对话Roblox联合创始人兼CEO David Baszucki:如何通过自我修正实现更优决策,以及元宇宙与虚拟经济的未来 The Knowledge Project Podcast 2026-08-18

生酮饮食与代谢健康

主持人: 我想从一个让人意想不到的话题开始,然后再聊其他的一系列内容。我想谈谈**生酮饮食(Keto Diet)**是如何改变你们家庭生活的。

Original English

Host: I want to start in an unexpected place before we get into a bunch of other things, but I want to talk about how keto changed your family's life.

David Baszucki: 这确实超级有趣。大概在 10 到 12 年前,我曾接触过生酮饮食。然后,大概在 8 到 10 年前,我儿子身上发生了一件非常棘手的事情——他患上了极其严重的双相情感障碍(Bipolar Disorder)。我们尝试了各种药物,也尝试了各种方法试图让他摆脱药物的控制。四五六年过去了,医生们对他表示:“你余生都必须依赖这五种药物生活。”那时候他已经不太像他自己了。他多次住院,经历各种痛苦。后来,非常偶然地,我认识的一位代谢健康社区的朋友对我说:“嘿,顺便说一句,生酮饮食治好了我的双相情感障碍。”你可以想象,在尝试了世界上所有的医疗资源,看了那么多医生之后,我们当时抱着“不妨试一试”的心态。于是我们找到了一位非常聪明且懂生酮的医生和一位非常聪明的生酮营养师。当儿子说“我愿意尝试一下”时,天哪,我感到无比释怀。

Original English

David Baszucki: So, this is super interesting. I had dabbled with keto maybe 10 or 12 years ago. Then, this really this thing happened with my son where he got super bad bipolar probably 8 to 10 years ago. We tried every medication. We tried every solution to get him off medication. And here we were four, five, or six years later. Doctors had told him, "You're going to be on five medications for the rest of your life." He wasn't quite himself. Lots of hospitalizations, all kind of stuff. And then out of the blue, someone I knew in the metabolic health community just said, "Hey, by the way, keto solved my bipolar." And so, you can imagine after trying every resource in the world, right? Just all these doctors and all of that, we said, "Let's give it a shot." So, we found a super smart keto doctor, super smart keto dietitian. And the fact that he said, "I will try it." Oh my gosh.

主持人: 当时是什么感觉?

Original English

Host: Was...

David Baszucki: 极其释怀。巨大的放松。接下来的步骤是,在坚持生酮饮食大概三周后,他说:“哇,我感觉有点不一样了。”我们能感觉到他找回了更多以前的自己。虽然当时他仍然依赖大量药物,但那个真实的、原本的他开始显露出来了。

Original English

David Baszucki: Relief. Huge. And then, the next step kind of three weeks in on the keto thing was him saying, "Whoa, I feel a little different." And kind of picking up just a little bit more of him. Still heavily medicated, but like the real him starting to poke through.

主持人: 这对你和你的妻子来说,一定也是一段非常艰难的时期。

Original English

Host: That must have been so hard on you and your wife as well.

David Baszucki: 对我们来说太艰难了。更让人感到震撼的是,世界上有如此多的家庭正在经历这种艰难。当我们在世界上行走,比如去体育场看一场美式橄榄球比赛,现场有 60,000 人。那个体育场里可能有很多很多人正在经历完全相同的痛苦。

Original English

David Baszucki: So hard on us. What's really freaky is the number of families that it's that hard on. Like, we walk around the world and we see, you know, go to a football game and there's 60,000 people. There's probably many people in that stadium going through that same thing.

主持人: 有没有那么一个时刻,让你觉得自己快要崩溃了?

Original English

Host: Was there ever a moment where you just felt like you were breaking?

David Baszucki: 幸运的是,并没有。这或许要归功于某种信念的结合。你可以想象,面对这样的病患,我们必须成为他的坚实后盾。所以,我们的态度就是:好的,我们会面对。而且幸运的是,我并没有患上他所经历的疾病。那么,我该如何照顾好自己,以便能够更好地支持他呢?

