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Roblox unveils new head of parental advocacy position "to support families navigating digital safety"
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“It’s really that simple.” Roblox explains its new IP licensing system

by admin August 19, 2025


You’re no doubt aware that Roblox is a pretty big deal in the games industry. But you’d be forgiven for underestimating just how big.

“At our developer conference last year, we announced this fairly ambitious goal of

getting 10% of the global gaming content revenue flowing through the Roblox ecosystem,” says Greg Hartrell, senior director of product management at Roblox.

“We think we are in striking distance of doing this over the next few years.”

Roblox has grand plans to “enable the creation of anything, anywhere, by anyone,” he says, and a crucial ingredient of that plan is to allow users to make experiences based on various different intellectual properties (IPs).

Hence why Roblox has introduced a new, streamlined licensing platform that will allow outside firms to easily integrate their IPs into the Roblox system.

“Right now, we’re onboarding a select set of IP holders as we are learning about the product and how our community is reacting,” says Hartrell. The inaugural line up of IP holders includes Sega, Lionsgate, Netflix, and the Japanese manga publisher Kodansha, each offering a small number of properties for use within Roblox.

Anyone who wishes to add their IP has to go through an onboarding process, in which Roblox verifies that the company owns the IP and ascertains the scope of their copyright. Then, the firm defines a license for the use of the IP on the platform.

“The tools allow you to effectively take a template, standard licence, and customise it in a few simple ways,” says Hartrell, “setting a revenue share rate, setting content standards, and then defining some eligibility criteria. It’s really that simple.”

“The way that revenue share works with licences is you can set it anywhere from zero to 95%,” he adds. “You need not monetize. If you do monetize, the revenue share comes from the creator’s gross of proceeds after platform fees.”

Starting line-up

There’s a curious mix of IPs on offer in this first tranche. Some are pretty huge: Stranger Things and Squid Game are the jewels in the crown of Netflix, for example. But there’s the sense that other companies have been reluctant to roll out the big guns right away.

Lionsgate, for example, is offering Twilight, Now You See Me, and Divergent, but noticeably not John Wick. And Sega has Like A Dragon in its line-up, but Sonic is nowhere to be found.

Like A Dragon

Hartrell is quick to defend the choices. “Twilight, I don’t believe, has been offered as a game licence ever in its history,” he says.

“It would be fair to say that, yeah, [Sega is] starting with Like A Dragon, but I think it’s deliberate in the sense that they have a hypothesis that Roblox has a lot of battleground games and a lot of action RPGs, and […] it’s fit for purpose for the IPs.”

“We are obviously talking with these IP holders. They’re eager to add more IPs, and I think it’s more a function of logistics and where it’s easiest to, let’s say, start, versus being reluctant.”

The more adult nature of some of the initial IPs might come as a surprise considering how young the Roblox audience tends to skew. But Hartrell notes that they can be adapted to meet Roblox’s community standards, giving the example of Squid Game (“quite a mature IP”) being adjusted to fit a broader audience.

At this point, the watching PR jumps in to point out that the majority of Roblox users are over 13, and that brands can set age restrictions as part of their licensing – for example, only allowing age 13+ games to be made using certain IPs.

“IP holders are always in control here, so they can set their eligibility standards and decide what ultimately gets a licence,” agrees Hartrell.

UGC playground

But the thing about Roblox – and all games based around user-generated content (UGC) – is that there’s only so much control anyone can have about what users ultimately decide to make.

For companies more used to strictly controlled branding guidelines, the thought of letting people do as they will with their most precious IPs might be alarming. So what happens if players start using a company’s IP in ways that are deemed inappropriate?

“There’s a number of layers there,” says Hartrell. For a start, Roblox has its own content standards, prohibiting things like excessive violence and sexual content across the board, and IP holders can set the maturity rating for their IP. But they can also use a tool to scan for uses of their IP on Roblox and issue takedown notices for anything that crosses a line.

