした。

EN

And you see AI is a giant tailwind for you guys.

バズーキ#278

ある意味、起業家ゲームだ。

EN

It's an interesting time, right? Like it's a really interesting time. People are questioning all types of different types of companies. What companies are going to grow twice as fast? What companies are going to this happen? For us, it's so many areas. It's not just making games better and faster. It's increasing quality, time to market of experiences. And I do think ultimately AI will power some of what we've said around our ultimate spec.

センラ#279

9年生に起業を教えるなら、Robloxがいちばん良い場所かもしれない。

EN

Are there completely AI-generated games already on the platform?

バズーキ#280

文字どおり、AIコーディングツールの使い方を教え、クレイジーなアイデアを出させ、Robloxにライブにできる。50ドルでトラフィックを買える。自分たちがGoogleでやったのと同じサイクルをRoblox上で。

EN

I would say we're getting close. And I'd say um right now Roblox Studio is starting to embed a pile of AI-capable type functionality. The beauty though that we have all of our Roblox Cloud open to MCP server and all of that stuff. We're now we're just seeing devs like push at this with AI coding tools and creator tools and like start to create that flywheel.

センラ#281

すごく興味がある。ShopifyのTobi Lütkeが、仕事はもっと起業家を作ることだ、と言っていた。

EN

I will. And these are These can be relatively small teams, even individuals that make wildly popular games.

バズーキ#282

そう思う。

EN

Absolutely correct. Absolutely.

センラ#283

特に若い世代には、ますます重要だと思う。共感や、社会主義的なアイデアへの引力など——君の世代や僕の世代、特にアメリカでは違う感覚があった。

EN

So let's get something I I don't even know how long it's taken me why it's taken me so long to get into this part cuz this is the part I'm actually most fascinated in is the size of the businesses that people are building on the platform.

バズーキ#284

点を全部つなぐ起業クラス——これを作る、こうする、これが起きる——を想像するのは楽しい。すごく教育的になりうる。作りたいものを作るのを阻害する最大の脅威は?

EN

I mean DevEx is well over a billion bucks a year. You know, that's the

バズーキ#285

実際、最大の脅威は、その競合会社を想像しないこと、想像したものを作らないことだと思う。最大の脅威は自己満足で、技術的に可能なものが見えているのに作らないことだ。

EN

the amount of raw money flowing to creators on the platform. Um it's it's really been I'd say it's a really interesting time because in the midst of AI throughout the game industry as a whole, there's been a lot of you know, maybe logic legitimate concern about a lot of creative people of having AI displace what they do. The thing we've said is we believe that money flowing to creators is going to increase, not decrease. And so that's pretty good news. If that money flowing to the Roblox creative community is increasing, we should see even more opportunity for creators. Um we've also seen something really interesting. You know, top creators on Roblox are making tens and twenties and fifties of millions of dollars. Like these are pretty serious

センラ#286

その想像上の会社は、現実の会社の議論にどれくらい出てくる?

EN

them are making that a month.

バズーキ#287

ときどき。いまのスピード感では、会社の歴史全体が、四半期→月次→週次→日次への運動だったと言える。会社のペース全体が、歴史的に加速してきた。

EN

Uh I don't I can't say that, but I would say they're

センラ#288

動くペース?

EN

They say that. I don't know if it's true. I heard three kids in the middle of nowhere making $25 million a month.

バズーキ#289

意思決定のペース、舵を大きく切らずに優しく調整するペース、チェックインと追跡のスピード。時間とともに速くなった。

EN

confirm or deny, but I would say like one thing when you hear that as a measure of platform health is if we look at the year-on-year growth rate of creator 1, 10, 100, and 1,000, creator 1,000 year-on-year is consistently growing faster than creator number one.

センラ#290

話のまとめ方として——極端に長い視点がある。20〜25年前に——

EN

Wait, say that again.

バズーキ#291

実際、価値観の一つがTake the long viewだ。

EN

The curve is even flattening more. Um the growth rate in bookings per year for creator number 1,000, um ranked by how much they're making, they're growing faster than creator number one.

センラ#292

20〜25年前、「これが最後に取り組む会社だ」と。30・40・50年の視点。部屋でいちばん長い視点。そして、目指すものへの無限の日次イテレーション。その組み合わせ?

EN

How?