Original English

David Baszucki: Luckily, not. Either through, um, some combination of, as you can imagine, here's this patient, we got to be there for him. So, it's just like, okay. And luckily, I don't have what he has. So, how do I, in a way, take care of myself so I can be there for him?

主持人: 你是如何看待精神健康与我们身体之间的关系的?

Original English

Host: And how do you think about the relationship between mental health and our body, I guess, in that sense?

David Baszucki: 如果把时间拨回到 10 年前,思考我当时对精神健康的看法,我会把那当成是一个模板,认为每个家庭里没有这类病患的人都是这么想的。那就是:“噢,有些人疯了。噢,他们遇到精神健康问题了。”我从未将其视为一种纯粹的物理生理机制(physical thing)。因为现在我的看法改变了,我认为它和手臂骨折是一样的。它只是你身体的一部分在物理上无法正常工作了,而这个部分恰好是你的大脑。通过这次生酮的经历,我形成了一个理论:在某些情况下,精神健康问题实际上是非常物理和生理化的。比如:你的大脑是否获得了足够的能量?生酮饮食背后的理论是,可以说直到 10,000 年前,人类一直吃着更原始的食物。后来我们迎来了农业革命,这在许多方面都非常美妙,人口得以繁衍兴旺,但在某些方面,我们可能还没有完全适应。可能有些人的身体就是无法完全适应饮食中摄入如此高比例的碳水化合物。对于我儿子来说,他可能就是这类人之一。这也促使我们在过去四五年里成立了一个家庭基金会,专门资助这方面的研究。

Original English

David Baszucki: If I roll back the clock and think about my mind and how I thought about mental health, um, 10 years ago, I used that as a template for how everyone without someone in their family must think about it. It's just, "Oh, people go crazy. Oh, they're having a mental health thing." I never thought of it as a super physical thing cuz now I think of it as the same as a broken arm. It's just part of a your body is physically not working. Just happens to be your brain. With this keto thing, I think I've developed a theory that in some cases, mental health things are very physical. It's Is your brain getting enough energy? Um, the theory behind keto is that, arguably, we were eating some, you know, maybe more primeval foods up till 10,000 years ago. We hit the agricultural revolution. That was wonderful in many ways. Our population flourished, but in certain ways, we might not be fully adapted. There may be certain people who just are not fully adapted to that many carbs in their diet. And so, for my son, he may be one of those people. And that launched a family foundation, I'd say, for the last four or five years doing research on this.

主持人: 你目前的代谢管理流程是怎样的?

Original English

Host: What's your current metabolic routine?

David Baszucki: 我认为自己目前做得相当不错,不吃太多会使血糖飙升的复杂碳水化合物。所以,我正戴着一个连续血糖监测仪(CGM)。我的手机里有一个配套的应用程序,随时可以查看我的血糖水平。

Original English

David Baszucki: I do think I'm going pretty well on not eating a lot of complex carbs that like spike my glucose. So, I'm wearing a CGM right now. So, I have a like a little app on my phone and I can see my glucose level whenever I want to see it.

主持人: 但你没有监测酮体?

Original English

Host: But, you're not tracking your ketones?

David Baszucki: 我现在不监测酮体了,不过我以前监测过。所以我大致知道哪些食物会导致血糖飙升。通常我会摄入适量的蛋白质和脂肪,极少量的碳水化合物,并且完全不吃糖。我基本上不吃任何淀粉,或者说任何会导致血糖飙升的食物。

Original English

David Baszucki: I'm not tracking my ketones, although I have in the past. And so, I kind of know what's going to spike me, but generally I eat fair amount of protein, fair amount of fat, not too many carbs, and I don't eat any sugar. I basically don't eat any starch, like anything that's going to give me a glucose spike.

主持人: 你的代谢状态如何影响你的决策制定?

Original English

Host: How does your metabolic state affect your decision-making?