“Not all IP holders want to adopt that posture,” says Hartrell. “So another alternative here with the licensing tool is to say, hey, if you’re using my IP, I’m willing to offer you a licence, but then you additionally need to conform to my content standards.”

Creators would then agree to these additional content standards when they receive a licence.

“And I guess the last tool that we give IP builders is for every active licence that they have, they have the means to provide basically a change request, if you will. And from there, the platform facilitates contacting the creator, explaining what kind of change is needed to conform with the standards, and the creator gets some reasonable amount of time to make those changes.

“Any creator that doesn’t comply with that risks losing the licence, and the content could eventually be taken down.”

But isn’t this all a lot of additional work for IP holders, having to monitor and moderate the use of their IP on Roblox?

“I think it’s a fair question,” says Hartrell, although he says that many of the things IP holders might be concerned with would also tend to violate Roblox’s own content standards, and as such would be picked up anyway via a combination of AI scanning and human moderation.

But there might still be a small number of things IP holders are concerned about, he says. “For example, if you have a movie, [or] a TV IP, using the likenesses of real-world actors can be prohibited.” In that case, a creator might need to be asked to remove the likeness to be compliant.

Shopping for IP

From the Roblox user’s point of view, they can now simply browse through the license catalogue and pick something that interests them for their project. Then it’s a case of reading through the terms of the license, including the revenue share and eligibility criteria, and then accepting them.

After that, the license manager gets a notification that there’s a new applicant, and they have a chance to review the project by playing the applicant’s game or reading the description that the applicant provided of what the experience will be.

“At that moment in time, they can approve or reject it,” says Hartrell. “On approval, you get the licence immediately.”

“The only nuance there is we do allow for a creator to propose deferring monetization,” he adds – this is for cases in which the IP hasn’t yet been incorporated into the user’s experience.

“Once you approve a licence, everything’s automated in terms of collecting revenue share”

Greg Hartrell, Roblox

Compared with the usual methods of acquiring IP rights, it’s incredibly streamlined. Hartrell notes that it would typically take months to negotiate an IP deal, but with Roblox’s new system, users can access an IP within days, and sometimes within hours.

“The streamlined process of applying really just simplifies it for a creator, so you don’t need a whole lot of business knowledge to be able to use really incredible IP.”

But then there’s that question again – how much work will this involve for IP holders, especially given Roblox’s vast audience? Will they be inundated with applications?

Hartrell is confident that Roblox’s tools will quickly flag any time-wasting applications for license managers. “There’s immediate data where they know that they can reject certain experiences,” he says.

“Once you approve a licence, everything’s automated in terms of collecting revenue share, communicating to the creator what the expectations are. And then, over time, we’re going to do even more.”

He notes that currently, Roblox uses an AI system to search for and flag the use of an IP in an experience. But in the future, he thinks that AI technology might be able to describe how an IP is being used, and “maybe even comment on how it conforms with your content standard.”

Do it yourself

In terms of what kinds of official assets creators receive access to after signing up to use an IP, the answer is… none.

“No assets are provided or required to be used,” confirms Hartrell. “But on Roblox, that ends up being a feature, in the sense that […] our creators are somewhat unbounded on how they can create.”

He likes to think of it as maximum creative expression. “That said, I think there’s a future where we can imagine providing a library of, let’s say, pre-approved assets, things that the IP holders are excited for creators to use. And I think I can imagine us supporting that sometime in the near future.”

The elephant in the room amid this discussion is that Roblox is already awash with creators using IP in a decidedly unofficial fashion, whether it’s for making, say, One Piece-adjacent brawlers or homages to their favourite TV series.

Image credit: Roblox

Now that Roblox is offering creators access to official IPs, does that mean they will have to police unofficial IP use more strictly?

Hartrell responds by saying that Roblox has to support IP holders according to whatever stance they want to take. He says they typically adopt one of three postures.