バズーキ#293

全くそのとおり。無限のイテレーションは、相補の価値観Get stuff doneだ。正しい長い方向を指しながら、継続的イテレーション、という意味だ。

EN

Curve is flattening, wider um use around the world, more opportunity for vertical content, um more opportunity for some content for older people, so that is a a flattening of the curve, which bodes well for creator 1,000.

センラ#294

まだ話していないが、スタンフォードのトークで聞いた、Robloxの複数のニアデス——ほとんど死にかけた経験。

EN

What does the long tail look like at the very end? They're making a couple hundred bucks a month? Like what is that?

バズーキ#295

いくつかあった。一つは経済の話だ。あれを解けていなかったら、かなり危うかった。

EN

Yeah, I think the top 1,000 I think the top 1,000 is on average making a million bucks.

センラ#296

振り返ると、SFに取り憑かれていて、当時他にも仮想経済があった。Second Life、There.com。

EN

I heard it's higher than that. I think it's like 1.3 million.

バズーキ#297

うん。全部。

EN

Uh okay. And then I think as we go beyond though, that curve goes way out to creator 10,000 on that part of the curve.

センラ#298

そこからもアイデアを取っていた?

EN

Do you see a world you Think about how like in the last like decade and a half, you know, like when you ask people what they wanted to be when they grew up, like the the YouTuber wasn't even on there, you know, 15 years ago. Now it's like always in the top, you know, five or three or whatever the case is. If you do have this professional motion machine, you keep going, and I think once people understand the size of the business that they could build on this, and if they have a love for what they're doing, you know, you're usually only really great if you actually love it. Like I think being a Roblox creator would could displace being a YouTube creator.

バズーキ#299

There.comとSecond Lifeは、本当に早く、僕らと並行していた。あまりに早く並行していたから、大きなビジョン的なことをやった。Second Lifeのアーキテクチャは連続地球のようなもので、スケールに問題があった。現実世界のように、そのジェットコースターのコピーは一つだけで、30人が乗ったらもう乗れない。僕らはスケールにもっと実務的だった。10万コピーのジェットコースターがあっても、ルーティングして1,000万人が乗れるようにする、と考えた。同時代に初期ビジョンはたくさんあった。

EN

Who knows? I do

センラ#300

経済に反対したボードメンバーの論拠は?

EN

you make that noise? That was Before you said who knows, what what was that noise?

バズーキ#301

プラットフォーム上で楽しいことがたくさん起きていた。「みんなが楽しく作ってバイラルになっている。金を稼げるようにしたら歪まないか?」でも伝統ゲーム市場には何百人のスタジオがある。その方向に軽く押せば、たぶん質が上がる、というアイデアだ。

他の「死にかけ」は、経済が一度ハックされたことだ。文字どおり経済全体を2日間止めた。かなり怖かった。あまりに早く、速く動いていて、いまのように複式簿記とジャーナリングが整っておらず、経済のどこにもフローコントロールがなかった。有名な初期の経済ハックで、ハックされた瞬間に金が場所から場所へすごく速く跳ねた。かなり早く捕まえて全部シャットダウンした。Robloxをしばらく止め、経済なしで戻した。すぐ捕まえて、動いた金は小さな部分だった。でも数日、経済活動なしで回した。

EN

It's funny cuz I get these I get these short-form videos in various platforms of really cool Roblox creators living in like this giant studio, driving these cool cars, doing short-form video about how cool it is to be a Roblox creator. Think what they're saying is if you do this, there is a potential to make a great business.

センラ#302

そのときすでに上場していた?

EN

So, what do you guys do to foster like that message or foster the the size of the businesses that can be built?

バズーキ#303

いいえ。いいえ。SECは良いことをする部分もある。SECのコントロールの多くを、経済とバックアップなどについて15年前に自分たちでやっていた、と言える。

EN

That's pretty viral. People know. I think what we're trying to do is create the tech literally, like you said, the technical infrastructure so more and more of them can bring their ideas to reality. Like we've said publicly, we want to get to 10% of global gaming on the platform. I think that means you know, taking that black and white film projector and turning it into a 4K projector in the in the gaming world. So, you know, we think a lot about the responsibility of building the platform for them.

センラ#304

設計するとき、本を読んだり、現実世界で機能している経済を仮想版にする、みたいな例は? ルールのセットはどう思いついた?

EN

So, the more photorealistic that it gets, the wider the market gets.

