Behind The Tech with Kevin Scott - David Baszucki: Co-Founder and CEO, Roblox
Episode Date: May 9, 2022Imagine what more than 50 million daily users on a gaming platform can create! David Baszucki is an entrepreneur, engineer and inventor who co-founded Roblox. Anyone with kids likely knows that Roblox... is an online game creation platform that lets users design their own games, play games created by others, and even get paid for their creations. Roblox has helped millions of up-and-coming game developers learn the basics of their domain and work on their talents. Kevin and David talk about the potential of these real time connection technology platforms – and what’s in store for our future! David Baszucki | Roblox Kevin Scott Behind the Tech with Kevin Scott Discover and listen to other Microsoft podcasts. Â
Transcript
Discussion (0)
.
Time and time again,
I think we try to solve things or figure them out ourselves,
rather than take a step back and think through,
could the community do this better than us if
we gave them the tools and the functionality?
Hi, everyone. Welcome to Behind the Tech.
I'm your host, Kevin Scott,
Chief Technology Officer for Microsoft.
In this podcast, we're going to get behind the tech. We'll talk with, Kevin Scott, Chief Technology Officer for Microsoft. In this
podcast, we're going to get behind the tech. We'll talk with some of the people who have
made our modern tech world possible and understand what motivated them to create what they did.
So join me to maybe learn a little bit about the history of computing and get a few behind
the scenes insights into what's happening today. Stick around. Hello, and welcome back to Behind the Tech. I'm your host,
Christina Warren, Senior Developer Advocate at GitHub. And I'm Kevin Scott. And this is actually
like one of our first video episodes. So if you want to give us a watch, I guess you can follow
us on YouTube. Yeah, excellent.
Yeah, good stuff.
Okay, so we're super excited today because our guest this week is David Buzuki, who is the co-founder and the CEO of Roblox, which is a game creation platform that allows users to build their own games.
And it has over 50 million users, which is just stunning to think about.
It's a stunning number of daily active users on that platform. And two of the daily active users
are my kids, who at 11 and 13 have been Roblox enthusiasts for a while. And it was, you know, honestly, it was through my kids that I really
got to an understanding of how big a platform Roblox was and the sort of impact it was having
in the world. So I feel really lucky to be able to chat with David today, and I'm going to be a
hero to my kids whenever this show airs. Yeah, no, I was gonna say, I was like, you now get to
go back to your kids and say, I just talked to the head of Roblox and they're going to be like, oh my God, like that's
like all the other very important and famous people that you talk to all the time. It's like,
man, not a big deal. But you're like, I know the Roblox guy, all of a sudden, hero. Yeah, 100%.
All right. Well, let's now get into Kevin's conversation with David.
David Buzuki is an entrepreneur, engineer, and inventor. He's the founder and CEO of Roblox,
an online game creation platform that allows users to design their own games and play different kinds
of games created by others. Roblox has helped millions of up-and-coming game developers
learn the basics of their domain and work on their talents.
Welcome to the show, David.
Kevin, it's a real pleasure to be here.
Thank you for having me on the podcast.
Yeah, and thanks for being here, too.
You and I have chatted about this before,
but my kids are going to think I'm a superhero for having you on the show. They spend
more time in Roblox than probably any other piece of software that they use.
Well, that's awesome. I think they should think you're a superhero because you design and build
incredible infrastructure and think about technical things. So that's really why you're a superhero. But hey, it's great to hear that. And
yeah, we like to think when parents share that their kids are spending a lot of time in Roblox,
we like to think that's a lot like the time they might spend on the phone with their friends,
or the time they might spend creating a level in Dungeons and Dragons
with a friend or spending time playing hide and go seek when they can't play it outside. So
we were actually not always trying to optimize that engagement time, but we do want that
engagement time to be socially connected. Yeah, I think that's a it's an interesting,
interesting thing. My wife and I had for a very long while been really sensitive to the amount of screen time that our kids were getting.
And then we had this epiphany during the pandemic that Roblox was actually one of the places where our kids were able to get the socialization that they weren't getting because
of all of the lockdown stuff that was going on. So, they would jump into Roblox and play with
their friends. It was their digital playground, so to speak, and they'd be on FaceTime on the side
and having a conversation. And in a certain sense, it was life-saving. I don't know what they would have done to have maintained all of that social connectivity if they hadn't had Roblox.
That's cool to hear. as a utility that can host co-experience and connection like the telephone system,
like what we do in real life, even like the U.S. mail system at time.
And I think when we talk about social networking technology and social technology,
I don't think a lot of, you know, there's a lot of nuance on it. Some social networking technology is more about sharing images or sharing video or consuming things statically.
