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From 28 July, a Roblox user will be able to type „let's make a chilled-out adventure in a dense forest” and the platform will hand back a game. No programming, not one line of code, from a phone. The feature is called Build, and according to the company, behind it sits a set of artificial-intelligence models covering mechanics, environment, characters, visual style and sound.
There is one sentence in the company's announcement worth more than the whole launch. Responding to fears that the platform will drown in worthless games, Roblox writes that its discovery systems surface games with long-term audiences, „which does not include AI slop”. The company that has just released a machine for automatic game production used the phrase „AI slop” itself - in the very text defending that machine.
The figure behind that fear was not invented by bitter developers. This year's Game Developers Conference survey, conducted among over 2,300 people in the industry, found that 52 percent of them believe generative artificial intelligence is having a negative impact on their field. Half the trade. Not half the audience - half of the people who make the games.
More important than the percentage itself is the direction it is moving. Two years ago it was 18 percent, last year 30, this year 52. That is not the resistance of people who do not understand the technology - that is the curve of people who use it and watch what it does to them. Those who rate it positively have fallen to 7 percent.
The logic of their fear is simple and has nothing to do with art. A Roblox creator used to compete with other creators. From now on they compete with content produced incomparably faster than their own. When the barrier to entry drops to zero, it is not only quality that falls - so does the value of the time somebody spent learning the craft.
Roblox's answer is that games made with Build will be ranked by how much players come back, just like everything else. „If nobody plays a game - nobody can find it,” the company says. Sounds reasonable. But that is a defence of the front page, not of the ecosystem. If a million generated games are fighting for attention, they do not have to reach the top to do damage. It is enough that they fill the space an ordinary creator used to break through.
Testing begins as a public alpha on 28 July, limited to users in New Zealand over the age of nine who have verified their age. Those over 16 will be able to publish their games to a global audience. There will be a free basic version and paid tiers. Which means the company already knows where the money is - not in the tool, but in its tiers.
Roblox is not stopping there. It is working on agents to help creators with testing and analysis, it has a model for building three-dimensional elements, it has a conversational assistant for programmers, and it is developing a model that turns a single request into an entire playable scene. At the same time, it is shutting down Roblox Connect, the avatar video-calling feature from 2023. One thing switches off, another switches on - and the platform where millions of children spend their afternoons changes every time before anyone gets round to asking what it means.
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