David Baszucki: 我认为,吃很多食物,甚至摄入大量的碳水化合物,我们都能感觉到那种身体变慢、像要进入冬眠或昏昏欲睡的状态。而在更加接近**空腹状态(fasted state)**时,你会感到思维更敏锐,有一种“我想去大干一场”的干劲。我认为在那种状态下做决策是很好的,如果你能辨别出这种差异的话。在那种积极、有干劲的模式下做出的决定往往更具长期眼光。在缺乏乐观情绪的模式下,有些决定看起来会显得完全不可能,或者极其困难。我觉得我已经学会了去观察自己是处于亢奋的状态还是低谷的状态,是否处于更加乐观的模式。我会试着从外部客观地观察这些状态,然后告诉自己:所有重大决策都应该在乐观的模式下做出。因此,我会努力确保决策机制处于最佳的生理与心理状态。

Original English

David Baszucki: I do think eating a lot of food or even a lot of carbs, we can all feel that kind of slow down, kind of hibernate, sleepy mode. I think in a more fasted state, you can feel that more alert, like I want to go do stuff kind of thing. And I do think it's good to make decisions in that um if you can tell the difference in that I want to go do stuff mode. I think those end up being longer-term decisions. They can be decisions that in a less optimistic mode seem like that's impossible. Like that's so hard. I do feel I have learned to tell when I'm in an on mood, when I'm in an off mood, when I'm in a little more of an optimistic mode, which I think is general. I do try to observe that from the outside in and say all big decisions make in the optimistic mode. So, I do try to like say, is the decision-making machinery in the optimal state.


产品哲学与消灭公司官僚主义

主持人: 除了 Roblox 之外,你是如何思考优秀产品的定义?

Original English

Host: Outside of Roblox, how do you think about great products?

David Baszucki: 我非常推崇“少即是多”的概念。我认为增加按钮和配置非常容易,但去掉所有的按钮和滑块却非常困难。当我们思考优秀的产品时,我喜欢用厨房来做类比。比如,我绝对不会想要一个专门煮热狗的单一功能电器,相比之下,我更喜欢一把精美的刀和一口精美的平底锅。所以我更喜欢简单且高品质的事物,而不是复杂的冗余之物。

Original English

David Baszucki: I like the notion of less is more. So, I like the notion of telling everyone it's very easy to add knobs and stuff. It's very hard to remove all of the knobs and sliders. It's fun when we think about products like in a kitchen, for example, when we think about great products. I definitely would not like a dedicated appliance to cook hot dogs as opposed to a beautiful knife and a beautiful frying pan. So, I think I like simpler things of higher quality rather than complicated things.

主持人: 在公司运营层面上,你是如何理解“简化”和“去除”的?我的意思是,企业内部似乎很容易堆积起无用的“沉积物”,而**官僚主义(bureaucracy)**则是组织天然的熵增表现。必须有一种反向的力量来清除它。

Original English

Host: How do you think of removing when it comes to the company? I mean, there seems to be like sediment builds up inside the company and bureaucracy is the natural sort of like entropy of an organization. And then there has to be a counterforce almost to get rid of that.

David Baszucki: 在 Roblox 内部,我们有时确实会使用“消灭官僚主义(destroy bureaucracy)”这个词。我想说的是,如果一个组织不在主动减少官僚主义,那么就没有所谓的中间地带。在很多情况下,如果你觉得现状还不错,只想保持现有的稳定状态,那实际上整个系统就已经在某种程度上开始内爆了。如果人们不去努力改进事物,事物就会退步。

Original English

David Baszucki: We do use the term destroy bureaucracy inside the company at times. Like I I would say that if you are if one is not reducing bureaucracy, there's no neutral ground. Like I think in a lot of situations where one thinks we're pretty good, like we're just going to let it be in this steady state, that's actually things are imploding in a way. If one is not trying to improve things, it is going backwards.

主持人: 你是如何给团队成员提供反馈的?

Original English

Host: How do you get feedback to people?

David Baszucki: 我一直在尝试转变为更高频、更即时、更轻松的方式,而不是搞一个非常正式的“反馈会议”。努力做到在当下的场景中沟通,“噢,关于那个你怎么看?”我认为这比积攒问题、等待或者特意去组织一场会议要好得多。

Original English

David Baszucki: What I have tried to do is move to more frequency, more in the moment, relaxed, not a big deal, rather than let's have a feedback session. So, trying to be in the moment, um oh, what do you think about that? I think it's much better than blocking or waiting or um, trying to organize it.