And then what's cool about Roblox, I think, is it's much more of a real-time communication connection type technology.
And inherently, real-time connection technology, I think, feels different than solo consumption type technology.
Yeah, for sure.
So before we get into all of the many interesting things that we can chat about about Roblox,
I'd love to just back up a little bit and ask you what I ask everyone who comes on the podcast, which is, you know,
what was your life like growing up and how did you get interested in technology?
Yeah, I had a bit of a wonderful life growing up in the far out suburbs of Minneapolis where
we had sand pits and dirt bikes and, you bikes and things to build and go-karts
and a lot of stuff to do. But as part of that fun building thing, early on in my younger years,
our school had a computer lab. The computer lab was a teletype with a paper tape. And I remember writing my first basic program, which was trying to sort five numbers and storing my work on paper tape.
Then my dad got us all an Apple II.
And as I was programming this Apple II and reading the manuals, and it was the time when all these Apple II magazines
were out and you'd enter this stuff.
For some reason, that Apple II had an assembler and a disassembler built into it.
And there's something fun about, OK, my basic program's running slow, but there's this
assembler thing.
And the Apple IIs also had this wonderful facility where you could hook up some potentiometers
from RadioShack to the analog inputs and start getting those.
So that combination, I think, got me interested in this.
And that was the germination, really.
Technology that we have today is certainly amazing. But I do think
this thing that you just mentioned, which is the fact that these early machines were so
approachably programmable. I just remember walking up to something like a Commodore 64
in a department store, for instance, and you would be sitting there at a basic command prompt.
And so the thing is inviting you to type code into it
as your first interaction that you're having, which is sort of amazing.
Yeah, it's almost as if the user interface in those days was the command prompt
and the user interface was entering code almost, which is, it's a lot
harder to find a command prompt now on a modern day computer. Yeah. Uh, it, indeed it is. Um,
so, um, did you have anyone around you when you were a kid? So you had this computer lab at school,
but did you, uh, was it mostly learning from, uh from these magazines and sort of teaching yourself,
or did you have anyone around you? It was very self-learned for some reason. There was a
very rich up-and-coming PC ecosystem, a lot of magazines to read, to follow. I was a little bit
of a... I remember we had a computer lab and I would make programs to
make all the computers in the computer lab do funny things or, you know, try to play around
with the people who are running the computer lab. But no, I was pretty autonomous. When I went out
to university, you know, there's a little bit more of that, but definitely a lot of personal self-discovery back in those days.
And was gaming or writing games one of the early things like that, just to see what it felt like.
And there was one game on the Apple II, it was called Robot War, that had a very simple programming language.
And you'd program your robots and they would go do battle. I
remember my brother and I just spent hours and hours on that. So there was kind of an intersection
of gaming, programming, user-generated content that was all interesting to me.
Super cool. And how did you get from Minneapolis to Stanford? Yeah, pretty naively, reading magazines and what's a good school for computer science.
Because where I was growing up, we didn't really know.
And it was Stanford and MIT.
And luckily, it was Stanford.
My dad took me out.
We visited.
And it's an amazing campus.
So it was a fairly non-sophisticated trajectory.
And so you're at Stanford.
I'm guessing you and I are about the same age.
So it was probably like a very interesting time to be at Stanford.
And so when you graduated, there was probably like all
of this super cool stuff going on. You know, the internet boom was, I'm guessing, about to happen
when you graduated. Not quite there, but about. So how did you decide what to go work on after
you graduated? Yeah, I was pretty, when I graduated, I was pretty shy and
pretty unsophisticated. And knowing what I know now, you know, there were all these companies
I really would have liked, Microsoft, Apple, they were all coming along. But I was very much
going through the standard channels and the college campus recruiting center and all of that
stuff. So I ended up getting a couple, I would say, much less optimal jobs where I wasn't getting
to build interesting stuff and things like that. So my first two jobs were actually a real disaster.
And I thought, oh my gosh, what am I going to do? The things that finally started happening for me when I took some time off after two, two and a half years, and just started writing Macintosh educational software. And that was kind of, I had to invent it on my own. If I was more
sophisticated, I would have gone and camped out at Microsoft or Apple and just said, you must hire me.
Tried to meet all of those people, but I wasn't. So I resorted to building this first version of
interactive physics. And that's what kind of got me back into this stuff I really like.