バズーキ#305

創業者4人とも、高インテグリティのシステムが好きだった。経済のフロート量、通貨量、取引の可否。初期のビデオゲームでは複数通貨があって、振り返るとRobloxコミュニティは好きだったが、あまり良いアイデアではないと思うものがあった。Ticketsという参加ベースの通貨と、お金に裏打ちされたRobuxだ。

参加ベースの通貨は、ログインするたびに1チケット——それはログインの良い理由ではない。友達とチャットしたりゲームしたりするのが好きなほうがずっといい。仕事やログインで得られる通貨は、いまならすぐボットされる。ボットを一日中見ていたので、最終的にやめた。良い学びがあった。いまの経済は、言ったように、ユーザーエンゲージメントに対して線形より良くスケールしている。

EN

I think um in many dimensions, concurrency, um performance, cost, photorealism, ease of creation, AI acceleration and creation, all of those things help bring ideas to reality.

センラ#306

広告ビジネスがRobloxの中にあると言った。

EN

But out of all of those, what is the most important you would think?

バズーキ#307

そのとおり。

EN

I'd say it's load balanced, actually. So, I think one of the good things we've done is we If I looked at that mix and I looked at where our engineers are working, it's not like everyone is working on that one thing. We've got a balance of those things that are pushing forward.

センラ#308

どれくらい前から?

EN

Do you have funds coming in and trying to buy up these games and like rolling them up?

バズーキ#309

かなり最近だが、ホームページに行くと、体験の一部にSponsoredと出る。長期でどの割合にするかのビジョンはある。実際に役立つ。ディスカバリーの大半は主にオーガニックで、ディスカバリーについてはすごく透明だ。何かがブーストされるシグナルを全部共有する。YouTubeやTikTokやReelsが「上に来る要因はこれ」と言うようなものだ。でも起業家的に——ゲームがまだバイラルでない初期に——50ユーザーを買いたいクリエイターは、僕らがGoogleでトラフィックを買ったのと同じように、そのスポンサードを使える。

EN

There is a market out there. I think if anything, we're trying to get the message out to our creators. Like our DevRel team can help you assess what your game might actually be worth cuz a lot of them are worth a lot of money.

センラ#310

もう一つ質問。時間切れに近い。

EN

Platform itself has never tried to buy any of them.

バズーキ#311

うん。

EN

We never have. I think what we want though is some transparency in the market. So, you know, early creators can actually know what kind of a gem they're sitting on.

センラ#312

もう立ち上がる? もう帰りたい?

EN

Have you seen people being taken advantage of?

バズーキ#313

いや、ストレッチしている。拡張的に答えたいから。

EN

Not really. I've seen like amazing actually profit sharing, revenue sharing, like things that have really worked out for buyer and whatever. But I do think over time we want there to be a lot of kind of transparency in that.

センラ#314

なぜこういうことをする? なぜポッドキャストをやる?

EN

It's almost like you built a game to play entrepreneur and you turn them into real entrepreneurs.

バズーキ#315

会社の回し方には深さがあり、ポッドキャストがそれを出すフォーマットだと思う。ポッドキャストが好きだ。いまのメディアでは、誰のポッドキャストかを知っていれば、良いコンテンツを見つけるのにそれだけで足りる。編集が少なく、ディスカバリーの仕組みに載らない。だから最も真のメディア形式の一つだと感じる。

EN

In a sense, it's an entrepreneur game.

センラ#316

「深さ」と言ってくれて嬉しい。これから、半年に一度でもいいから、何度でもこの会話を回したい。

EN

Yeah, if I if I wanted to teach like a uh you know, a ninth grader about, you know, entrepreneurship, like Roblox might be the best place to start.

バズーキ#317

うん、うん。

EN

You could literally um teach them how to use AI coding tools, come up with a crazy idea, get it live um on Roblox. Now they could buy traffic. They could spend $50. Um same thing, buy users on Roblox, that whole cycle.

センラ#318

自分勝手にやっている。ポッドキャスト作りに取り憑かれているし、起業家に取り憑かれている。Tobi Lütkeが言ったのが面白くて、「会社で正しいやり方は一つではない。たぶん100通りある」と。

EN

Yeah, I'd be very interested in that cuz that when I talked to Tobi Lütke, the founder of Shopify, um he said something interesting, like he thought hit you know, his job is to create more entrepreneurs. Like that's the way he looked at it, what he's doing.

