The interesting thing is when we design and architect a server, we don't design it for Windows or Linux, we design it for both. We don't really care, as long as we're selling the one the customer wants.
It's natural to assume Roblox will be on more and more platforms.
At the end of the day, we still make the things that we make. And we found that the best strategy in this very fluid marketplace is to not be tied into any given platform, but to be able to make good content, and good content will be able to live anywhere.
In the near future, we'll have games that don't depend on any platform.
The Web's core vision and value is to be platform independent. Microsoft has no right to think it can win a tool that is for the people, of the people, and ultimately - by the people.
Our goal is not to build a platform; it's to be cross all of them.
Our strategy is very horizontal. We're trying to build a social layer for everything. Basically, we're trying to make it so that every app everywhere can be social, whether it's on the web or mobile or other devices. So inherently, our whole approach has to be a breadth-first approach rather than a depth-first one.
The genre thing is overrated, and the platform decisions are overrated. It's what we see on 'Fortnite': so many of these gamers play on a variety of devices, so you can't say they're a mobile gamer or a console gamer. They're just a gamer.
Of course, all of the software I write runs on Linux; that's the beauty of standards, and of cross-platform code. I don't have to run your OS, and you don't have to run mine, and we can use the same applications anyway!
If a game is meant to be played by everybody, it deserves to be on multiple platforms so everybody can play it.