Well, so tell us a little bit about that. So this is,
you know, both you doing something interesting programming-wise, but you're starting a business
too. And so like those are two very, very interesting things. Yeah, it was driven a lot
by the love of constructive software. And in those days, in the mid to late 80s, educational software was very
early, hyper-card-y, templatized, pre-canned, slider-type stuff. And I was looking at the
whole educational software market, and it's interesting when you're on the outside of
something, it seems like it must be awesome and great. But then when you go and start playing with it yourselves, the ideas start
flowing. And I say, oh my gosh, this is all pre-canned. Wouldn't it be cool if there is a
way to build all of these things and try anything and build physics experiments. So that launched the idea of interactive physics. It was kind of a
business, but I got to tell you, educational software is a hard business. But I went down
the path anyways. I remember meeting with a friend of my dad's who was very sophisticated.
And he said, look, I think the overall size of this
whole market is X. And it was a very small market. And I kind of said to myself, that's impossible.
It can't be that small. But yes, it did turn out to be exactly that size about four or five years
later. But nonetheless, yeah, we went and I did a lot of research on physics simulation back then this was
very early you know SIGGRAPH type stuff 2D simulation was able to put together this physics
simulator and build this thing that was called interactive physics and it was really exciting
all the physics textbooks correlated to it a lot of teachers around the got to be millions and millions be relevant to the founding of Roblox.
So, like, physics is an important thing for video games.
And then just whatever lessons you learned, you know, succeeding or failing at business
is sort of a great workshop for starting your next business.
So, was that actually the case?
Yeah, we, with Interactive Physics, and the company was called Knowledge Revolution, we, with Interactive Physics and the company was called Knowledge Revolution, we made what I'd call a third mistake, which was rather than thinking about our end users who we loved and the market and consumer, we said, let's take this physics engine and make it into something that mechanical engineers are going to use, which was a little more logical. They're a great market too,
but once again, not a huge market. And it takes a lot more technology and a lot less consumer
polish for those types of products. We finally were acquired by a company that makes mechanical
engineering software, and I worked there for a few years.
But the notion was always come back to consumer.
And then there was a notion
that the best educational tools
sometimes aren't educational tools.
They're a really good word processor.
They're a really good movie editor.
They're a really good web browser.
And that those types of things can go
super high quality, super high volume, and be educational tools that tens of millions of people
will use. So the learning from interactive physics was, let's think about going more consumer,
let's go 3D instead of 2D, let's go multiplayer. Let's go cloud-based. Let's go avatar-based. So rather than a 2D experiment that you're watching by yourself, you're inside of a 3D experiment with your friends around the world on multiple devices. So that interactive physics thought was still there, but the hope was if there's
thousands of engineers working on super high quality free consumer software, the byproduct
of that may be an educational product that's even better than interactive physics.
And so you started Roblox in 2006, right so what what was it like at the beginning so in
2006 just to remind folks like it you know on the one hand it's 16 years ago it seems like a long
while on the other like maybe not not long at all uh but in 06 there was no iphone no iPad, just for instance. We actually started writing code in 2003.
One thing that was there was Visual Studio.
So, cha-chink, really nice.
And so, we started writing on Visual Studio on Windows.
It was very early on. It was the days when Flash was big,
when anything interactive has to be in Flash or no one's going to ever install it. It was before
we took the controversial notion, no, we want an executable. We want the performance, all of that stuff.
It was, you know, 3D graphics was somewhat standardized with DirectX and OpenGL.
It was early on.
But at the same time, in the midst of all of this metaverse chat and discussion, even in 2005 and 2006, we saw There.com and Second Life coming out. So,
you know, it's a little highlight that these ideas have been around for a long time.
Definitely no iPhone, definitely PC-based only. But a lot of the visions that we had, new category, immersive 3D co-experience,
elements of gaming, social networking, toys, media, yes, yes, yes, has to be cloud-based,
yes, yes, yes. Those core pieces were all there. The early days were Eric and myself writing code
in Menlo Park for about a year and a half to get the first version of this thing going.
And doing a lot of the key stuff we have in Roblox now.
Some of that had that origin, you know, Roblox Studio, the cloud, all of that.
We were one of the first S3 customers.
So yeah, a lot of fun stories going back there.
So what were some of the big challenges just starting that business that you all faced?
So one challenge was, we didn't know anything about the gaming or consumer space.
And I think that was good in a way.
We were thinking way out of the box and not taking anything for granted.
We were comfortable having our product function well, even if it didn't look well.
We were big fans of Craigslist because it was very simple and minimalist
and high performance. And so we're very function based. I think we picked up tidbits along the way.