主持人: 你觉得人们是如何接受这种反馈的?

Original English

Host: How would you think that people receive that feedback?

David Baszucki: 我认为反馈的效果极大程度上取决于沟通的语气(tone)。我发现如果用一种中立且积极的语气去传达,让员工能感觉到我的血压并没有升高,觉得我无论如何都会支持他们、一切都很酷,那么即使反馈内容本身非常严厉,对方也更容易接受。他们会觉得:“哇,这没什么,我能接受。”相反,如果反馈带着攻击性,或者让人觉得这是一种“创伤”,我认为这种情绪上的创伤对员工造成的负面影响甚至会超过反馈内容本身。

Original English

David Baszucki: I think the feedback is hyper tone related. I actually think if delivered in a neutral positive tone where people can sense my blood pressure's not going up where I'm just like, I got your back no matter what. It's all cool. Even if the feedback's pretty harsh. So it's like, "Whoa." That was okay. So it whereas I do feel if feedback is delivered aggressively or it's just like, "Oh, it's traumatic." I think that can actually influence it more than the feedback.

主持人: 我非常赞同关注语气的观点。因为很多时候,在分布式团队或居家办公的场景下,大量的反馈都是通过文字、Slack 等工具发送的,这在无形中剥离了语气和沟通中的温和感。

Original English

Host: I like the idea of tonal because so often we give, you know, in your distributed workforce or people working from home, a lot of feedback is written over text or Slack or and then you don't have that tone or softness that goes with it.

David Baszucki: 我非常支持这个看法。此外,如果我发现自己被激怒了,我绝对不会碰文字信息或邮件。我会直接走开。

Original English

David Baszucki: I support that. Also, um, if I get riled up like don't touch text or email. Like just walk away.

主持人: 你能立刻意识到这一点吗?

Original English

Host: Do you recognize it?

David Baszucki: 哦,是的。内心直接拉起红色警报,告诫自己千万不要发送那封邮件。

Original English

David Baszucki: Oh, yeah. Just red alert. Do not send that email.

主持人: 你是指对自己,还是对你正准备发送的对象?

Original English

Host: To you or the one that you're about to send?

David Baszucki: 不,就是那种在写邮件时,心里想着:“气死我了,把这发出去肯定爽爆了”的时刻。千万不要发。因为到了第二天早上,你通常会由衷地庆幸:“天哪,谢天谢地我没发那封邮件。我可以给那个人打个电话,用更温和、更理智的方式传达同样的意思,效果会好得多。”而且,你到底是在为何而优化?当一个人在愤怒中想要发送那封邮件时,他是在为自己发泄情绪而优化;而到了第二天早上,你会想:“其实我应该为这个员工的成长和热情去优化。”我很喜欢这个思维转换。我认为这就是追求结果胜过维护面子(outcome over ego)。毫无疑问,我们做的一切都是为了给员工提供更好的体验。我个人的愤怒情绪算什么,谁会在意呢?

Original English

David Baszucki: No, just imagine writing an email where you're thinking I'm so pissed off. It's going to feel so good to send this email. Don't send that. Cuz then like the next morning you're like, "Oh my gosh, thank goodness I didn't send that. I can call this person. I can have a lot more impact in delivering that same message without being all worked up about it. Plus also one what are what is one trying to optimize? When someone's trying to send that email I'm optimizing for myself. Whereas when the next morning comes around, you can say "Well, actually I should optimize for the learning and excitement of this employee. I like that a lot. I think of it in terms of like outcome over ego. Absolutely. We're just constantly trying to make it a better experience for the employee. Who cares about me being pissed off?


决策机制、第一性原理与社区的力量

主持人: 当你看到人们犯错时,在看清现实、个人自负和决策制定方面,你是否发现了一些典型的错误模式?

Original English

Host: When you see people make mistakes, what are the patterns of mistakes that people make when it comes to seeing reality, ego, decision-making in that vein?