One is insisting that their IP cannot be used on Roblox at all. “We have IP holders who are like that,” says Hartrell. “They routinely look at the ecosystem, and they report content that’s […] infringing on their content, and we take it down immediately.”

The second is IP holders who have licensed their IP for specific use in certain Roblox experiences, but take a dim view of it being used elsewhere. Other companies, however, take a much more relaxed approach.

“Some IP holders, believe it or not, they don’t want to take down the content. They do want to call attention to the official content, but they’re very comfortable with fan-created or homage-based content. And I think this is where the licence manager comes in.”

Now, such companies can licence their IP at scale and “allow a thriving community of fan created content,” he says.

“I think Squid Game is probably the best example of that, where there’s just a wealth of different Squid Game inspired content that Netflix sees on the platform. And they’re pretty satisfied with the fan engagement.”

“Eventually, we want to be able to say that any eligible IP holder can sign up”

Greg Hartrell, Roblox

Going forward, the idea is to get a lot more companies involved beyond the initial four that have signed up to the license manager program.

“We’re thinking about how we scale,” says Hartrell. “Working with these initial set of partners [can] help us understand how we further streamline the workflow, understand how the creator community reacts, really working out the kinks, if you will.

“Eventually, we want to be able to say that any eligible IP holder can sign up, but it’ll be some time before we decide that.”

For now, the license manager is restricted to those select companies that Roblox approaches.

“We want to work with folks who understand the vision and are willing to say, ‘Yeah, there is a future where licenced IP on a UGC platform is a different type of licence, versus the historical game licensing models that we’ve seen over the last 30-40 years.”



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August 19, 2025 0 comments
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Screenshot: EA / Dice
Game Reviews

Battlefield 6’s Open Weapon System Is Good

by admin August 18, 2025


When I first heard about EA and Battlefield Studios’ plan to implement an open weapon system in the upcoming Battlefield 6, I scoffed! And playing the game in Los Angeles for an event last month didn’t sell me on it, either; I still worried it would make classes feel less unique. Now, after playing the open beta for nearly 20 hours, I’m here to say: I was wrong.

Let’s back up for a moment and explain, briefly, open and closed weapon class systems in Battlefield. (I promise this won’t be too boring.) Basically, for nearly as long as the franchise has been around, classes were locked to certain weapons. Recon, for example, had to use a sniper rifle. Over time, developers at Dice tweaked this and added “neutral” weapons that could be picked by multiple classes, or they spread specific types of weapons across a few classes. Battlefield 2042 threw a lot of this out the window when it launched without classes and let players essentially build custom heroes who could use any gadget or gun. It then added classes back in when people got angry. Anyway, Battlefield 6 is trying to find a happy balance between 2042‘s total, unbalanced openness and the classic closed weapon system of the past games. And I think, despite being nervous about the change and all the debate raging online among players on both sides, Battlefield Studios has mostly nailed it.

In Battlefield 6, any class can use any weapon. So you can spawn in as a recon soldier, but instead of a sniper rifle, you could bring an SMG. Engineers, traditionally a class that uses SMGs, can rock snipers and LMGs. At first, this seemed like a bad idea to me. I worried that players would just pick the class with the best abilities and pick the best assault rifle, and you’d lose all the uniqueness that comes from BF’s old-school class system. And in some smaller, more combat-focused modes, this is indeed the case. But in bigger, more Battlefield-y modes, like Conquest and Rush, I’ve been pleasantly surprised by how things have worked out.

In my hours with the beta, I found that in many matches players were spread all around the four classes. In some past games (looking at you, Battlefield 3), people would pick whatever class had the best assault rifle, and that was that. During a Q&A with the devs last month in LA, they talked about this and said that the open weapon system was partly designed to combat this. The idea is that now people will pick classes based on what the team needs and their unique abilities and tools, rather than the weapons they can and can’t use.