One was we learned to experiment from ground zero. We would buy very small amounts of AdWords
traffic. We'd buy 100 users for $100,
and we could kind of see them come on the platform. And it's an interesting mathematical
exercise, but you could probably prove that every Roblox player today has a word-of-mouth
history going all the way back to some original thousand AdWords people that we
bought that were like in some Darwinian evolutionary, the choke point to the foundation
of Roblox. That's interesting. Yeah. So we would buy a few of these users and we started to see
the virality. We would hang out with them. The challenges, I think, were always around
having to build a viral platform. Buying traffic was always way too expensive to
scale a business like this. So it had to be socially viral. I think some of the challenges we learned along the way,
in those days, there were a lot of quote, you know, web 1.0 viral techniques of pushing links
and doing this and, you know, getting people to check in and all of that. And we got distracted
a bit by that because in the end, just true word of mouth, just come here to be with your have to build the first moderation safety system right now. And that was a really good learning. We actually, when there were four
of us in the company, we were on a daily rotation where the four of us were running the moderation
and safety queue and kind of getting a feel for this before we hired other people. So that
learning came very early. And some other really good learnings we had early on, one of the learnings
was very early on. Back then, there was this thing called forums, which, you know, that's very 19,
you know, early 2000s kind of stuff. We would, besides interacting with all the players,
we'd interact on the forums. And what was really a good learning was anything we did, half the people on the forums were going to quit Roblox.
I don't care how good it was or how creative it was.
When we added better animation, when we added clothing, there was just so much passion around the community
that any enhancements from the retro original Roblox
was a big deal.
So that was also good learning to balance the community.
And I'm curious about that in particular.
So obviously, when you're making a an improvement or enhancement
to the product uh and like half of the people are threatening to quit or actually quitting
uh like if that happens monotonically you go to zero so you never quit no they never quit
well and and i'm and i'm guessing that a bunch of these enhancements are like things that drove growth,
right?
That's, yes, they were always things that drove growth. It kind of highlighted the passion
of the community and how much people wanted to be involved with that. And that, I think, also taught us to respect the community and to start coming together with
them, holding developer conferences, all of that. And we ended up with a really good balance
where we have to drive part of the product with our own vision. And at the same time,
we have to be listening to the community continuously,
dev relations all over the place, because they're very early warning thing around places where we
may be going astray. So it's a great balance. We have an amazing, passionate community,
and it has evolved into an amazing creator-developer community as well.
Well, so that's a good segue into the next thing I wanted to chat about, which is
the thing that I didn't understand about Roblox when I was first watching my kids play it is I
didn't understand that Roblox was a platform for creating games. I thought it was a game.
And so I would see my kids, I'd ask them,
what are you doing?
Oh, we're playing X or Y or Z.
And I would watch them and I was like,
oh, this looks like Roblox.
And what made you all decide that the thing to do here
was to create this platform versus like making a single
game with a big expansive world? I think Eric and I were inherently didn't see ourselves as
content creator capable. It's almost like we had a bunch of ideas for things, but we trusted more our ability to build the technology and platform than those things themselves.
And I think we also loved the combinatorial possibility of building tools that if we were to build them right, it's interesting, right? If we're going
to build this open-ended tool in Roblox Studio and a platform, there's such a wide range of what
might happen. No one might use it. Okay, boom. Or many people might build stuff we've never seen
before and we could never imagine. And so that variability of outcome and that risk was
exciting to us. And when we, I remember launching, when we launched Roblox,
we at times would have six to 20 people online using an experience that we had built as a prototype place. It was called Crossroads. And we were not
in any way viral. We knew we wanted to launch Roblox Studio and see what other people would
build. And so it was a bit scary. Okay, we're going to launch Roblox Studio. If they don't
build really good stuff, we're not going to be viral. This isn't going to go anywhere.
But there's a chance they're going to build really interesting stuff. So let's see what happens.
So the day we launched Roblox Studio, it's kind of those days you remember in your company where,
oh my gosh, five creations, 10, 20. This one's pretty interesting. Oh my gosh, I can't believe that. And so, you know, we knew that that bet had paid off.
It's really good learning.
Time and time again, I think we try to solve things or figure them out ourselves rather
than take a step back and think through, could the community do this better than us if we
gave them the tools and the functionality?
And there's been many things we started doing that we stopped
and tried to push back to the community from that learning.
Yeah, that's sort of an amazing perspective to have.
You know, I think one of the really nice things about your platform
is that you sort of
have the interest of all of the parties aligned. So if you don't have great content creators
building on your platform, then the platform itself, you know, declines in utility to your
users. And if the content creators can't come to your platform and get a bunch of engaged, happy, excited users playing there, interacting with their content, then they're not going to come to your platform anymore.