David Baszucki: 噢,不。我不认为有什么特定的错误。我认为典型的模式通常是:嘿,我们能把这个做得更简单吗?嘿,我们能看到几年后的发展,并想想那时候会发生什么吗?现在的做法看起来有点太短期主义了。嘿,这看起来有点复杂,你们有两个东西在干同一件事。嘿,我们能把那个专门加热热狗的设备拆解成两个独立的工具——一个精美的煎锅和一把精美的刀,并且它们都是世界上最棒的吗?

Original English

David Baszucki: Oh, no. I don't think there's a lot of mistakes. I think the typical pattern is um hey, can we make this simpler? Hey, can we look a couple years out and think about what's going to happen with that? That looks a little short-term. Hey, that looks a little complicated. You have two things doing the same thing. Hey, can we take that from a appliance that heats up hot dogs into two separate appliances, a pan and a knife that are both the best in the world.

主持人: 你能稍微展开解释一下你眼中的高效决策和思考的原则吗?

Original English

Host: Can you spend a few beats and explain the principles of good decision-making and good thinking as you see them?

David Baszucki: 在一个组织内部,许多决策的制定中,更重要的事情其实是明确“谁是这个决定的决策者”,并让他们在某种自由和创造性的空间里去独立做出决定,这往往比搞集体决策、含糊不清的决策要有效得多。所以在 Roblox 内部,你会越来越多地看到我们强调:我们能否明确决策人,并给他们一定的自由度去自己拿主意。我认为这超级强大。

Original English

David Baszucki: There is something I think inside of an organization where for many decisions, it's actually more important just to let's identify the person who's going to make the decision and let them be somewhat free and creative to make the decision than in many cases a group decision or a confused decision or we're trying to do all of that. So, I think you'll see more and more us at Roblox is just like can we identify the decision-maker and having having them have a little freedom to make their own decision, I think is super powerful.

主持人: 除了系统性思维之外,你还会用哪些思维模型去思考并解决复杂问题?

Original English

Host: Aside from systems thinking, what are some of the mental models that you use to think through problems?

David Baszucki: 我觉得我们在思考问题时使用的一个核心思维模型是,某种程度上对问题保持一种“反叛精神/不迷信权威(irreverence)”。回想 Roblox 创立初期的一个决定,就是我们经典的 Roblox 角色设计。当时我们说:“好吧,我们正在建立一个用户生成内容的游玩平台,我们需要一个虚拟形象(Avatar)。”Roblox 最早的虚拟形象是极其简单的程序员美术作品,它的比例极其简单:腿是 1x1x2,身体是 2x2x1。那张脸也是我们程序员自己拼出来的画作。当时游戏行业的人普遍对我们说:“哇,千万别发布这个。你需要一个完整的、高分辨率的网格化虚拟形象,你的物件也必须看起来更精细。”我们普遍听到了这种反对意见,甚至我们团队内部也有这种声音。但我们决定尽早发布它并以此开始收集反馈。我认为那是一个非常棒的决定。结果证明,谢天谢地我们当时没有听取行业专家的建议。

Original English

David Baszucki: I think one mental model that we've had in thinking through problems is kind of an irreverence in a way to the problem. You know, one of the decisions I think back to the early founding of Roblox and I would call this a set of an irreverence is the very earliest version of Roblox had a what we would call the classic Roblox character. We were saying, "Okay, we're building a user-generated gaming platform. We're going to have an avatar." The very first Roblox avatar was was a very fast programmer art avatar um to get something working. Its proportions are ridiculously simple. You know, the legs are 1 by 1 by 2. The body's 2 by 2 by 1. The face of the early Roblox avatar was just programmer art that we put together. Universally, all of the gaming industry people we would talk to, "Whoa, whoa, whoa. Do not ship that. Like, you need a full avatar, you know, you need a meshed avatar. It's got to be high-res. Your objects need to look better." So, we got that universally. I would say even within our team we got that. But, we decided it's better to ship that early and start getting feedback on it. That I thought that was a great decision. And we found out actually that a lot of the input we'd been getting, thank God we didn't listen to that, basically.

主持人: 当你的直觉和数据发生冲突时,你会怎么处理?

Original English

Host: How do you deal with the situation where your instinct and the data disagree?