バズーキ#319

そのとおり。

EN

I think so.

センラ#320

文脈と、創業者としての自分と、成し遂げたいことに合うものを見つける必要がある。君への理解は、会話が始まる前——君のインタビューを全部聴いていたのに——よりずっと良くなった。会社はすごく誤解されていて、人としての君の情報も少ない。でも意見を尊重する人たちが「この人は特別で、会社の作り方が面白い」と言う。まだ表面をかいただけの感じがする。

EN

Yeah, I think it's more important than ever, especially with young people. If you look at like a their empathy or their like uh they're way more attracted like socialistic ideas, you know, than than I think like your generation was and definitely my generation was, especially in you know, in America.

バズーキ#321

それは褒め言葉として受け取ろう。

EN

It would be fun to imagine an entrepreneurship class that kind of connected all the dots. I build this, do this, can see this happening. That could be super educational. What's your biggest threat to that would inhibit you from building what you want to build? Like what you're describing is actually

センラ#322

褒め言葉として受け取って。すごいものを作った。時間をありがとう。将来の招待も受けてほしい。この会話をするたびに、何を作っていてなぜやるのかの玉ねぎの層がもっと剥ける。すごく面白いと思う。

EN

Actually, I actually feel the biggest threat would be not imagining that competitive company and not building what we think that competitive company is. So, the biggest threat could be complacency rather than we can see what's technically possible, let's build that.

バズーキ#323

もう一層剥くのは楽しい。

EN

How often does this imaginary company come up inside of the discussions you're having in your real company? The pacing at which you move? So the way I would think about what you've been telling me is you have this excessively long view. Fact that 20 almost 25 years ago you're like Okay, well so 25 years ago or 20 years ago you're like this is going to be the last company that I'm going to work on. Uh so therefore you even said I think earlier in the conversation 30, 40, 50 year kind of view. So an excessively long longest view in the room basically. So you think about this with infinite number of daily iterations towards what you're trying to build. A combination of those two? So something we haven't talked about but I think I heard you speak uh I think you you said this in your Stanford talk which I thought was interesting that there was multiple like near death experiences or almost death experiences of Roblox. We haven't talked about that at all. Looking back now, I mean you were obsessed with science fiction. There were all these other like virtual economies, right? At the time. There.com. There.com and Second Life, they really were early and in parallel to us. In a way, they were so early and so parallel, they made these very big visionary things. You know, Second Life's architecture was contiguous Earth kind of thing, which had some issues around scaling because in a contiguous Earth type situation, which is just the way the real world makes, there's only one copy of that roller coaster. And when 30 people want to go on that roller coaster, no more can go. So, we I think we were a lot more practical around scale. Whereas, like, no, man, if there's if there's 100,000 copies of that roller coaster, we're going to figure out how to route people to that so we can have 10 million people riding the roller coaster. But, there were a lot of early early visions out there, I would say, at the same time, for sure. We had a lot of fun going on the platform. Like, we're just like, "Whoa, whoa, everyone's having fun building, you know, this viral stuff. Would we distort it if people could make money?" And but the idea the idea that look, in the traditional game market, you have studios with hundreds of people, like we could probably get better quality if we nudged in that direction. Other than your death or rough things is our economy got hacked once. So, we had to like shut down the whole economy for 2 days, literally. That was somewhat scary. And the reason is we'd just been so early, moving so fast, that our the way our economy was working right now wasn't like double-entry bookkeeping and journaling and all of that. And we had no flow control anywhere in the economy. So, this is a famous economy hack very early in the days of Roblox, where the second the economy was hacked, money could bounce from place to place very quickly. We caught it pretty quickly and we just said shut everything down. We had to shut Roblox down for a while, then bring it back up without the economy on. Luckily, we caught it pretty quickly and only, you know, a small portion of the money had moved around. But, we had to run for several days with no economic activity. Were you already a public company when this happened? No, no, no. I got the SEC the SEC does some really good stuff and I would say some of the good stuff, if we go through a lot of the controls in the SEC, those were things we did 15 years ago in as far as this economy and backups and all of that. We I would say all four of us founders were very into high integrity systems. Um, like what's the amount of float in the economy, how much currency we have, do you trade it and not trade it? We saw that very early on in our economy, we had something really interesting in the early days of video games, people would have multiple currencies and we had something that in retrospect, the Roblox community really loves but isn't really a good idea, I don't think and that is a a participation-based currency called tickets as well as a money-backed currency called Robux. We the the thing that comes out is when you have a participation-based currency, you get one ticket for every day you log in. That's really not a very good way to have people log into your system. You know, it's much better they just love chatting with their friends or playing games. The other thing is any currency that um a user can get from work or log in will immediately be botted now. And so, we just we could see people trying to bot that currency all day long, and we had to ultimately get rid of it. Um So, we had some good learnings with that. But ultimately, our current economy it has a you know, as I've said, is kind of scaled better than linear with user engagement. That's right. It's just started pretty recent, but if you go on to the Roblox homepage, you can see some of the experiences say sponsored right now. We have a long-term vision of what percent that is, but it's actually really helpful because um most of our discovery primarily organic. We've been very transparent with discovery. Um and so, one of the things that Roblox creators like is we share all of the signals of what's boosting something. It's almost as if we were YouTube or TikTok or Reels saying, "Here's all the factors you know, bring you up here." But for some creators who want to do that entrepreneurial experience, buy 50 users um very early, their game isn't viral yet. They can use that sponsored thing just like when we bought traffic from Google. We're almost out of town. Are you jumping up? You want to leave already? Why do things like this? Why are you doing podcasts? Okay. I'm glad you use the word depth cuz what I want to do is for the time now, I want to run this back like as much as you want me to be every 6 months or something like that. Because I do these selfishly. Like I'm obsessed with making podcasts, but like I'm obsessed with entrepreneurs and I want to know like uh something Toby Lutke had said to me that I thought was fascinating. She's like, "There's not like one right way to do something in a company. There's probably a hundred right ways." And you have to figure out like what makes sense for the context you're in and then who you are as the founder and like what you're trying to accomplish. And I have a better understanding of you. Way better understanding than when we started the conversation even though I've listened to every single interview you've done. Your company is very misunderstood and there's not a lot about you as a person. And yet I find these people that I respect their opinion very much and I'm like, "This guy is special and the way he's building his company is interesting." And I'm still I feel like I just like scratched take it as a compliment. You built something amazing. Um so, thank you very much for the time. I hope you uh accept the invite the future invitation. And every time we have this conversation is I peel more and more layer of the onion of like what you're building and why you're doing it. I think it'd be very fascinating. All right, perfect. Thanks, man. I hope you enjoyed this episode. Please remember to subscribe wherever you're listening and leave a review. And make sure you listen to my other podcast Founders. For almost a decade, I have obsessively read over 400 biographies of history's greatest entrepreneurs searching for ideas that you can use in your work. Most of the guests you hear on this show first found me through Founders.