Are there other things other than this humility about what you're great at versus what you're going to trust the content creators to be great at philosophically that you have thought about in terms of nurturing
this platform? I think the other one is, you know, we have a few key values. One is respecting the
community and trusting the community. The other is taking the long view on this. And that goes
hand in hand because whether it's Pixar or Roblox or, you know, Disney in the early days or whatever,
time and time again, we get confronted with places we need to move the technology
where there's decisions around very obvious short-term things that might be a little more tactical.
And then looming out there,
there is sometimes,
whoa, that's really hard.
That could take us a year or two.
We at least want to talk about it.
Like, whoa, well, how hard is it?
Could today's computer bandwidth,
GPU, CPU, maybe do that? Okay. If that really hard
thing worked, though, in three or four years, would we be better off or not? Oh, yeah, we might
actually be better off with that really hard thing than the stack of more obvious things. Oh my gosh. But then we may have to, you know,
maybe a year or two. So I think trying to confront those things time and time again
is super critical and it's super difficult to teach and learn from each other when to confront
those things. But I think we've had several examples of those. And I think
trying to create a culture that does that, which is kind of what you might call a culture of
innovation, is very, very hard, very difficult. But I think it's a key component of the future
value of any company. Like, how much can we be inventing stuff?
Yeah, look, I think for any of the listeners who have ever worked at a technology company or, like, been a leader in a technology company, they will understand the deep truth in what you just
said. And for everybody else, like, I just can't even stress how hard a problem this is.
Because they're like all sorts of things.
Sometimes we call it innovator's dilemma,
sometimes it's momentum,
but there's so many things that are trying to drag you
into the short term when,
I mean, we just sort of know it's almost axiomatic
that innovation is doing something different than what you're doing right
now. And we know that innovation is the thing that creates all of the interesting value in the world.
So doing that well is just tough, man. It's so tough. It's a lot of the reason why
small companies with three to six people who have had the leisure of, okay, let's take six months off. Let's try this crazy thing. I mean, that six months off of hanging with your three or six other people is a place where 2,000 people, trying to figure out how to have that happen as well through the feedback loops, how we review teams, whether teams feel comfortable proposing those long-term things is really interesting. One of the principles we've kind of come across is is it possible to both have that really long pull thing,
which is going to be really hard,
but break it down into small steps
where you can actually build it in 100 small pieces
rather than drop shipping something two years out.
And so when those are possible, that makes things a lot more fun
because at least you can see the progress to the big thing.
Yeah.
Well, I mean, another interesting thing that you all must feel is
we live, at least in Silicon Valley,
and increasingly I think this is everywhere, we live in an ecosystem
where if you're really entrepreneurial and really determined to get something done,
and you're working for a company that won't let you do the interesting hard things,
you just sort of quit, go raise some money and build the thing yourself. But those are exactly the people that you want
helping you find the next version of your company.
And so building an environment for them where they
can do that hard, ambitious work for Roblox
or for Microsoft or for whomever their employer is, is just
so important.
Yeah, a really optimistic way of looking at it might be by doing the work to focus on
innovation because we believe it's so important.
Hopefully, it actually makes it a more retentive place for extremely creative, innovative people.
Right.
And how do you get people to focus?
Because, I mean, one of the things with innovation,
you've sort of seen this in the crucible of being a startup,
is not every hard thing that you can do is a useful hard thing.
That's right.
So there has to be some editing process or something in the ecosystem
that helps you sort of say,
okay, well, I'm getting signal here.
Like, you know, this thing is good and this thing not so much.
I think one thing to look for here is really hard things when looked at from afar, even
as a design document, I think tend to have some kind of a closed loop feedback system where
you look at all the components of the really hard thing. And it's not just hard for the sake of
being hard. You can see like if these hard things work together, and we make sure we have all the
pieces, we're going to get a feedback loop. There's either going to be more user-generated content or we're going to see an economy that's self-sustaining
or the platform's going to get safer.
Like, I can see how that's going to feed upon itself.
There's other things I sometimes see that are very hard,
but they're almost like they go off
and they don't close the loop.
It's just like, oh, like this is amazing and it's hard and it's
really cool, but does it end up being part of a system where something good is going to happen?
And I think thinking in advance of the closed loop where this thing is going to grow upon itself,
that's one of the signals we try to look for in these things. Yeah. Well, so, you know,
we're talking about innovation now.
I'd love to get your take on the metaverse.
And like, I have this definition of the metaverse,
which is a metaverse is a fully immersive environment
that lets you connect with other people
to express the fullness of your identity
and to accomplish your creative endeavors.