David Baszucki: 我们经常遇到这种情况。思考 Roblox 社区,思考他们有多么聪明、富有创造力和激情,这非常有趣。在我们推动产品前进与聆听社区声音之间,需要保持一条非常微妙的平衡线。这会导致在很多情况下,我们的直觉与社区当下的氛围存在偏差。有些时候我们的直觉不同,而社区是对的;但在许多其他情况下,直觉被证明是正确的,社区随后也会跟上并感叹:“这真是一个绝对天才的想法。”

Original English

David Baszucki: We get that quite often. It's interesting to think of the whole Roblox community and how smart and creative they are and how passionate they are. There's a really gentle line that needs to be worked on as we both drive the product forward as well as listen to that community. And that creates many conditions where our instincts are different than the communities um vibe. There have been situations where um our instincts have been different, the community's been right. But there's many other cases where instincts have been right and the community then follows along and says, "That's an absolutely great idea."

主持人: 你是如何解决这个矛盾的?因为做出好的决策和获得好的结果,很大程度上在于看清现实并顺应现实。

Original English

Host: How do you resolve that? Like so much of getting to good decisions and good outcomes is seeing reality and adapting to reality.

David Baszucki: 我认为许多决策是可以循序渐进做出的,而不是一锤子买卖,这会让事情变得容易得多。我们努力在正确的方向上更快地做出决策,然后在此过程中不断微调。我认为意识到什么时候需要进行调整是极其强大的。这非常有趣,因为我们的两个核心价值观就是“放眼长远(take the long view)”和“把事情做好(get stuff done)”。我们常说,有一个神奇的决策象限:在那个神奇的象限里,既有宏大的长远眼光,又包含通往该目标的极速迭代。 这是一个非常神奇且安全的象限,而其他象限多少都显得有些局限。

Original English

David Baszucki: I think a lot of decisions that can be made incrementally that aren't one way, those are a lot easier. We try to make faster decisions in the right direction. We can adjust. I think realizing when we need to adjust is super powerful. It's interesting cuz two of our values are take the long view and get stuff done. We kind of like to say there's um a magic decision-making quadrant where the magic quadrant is it's both a long view decision with hyper iteration to get there. And that's kind of a a magic safe quadrant. All of the other quadrants have a little weirdness to them.

主持人: 当事情的发展偏离了你的预期时,你内心的独白是怎样的?

Original English

Host: When things aren't working the way you want them to, what's your inner monologue in these moments?

David Baszucki: 有趣的是,我认为在运营一家公司时,我们身上保留了所有演化生物学的本能——就像置身于荒野中努力生存,经历种种战斗。所以,CEO 们有时会产生这种焦虑:“噢,天哪,我准备好度过接下来三个冬天的干柴了吗?”当感觉不太对劲时,对我而言这通常会转化为直觉性的早期思考,并最终引导我们去提炼策略。突然之间,灵光一闪,我们找到了方案,明确地知道下一步该怎么做。我们会派出团队去准备,几个月的干柴储备,我们可能在三周内就能完成。一切都会好起来。

Original English

David Baszucki: Interestingly, I think when we're running companies, we have all the evolutionary biology of being like out there in the wilderness trying to survive and you know, having battles and all of that. So I think um CEOs can get that feeling like, "Oh my gosh, do I have enough firewood for the next three winters?" And I was like, "Oh, it's not feeling too right." That has been for me an intuitive early thinking thing. What's great is it leads to typically a refinement in strategy or a little bit where you're like, then all of a sudden the light goes on as it's like, oh, we got the plan. We know exactly what to do. We're going to send four people out. They're all going to have axes. We're going to put in 3 months, 3 years of firewood. We think we can do it in 3 weeks. Everything's great.

主持人: 你会刻意制造危机感或外部威胁来激励自己,或者让自己更加专注吗?我想到了在公牛队打球的迈克尔·乔丹,他经常刻意放大或虚构其他球员对他的不敬言论来激励自己。

Original English

Host: Do you manufacture threats as a way to motivate or focus yourself? And I I think of Michael Jordan playing for the Bulls. He used to manufacture things that other players said about him.