センラ#324

完璧だ。ありがとう。

EN

Now and then, I would say given the speed at which we think some stuff's happening, actually it's interesting the whole history of the company has arguably been a motion from quarterly things, monthly, weekly, daily. Like the whole pace of our company I think has just been a historical acceleration of the pacing of the company. Pacing at which we make decisions, um pacing at at which we gently adjust without like swinging the tiller widely, the the speed at which we check um in, the speed at which we track things, it's gotten faster over time. That's actually one of our values, take the long view. Yeah. Totally. The infinite iterations would be a complimentary value which is get stuff done. And so we we say get stuff done means continuous iteration but pointing in the right long direction. There were several I I think um one was the economy thing. Like if we had not figured that out, that would have been very dicey. Second Life. Yeah. All of that stuff. So were you taking ideas from that as well? What was the argument from the the the opposing board members to to doing the economy? No. When you were designing this, were there were there any like books you were reading or like were there any examples you're like, okay, I'm going to take an economy that I see functioning well in the real world and just make the virtual version? How did you even come up with the set of rules that you had? You mentioned there's an advertising business inside of our box. How long has that been going on? I got one more question for you. Okay. Yeah, out of time. No, I'm stretching so that I want to give an expansive answer. I I do feel there's a lot of depth to the way we run the company that podcast is the format to get it out. And um I love podcast. Um in today's media if I know who the podcast is like that's all I need to find great content. I like podcasts cuz it's it's typically not edited. It's not showing up in a discovery mechanism. So, so I feel it's one of the truest forms of media. Yeah, yeah, yeah. That's right. I'll take that as a compliment. Great. fun to peel another layer.

FAQ

なぜ英語が「自動字幕ベース」なの? 公式の文字起こしは?