And so, if I say that definition and I look at Roblox, like Roblox feels to me like a metaverse.
Like I, even though it's a 2D screen, you don't have to put anything on your head.
You know, like I, there aren't many things more immersive than Roblox for my 11-year-old,
for instance. I think that's very close with what the socially,
the definition is going to emerge to. I like to think of it as an inexorable category following
along mail, telegraph, telephone, video call, simulated 3D immersive communication,
definitely about identity, definitely about friends and
connection and a social graph, definitely about immersiveness. And that immersiveness
isn't just pure 3D fidelity, it's functional fidelity, it's social fidelity, It's device by device going from phone all the way to immersive VR. I think it's
typically, I think it'll more and more be about an infinite array of places and content
and objects as part of that. I think these are evolving to always get into economic aspects. And then I think metaverses
will have various levels of safety and civility, just like places on the web. We're leaning in
really hard on a civilized place for people together. And I think it's still so fun and
so early that every company's still trying to figure
out their own view of this like it's it's fun because it's still emerging yeah well so thinking
about this stuff as an engineer for an instance like um for an instance um you there are a bunch
of components that i think any metaverse is going to have to have.
So there's some way for you to richly express your identity.
There's some way to do commerce with other people in the metaverse.
There's some value store that you're going to have to have.
There's some way to, you know, like here's what property means in this metaverse.
So have you all thought about what those things are?
Because again, I think you have a whole bunch of them.
Yeah, this is really interesting.
And it's funny because, you know, if we were building cars 60 years ago,
this would be some biz school make versus buy discussion. And what
do you have to make? And what can you buy? And all of that stuff. Some of these components aren't yet
invented. And that makes it really exciting. So the components that might allow us to go together
to a 50,000 person photorealistic concert with great audio and hang out and dance and wave across the stadium
at everyone else and have them wave back. That's a long ways off. So I like the notion that it's
still early and there's a lot of deep tech that needs to be invented to support this,
as well as a lot of proven tech, whether it's the economy, is it running on
blockchain or a database, identity, what's the graphics drivers on all the machines, how do we
do a social graph, all of that. It's an interesting mix of some technologies that are mature and some
that are a long ways off and being actively invented.
So one of the interesting things that's way more complicated than I think most people would recognize
is you having your own financial infrastructure.
So you all have this currency called Robux.
That's a thing that players have.
You can spend them across all of the games that are happening.
They let you purchase entitlements inside all of these games.
One of my best friends used to run product and engineering at Linden Lab.
And so they had their own currency.
And it is complicated, right?
Having your own economy is an interesting thing, especially you guys are at, what,
50 million daily active users? That is bigger than some countries, right? Well, it's complicated in many dimensions. It's complicated in a reliability,
anti-theft, anti-hack, Starbucks-compliant SEC way, in that it just has to be run at a certain
level of rigor and reliability and fraud detection and all of that. It's
contemplated from an infrascalings standpoint, which many companies do really well, but still,
we shouldn't take that for granted. It's also, I think, complicated looking to the future,
where more and more, if we can see things happening in real life,
we're going to see them in digital life. And we're still very early on this as far as advertising,
as far as shopping, as far as collectibles, as far as a lot of other economic things that
we're used to that have digital equivalents. So there's a lot of complexity
going forward in designing elegant systems that work well in the digital domain that we're very
used to in our real world life. Yeah. And, you know, one of the interesting things about these
metaverses is I, and you don't have to offer an opinion here
if you don't want to is like i don't really understand uh or have an opinion about how
things are going to net out whether you're going to have uh closed economies inside of each metaverse
or whether you're going to have some kind of horizontal like economic mechanism where you can
sort of like have a thing that's in roblox and there's a way to exchange for those things in other metaverses. Yeah, I think this dovetails into all kinds of
open-verse closed discussions. And the analogy I make sometimes is today we're not talking AOL or
CompuServe. Today we're talking a dial-up bulletin board with a 300 baud modem.
That's how early we are in the tech for these things. And there's going to be multiple stages,
including the AOL, CompuServe stage, Prodigy stage, till finally we do get to open standards.
And there will ultimately be metaverse LAMP stacks, and there'll be metaverse open standards. And there will ultimately be metaverse lamp stacks and there'll be metaverse open standards and all of that.
I think what the tension is,
and this was tried with Vermil 15 or 20 years ago,
is HTML with some JavaScript
has gotten us very far for 2D.
And a lot of people have standardized on this
and it's been wonderful.