And yeah, that’s exactly what I saw happening in many BF6 open beta matches. If the enemy team, for example, brought in a bunch of vehicles or tanks, I’d see players swap to engineers to use that class’s RPG to take all those machines out. Likewise, I saw players and friends swap to the support class to help hold a point and revive people, or swap to recon to help pin down a target. It seems now that weapons can be freely equipped on any class, people are far more open to playing different classes and helping out the team. Sure, maybe some of these players have just equipped the same assault rifle on all of the classes, but if it helps my team stop a tank from destroying us, I’m fine with it. That’s a much better scenario than in past BF games, where a whole team might be assault soldiers and you’d be unable to get ammo resupplies or fight back against helis.

Battlefield 6 also rewards players for choosing a weapon that is more aligned with their class. Recon soldiers get a ton of exclusive sniper perks that make it almost silly to use a sniper rifle on any other class. But you can do it, if that makes you happy. And this is where I’d suggest some tweaks.

I think rewarding players who pick class-specific weapons is a smart idea, but I almost feel like the devs could do more to make sure picking an assault rifle on every class isn’t an easy option. Perhaps class-specific weapon punishments could work? An assault class soldier picking a sniper rifle might mean they don’t get the recon benefits, and perhaps they also reload the big rifles more slowly. Or an engineer picking an assault rifle has more kick and can’t carry as much ammo for it. These tweaks would reward people playing classes more traditionally, could be overcome with skill or teamwork, and would still allow for the weapon freedom the devs want in BF6.

But even if Battlefield 6 devs don’t steal my totally-awesome-and-perfect idea, I think the open weapon system is a good change. It lets players enjoy all the classes without forcing them to play with specific guns. This leads to matches in which all the classes are used, and that leads to more enjoyable Battlefield action. And that’s what I’m looking for. Sure, maybe it means that I’ll be killed a lot by a few popular assault rifles, but it might also mean that there will be more medics running around who can heal me. That would be nice. And don’t worry; if you hate the open weapon system, EA is going to offer playlists and modes that feature locked weapons, too. Everyone wins.



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August 18, 2025 0 comments
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Thailand Launches Crypto-To-Baht System Amid Tourism Slump
GameFi Guides

Thailand Launches Crypto-to-Baht System Amid Tourism Slump

by admin August 17, 2025



Thailand will launch a new system on Monday, August 18, allowing foreign tourists to convert cryptocurrency into baht as the government looks for ways to lift a tourism sector hit by falling arrivals. 

The initiative, called “TouristDigiPay,” will allow foreign travelers to convert their digital assets into Thai baht through regulated electronic payment channels.

Deputy Prime Minister and Finance Minister Pichai Chunhavajira will officially announce the program at a press conference alongside senior officials from the Ministry of Finance, the Securities and Exchange Commission (SEC), the Anti-Money Laundering Office, and the Ministry of Tourism and Sports.

Thailand’s tourism earnings have slipped this year, hurt largely by a steep fall in Chinese arrivals. With tourism forming a major part of the economy, authorities are now turning to new methods to draw visitors back.

Under the new system, foreign tourists can convert their cryptocurrencies into baht and spend the money electronically, such as through QR code payments. Direct use of digital assets for purchases will not be allowed. The programme will run inside a regulatory sandbox to ensure it is closely monitored and risks are kept in check.

To participate, tourists must open accounts with a digital asset business regulated by the Securities and Exchange Commission and an e-money provider licensed by the Bank of Thailand. Eligibility is limited to foreign visitors staying in Thailand temporarily.

Stringent Know Your Customer (KYC) and customer due diligence checks will be required in line with Anti-Money Laundering (AML) Office standards to prevent misuse of the service.

The launch follows a recent public consultation by the Securities and Exchange Commission on the role of financial innovation and digital assets in supporting economic and tourism growth, which concluded on August 13.

Officials expect the TouristDigiPay scheme to provide a new channel for visitors to spend in Thailand while strengthening the country’s position as a regional hub for digital finance.

Also Read: Wellgistics Health Launches XRP Payments for U.S. Pharmacies



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August 17, 2025 0 comments
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