このページの英語は、YouTube が生成した automatic captions(ASR=音声認識) を yt-dlp で取得したものです。人手で整えた公式トランスクリプトではありません。 公式サイト(davidsenra.com)にはエピソード要約はありますが、取得時点では全文の公式文字起こしは前提にしていません。 参照: https://www.davidsenra.com / https://www.youtube.com/watch?v=osuOwvEhVfQ

自動字幕の精度は? どこが壊れやすい?

一般に YouTube 自動字幕の精度は条件で大きく変わります。条件が良いと 85–95% 前後まで上がる例もある一方、アクセント・早口・専門用語・固有名詞・複数話者で落ちます。 このエピソードはインタビューで比較的クリアですが、会社名・プロダクト名・投資家名・ゲーム名が多く、名前の誤変換が起きやすいタイプです。

英語で起きやすい誤変換は?

日本語本文側では多くを修正済みです。典型例:

| 字幕に出た/出やすい表記 | おそらく正しい表記 | |---|---| | Ho Nam / hope | Ho Nam(初期投資家) | | professional motion machine | perpetual motion machine(永久機関) | | Builders Club | Builders Club | | Robux | Robux | | Grow a Garden / dress to impress | Grow a Garden / Dress to Impress | | Altos / Greylock / Index | Altos Ventures / Greylock / Index Ventures | | Improbable | Improbable | | FMOD | FMOD | | Deal / Deel | スポンサー Deel | | Apploven / Axon | AppLovin / Axon |

英語欄は学習用の対照テキストとしては有用でも、引用の一次ソースとしては動画を優先してください。

日本語と英語は1対1で完全対応している?

完全対応ではありません。日本語は読みやすく整文、英語は自動字幕の切れ目が多いです。話者(センラ/バズーキ)を手がかりに順番で紐づけているので、だいたい同じ話題の塊として読むのが正しい使い方です。

上部トグル(英語原文 / 少し大きく)は何のため?

- 英語原文 ON/OFF … まず日本語だけ読みたい人向け(約9.5px) - 英語を少し大きく … 対照精読用(約11px)

デフォルトは「日本語メイン・英語は極小」です。

スポンサー部分は?

本文から省略。音声上は Ramp(プレゼンティング)/ AppLovin(Axon) / Deel / HubSpot の読み上げが入っています。

David Baszucki / バズーキ とは?

Roblox の創業者・CEO。本編のゲスト表記は短く バズーキ。以前に物理教育シミュレータ企業 Knowledge Revolution を創業・売却し、サバティカルを経て Roblox を立ち上げた、と語られる。

Knowledge Revolution とは?

Mac 初期・インターネット前の物理教育ソフト/シミュレータ企業。子供が実験だけでなく「物を作り始めた」ことが、後の UGC・共体験プラットフォーム構想につながった、という本編の起点。

Roblox / Roblox Studio / Robux とは?

- Roblox … 没入型 3D の共体験プラットフォーム(ゲーム+一緒にいる+創作+経済) - Roblox Studio … 体験を作って公開する創作環境。閉ループの核 - Robux … 内通貨。購入→体験内消費→クリエイター受取・現金化、という仮想経済の中心

Builders Club とは?

初期の会員課金(Club Penguin 型の月額イメージ)。初期マネタイズに効いたが、ユーザー成長に対して収益が伸び悩み、「全員がビルダーになりたいわけではない」から Robux 仮想経済へ移行した、と語られる。

DevEx とは?

本編口頭では Developer Exchange 相当——クリエイターに流れる生の金額。年10億ドル超、という話が出る(時点・定義は口頭ベース)。

Ho Nam とは?

Roblox の最初期投資家の一人として紹介。「Dave に時刻を聞いたら時計を作る」「忍耐と持久力」「セーフティ投資がモート」など、センラが本編で何度も引用するソース。

Improbable / 5億ドルシードの話は?

「次世代 Roblox」的ビジョンでローンチ前に大きなシード(字幕上 $500M)を受けた競合として言及。Masayoshi Son 系のピーク時、という文脈。対比として Roblox は損益分岐まで エクイティ 1,000万ドル未満、と語られる(話者の主張)。

Second Life / There.com とは?

同時期・並行の仮想世界。Second Life の「連続地球」はスケール制約があり、Roblox はコピーを増やしてルーティングする実務的スケールを選んだ、という対比。

Dress to Impress / Grow a Garden / Crossroads とは?