The raw fabric of 3D multiplayer photorealistic simulation,
including a cloud across many devices around the world,
it's just such a big technical problem to solve
that I think it's going to be how do we solve
this on the way to open standards and solving this may be 10 or 20 years so you know it's just
very early and I can't predict when the the full openness of these standards starts to arise yeah and i i think you're totally right um i mean we we the the most interesting standards
that we use right now to run the internet co-evolved with product uh it wasn't that they
like came out in whole cloth uh and then we built everything on top of them they sort of
you know come along with each other and And I do think you're right.
We do feel pretty early to even have the idea that we're going to go standardize all of this stuff.
But I tell you, I have been interested over the past couple of years with what people are doing with NFTs and what property can look like in the digital domain.
Like how you go from a thing that has zero marginal reproduction costs
and you can still figure out how to make it scarce and rare and collectible
and a thing that a set of social contracts give value,
not that it's physically rare.
Yeah, I think this is a huge opportunity.
And we're seeing the natural evolution that in the digital domain, just as we have things of
value in our physical world, it makes no sense that some of these things have so much value.
Rare items, collectible items, nostalgic items, tradable items, they do have
value besides the value of them as food or shelter. I mean, there is extra value there.
And so I think when people see this in the digital domain, sometimes they go, oh my gosh,
that makes sense. And they lose track of the fact that in the real world, we already have had this
forever. So for us, it's a really
interesting opportunity. There are items on Roblox right now worth $20,000. A Dominus crown
is very valuable. And when having that economy be resilient around that, it does logically start to
open the opportunity that the trading doesn't need to be
on Roblox. There could be off-platform trading of those same things. We want to have a healthy
economy that's user-generated with scarcity. So there's a big opportunity to make the value on
Roblox liquid on and off of Roblox, which is something we're looking at.
So looking forward a bit into the future, what are you most excited about right now?
Wow. We have some projects we've shared and then some that we haven't that are all about
keeping trying to innovate, really. I love some of the stuff we've shared.
You know, we want everyone's avatar to be fully UGC.
People lose track of the fact that Roblox has gotten pretty far
with a lot of the avatar tech still being controlled by us,
unlike the 3D experience tech.
So I think that's just going to be very exciting when our creator community
has full control of bodies, heads, faces, all the clothing, all of that. Really excited.
Our behind the scenes, our core engine team and developer tooling team, we just have started
shipping more and more technology where the Roblox cloud backend is accessible not just through Roblox Studio, but just through any kind of web API with Auth.
And so an example we would like to get to is, you know, the data in your place or the persistent data, our devs can build their own tools to access it
rather than using Roblox Studio.
So I was just reading about this yesterday.
All of the key value stores that our developers use
in their experiences, they can access programmatically now.
They can start building stuff on top of that
rather than just through Studio.
So super fun stuff there.
I think we're really getting into
how do we do voice in a safe and civilized way
because it's ultimately a big part
of what we're going to do.
Syncing facial animation
either automatically with the camera,
with lip syncing,
is going to bring a next level of life to these platforms,
as long as it's once again done in a safe and secure way. So that's super interested about that.
Interested in a raw scale, interested in our internal version of Lua, which is typed.
We've open sourced that.
And so we're interested in efforts
to have people use that in education.
And NudgeNudge, of course, help our developers
be very productive in the creation of that,
which is something you guys are really good at.
So just a lot of fun stuff.
Because we built such a high-quality Lua engine,
I mean, the feature I want to see is cloud compilation of our Lua.
So behind the scenes, you have both the flexibility of an interpreted language,
but once that thing starts running in the cloud,
it's running even 10 times faster.
So that'll be very powerful.
So just a lot of fun stuff.
Yeah.
I mean, it does sound like you have
a pretty special environment
where you get to work on interesting problems
across the full gamut of computer science,
which is just a ton of fun.
Totally, totally.
So we are almost out of time.
And the last question that I like to ask everyone,
you're the CEO of a public company,
like you've got thousands of employees,
tens of millions of daily active users.
So you're a pretty, pretty busy guy.
But I like to ask everyone what they
do in their spare time. Like, so when you're not doing Roblox, like, what do you do that
is interesting to you? Yeah, it's, it might sound actually really boring, because the things I do when I'm not at Roblox involve family, friend connections,
social balance, personal health, fitness, decompression.
And I would say, whereas I try to keep Roblox
as the hobby I would want to do.
So I try to, it you know, I try to,
it's almost like I try to keep my,
the rest of my life organized enough
and happy enough
and keep my head on straight enough
so that I can then make Roblox
kind of my hobby and my work at the same time.
That is a really great way of looking at life.
Well, so thank you so much That is a really great way of looking at life.
Well, so thank you so much for taking the time to chat with us today.
This has been a really awesome conversation, David.
Thank you, Kevin.
Thank you for having me.
All right.
That was Kevin's conversation with David Buzuki.
And again, I mean, that was such a great conversation and so interesting to think about all the things that go into basically building, you know, what goes into building a metaverse, which is basically just kind of like building not just like kind of an online community, but like a whole world, you know?
Yeah, it is sort of nuts.
I mean, 50 million daily active users is bigger than a whole lot of countries.
Yes.
And inside of Roblox, like, you've got some of the, or many of the same things that you would have if you had a country.
There's an economy.
There's identity, you know, system. Like, there's just all of this creation and activity and interaction between the, you know, sort of the citizens of Roblox.
And it's just, it's a crazy thing to think that, you know, you've built all of this from scratch
since 2006. Yeah, no, I mean, that was the thing that I couldn't stop thinking about as you two
were talking was just the enormity of the challenge of scaling and managing something that is this large
and is only getting bigger. Because as you say, there are all these other parts of it, right? I
mean, when David was talking about just the challenges and having to have, you know, an abuse
team and having to have, you know, people in place to make sure that things are running the way that
they need to be running. Like these are challenges that a lot of, you know, global communities face,
but I think become even larger when you're talking about having a virtual world
where not only do you have users interacting,
but you have the users building in that world as well.
Yeah, for sure.
And, you know, it's an interesting, just like you do in any sort of global community, you know, setting all of those your platform are going to, you know, conform to
that, but still having enough, you know, mechanism in place to protect folks from the, you know, the
chaotic folks or the bad actors or whatever you want to call them who want to, you know,
who want to cause mischief, you know, regardless.
Yeah. I mean, and I have to think too, and this was something that he touched on a little bit, and certainly that you've seen with your kids who are huge Roblox fans.
But what's also interesting about this is I have to imagine the balance of having your own features and kind of your own direction, but also really leaning in and allowing the users in the community to really define what the future of the platform and of the metaverse, I guess, if we want to use that term for it, looks like.
Yeah, I mean, we talked about it at some point in the conversation.
It's like I think particularly what we're talking about is having the incentives aligned between, you know, the platform creator and the people who are creating on top of the platform.
But like you also have to trust one another. like that's sort of at the core of it. You know, they, they have to trust that people
are going to come to their platform and do things that are sort of net constructive for the community
and the platform that they're trying to build. And like the people who are coming onto the platform
have to trust that it's going to be, you know, safe and interesting and, you know, sort of serve all of the, like, multivariate interests that everybody has there.
Yeah, no, exactly.
And I think trust is a real core word that you said.
What also kind of got me thinking, and this goes along with that, too, is when you were discussing with him whether or not, like, what would it look like to maybe have, I guess, open standards
between the various metaverses that exist. And I love the analogy that David used of, you know,
that we're currently at the 300 baud BBS stage. We're not even at the, you know, online network
stage. But I think that's an interesting thing to think about, and it goes alongside, you know, the idea of trust with users, which is, okay, we have this world here, but we recognize this isn't going to be the only world.
How do we make these worlds interoperable, or do we?
Yeah.
Well, look, I think eventually we'll have to make them interoperable, right?
Yeah. Just the same way that we learned as a world of sovereign nations, like in the physical world, we all benefit from global trade.
It's just we're a richer world when the 8 billion-ish people on the planet can do things for one another.
I think that's also going to be true in this confederation of metaverses that we're about to have.
Yeah, United Nations of Metaverses or something like that.
Yeah, correct.
Or the, you know, Global Trade Organization of Metaverses.
But, you know, it is just going to be the case that, like, all of these metaverses that
will emerge and the people who occupy them are going to have a richer existence and be able to do more interesting things if there's some way to have, you know, trade and other sorts of interchanges between them.
Most definitely.
Well, I'm really glad that we have, you know, people like David who are thinking about this and steering some of the largest communities around the space.
For sure.
I think, you know, no community is perfect, right?
But I think they have done a very good job of being very thoughtful about how they've
cultivated this community and how they've dealt with some of its nastier problems.
I totally agree.
I totally agree.
All right.
Well, that is it for today's show.
Once again, thank you very much to Roblox's David Bazzucchi for joining us.
Fantastic.
And if you have anything that you would like to share with us,
please send us an email at behindthetech at microsoft.com.
And don't forget to follow us now on YouTube,
you know, for all of your great conversations in the future.
See you next time.