- Crossroads / Chaos Canyon … 初期の有名な社内制作ゲーム - Dress to Impress / Grow a Garden … 近年のトップヒット系体験の例

Bruno Mars の同時接続の話は?

あるゲーム内に Bruno Mars が現れ、没入型 3D 上の音楽でピーク級の同時接続だった、と語られる。数字として約 2,000万人 が出るが、体験コピーにシャードされた同時接続と、同じアリーナで 1 万人を見聞きする技術目標は別物、と説明される。

永久機関(perpetual motion machine)とは?

物理的には不可能な機械の比喩。Roblox 文脈では、自分で生命を持ち成長するシステム——クリエイターがコンテンツを作り、口コミでユーザーが増え、技術・経済・セーフティをチューニングし続ける閉ループ——を指す。字幕では professional motion machine 等に崩れることがある。

「時刻を聞いたら時計を作る」とは?

Ho Nam によるバズーキ評。その場しのぎの答えより、長く動くシステム(時計)を設計する人、というメタファー。

二つのバイラルループとは?

1. コンテンツの質・発見性のループ(YouTube 的) 2. コミュニケーション/一緒にいることのループ(電話システム的) Roblox は両方を持つ、という初期ビジネスプランの枠組み。

Roblox オペレーティングシステム/9つの会社とは?

プロダクトの下に、会社の回し方そのものをシステム化した層がある、という話。People systems、Infrastructure、Game engine/Studio、Economy、Safety、User-facing など、ほぼ 9 つのグループ=疑似会社として自律と水平接続を両立。火曜ミーティングで 50–70 のキー項目を高速で通す、など。

インフラ企業という「秘密」とは?

表は遊び場・UGC だが、裏は多データセンター・多端末・同時接続・低コスト 3D シミュレーションなど、インフラとシミュレーションの会社だ、という自己認識。1 人あたり 1 時間 1 セント未満、という口頭の効率指標も出る。

想像上の競合会社とは?

この空間を本気で愛する仮想の競合を常に置き、「その会社になる」ことで自己満足を防ぐ。Dell や Elon の「勝ちそうでも負けていると仮定」と同型のメンタリティ。

セーフティがモートになる、とは?

初期からモデレーションを作り、年齢確認や AI による監視を長年複利で積んできた。13 歳未満がいる責任を正面から引き受け、他社や政府が後追いするゴールドスタンダードを目指す、という話。技術の一部はオープンソースやコンソーシアムにも広げ始めている、と語られる。

ユーザーデータを売らない理由は?

価値観(コミュニティ尊重)と、長期で 3D 位置・アバター行動などが NPC/仮想テスター 等に効くから。月 130億時間以上 のインタラクションという口頭数字とセットで語られる。

Tickets と Robux の二通貨は?

初期に参加(ログイン等)で得る Tickets と、お金に裏打ちされた Robux があった。参加通貨はボットされやすく、ログインクエスト化しやすいので廃止した、という学び。

Take the long view / Get stuff done とは?

会社の価値観。 - Take the long view … 30–50 年スパンで最後の会社として作る - Get stuff done … その長い方向に向けた無限の日次イテレーション

両方がセット、という本編のまとめ。

DAU 1.5億、Studio 100–200万人、DevEx 年10億超は確定値?

本編の口頭。公開 IR・最新四半期とは定義・時点がずれる。学習・議論用の話者主張として扱う。

損益分岐までエクイティ 1,000万ドル未満は?

本人が「Yes」と認めた Ho Nam 経由の話。調達の定義や時期で解釈が変わりうる。

トップクリエイターの月収・年収の噂は?

「月 2,500 万ドルの子供たち」等はセンラ側の伝聞。バズーキは肯定も否定もしない。代わりに 1,000 位の成長率が 1 位より速い(カーブがフラット化)という健全性指標を出す。トップ 1,000 平均約 100 万ドル/年、という口頭も「と思う」レベル。

経済ハックで 2 日間止めた話は?

非上場時代の初期エピソードとして語られる。フローコントロール不足で金が高速移動し、全体シャットダウン→経済なしで復旧、という内容。細部は一次資料を動画・公式に確認すること。

エピソード中のスポンサーは?

本文では省略。英語字幕上は RampAppLovin / AxonDeelHubSpot などが読み上げられる。