David Baszucki: 在我自己的脑海里,我确实会去想象一个马路对面的“竞争对手”,并把它当成一种威胁。去想象那是一家什么样的公司?有哪些人在那里?规模有多大?他们正在研发什么颠覆性的产品?以此来鞭策我们自己。

Original English

David Baszucki: We we we are running right now. They um I'm not going to say what the company looks like. It's not an existing company. In my own mind, I have like I'm imagining the company across the street that is like our, you know, could call it a threat. Like what's it look like? Who are the people? How many people? What are they building?

主持人: 你会深度剖析自己的错误吗?

Original English

Host: Do you analyze your mistakes?

David Baszucki: 会的。

Original English

David Baszucki: Yeah.

主持人: 你的分析过程和方法是怎样的?

Original English

Host: How do you do that? What's your process?

David Baszucki: 我会说,通常我的很多失误都源于过于依赖逻辑,而忽略了直觉。

Original English

David Baszucki: I would just say my process, I would say typically my mistakes have come, I think, from being maybe overly logical and less intuitive.

主持人: 能详细聊聊这一点吗?

Original English

Host: Say more about that.

David Baszucki: 人很容易掉入一个陷阱,认为自己必须沿着某一条设定好的逻辑路径一直走下去,而没有跳出框框去思考那些更具颠覆性的非线性解决方案。回过头来看,我犯过的很多错误都是在某一个既定概念上坚持了太久,而实际上当时我完全有自由和选择权去改变航向。当我们往回看时,往往会发现我们所拥有的选择空间比想象中要大得多。

Original English

David Baszucki: One can fall into the trap of just saying I don't I have to go down this path in a way and not popping out of the box and kind of thinking of the more outside-of-the-box solutions. So, trying to think of mistakes I have made have been typically where where I've hung on to a concept too long. When I actually was very free to change my course. I think we have a lot more optionality than we imagine when I look backwards in time.


[广告插播]

主持人: 每隔几年,都会有一个全新的平台在每位聪明广告主的媒介投放方案中占据核心位置。早早发现这个平台的人能够建立起难以被逾越的护城河。AppLovin刚刚创造了广告科技史上最令人瞩目的增长奇迹,而现在,他们已经将这套强大的投放引擎向所有像你们一样的企业开放。每天有超过 10 亿人玩移动游戏,他们专注、没有无尽的信息流干扰,AppLovin 能够将你的品牌精准呈现在目标客户面前,并纯粹为了你的增长进行优化。诸如 Wayfair, Kitsch, Ridge 和 Nectar 这样的品牌已经在这个平台上实现了大规模增长。当绝大多数竞争对手甚至不知道其存在时,你准备好寻找你的下一个百万客户了吗?现在就可以访问 applovin.com/machine 开启你的首次广告投放。

接下来我想向大家介绍一款我在过去五年里用过的最棒的新产品——Matic 扫拖一体机器人。这个设备集吸尘、拖地于一体,几乎搞定所有地面清洁工作。其他的扫地机器人在家里总是跌跌撞撞,而 Matic 拥有强大的视觉传感器,能够智能避开障碍物,在我的地毯和木地板之间自动切换清洁模式。它的日程设定也超级简单,我让它每天在我入睡后自动运行,每天清晨醒来都能看到一尘不染的地面。 Matic 让清洁变得简单,立即访问 maticrobots.com,让 Matic 为你工作。

Original English

Host: Every few years, a new platform earns its place at the top of every smart advertiser's media plan. The people who find it early build advantages that are very hard to close. AppLovin just had the most remarkable run in ad tech history, and now they've opened that engine to businesses like yours. Over a billion people play mobile games every day. Focused, not scrolling, with no feed competing for their attention. AppLovin puts your brand in front of the right customers and optimizes purely for your growth. Brands like Wayfair, Kitsch, Ridge, and Nectar are already scaling on it. Well, most of their competitors don't even know it exists. Ready to find your next million customers? Go to applovin.com/machine and launch your first campaign today.

Let me tell you about the best new product that I've used in the past 5 years. It's the Matic vacuum. This thing vacuums, it mops, Matic does everything. Other robots bump into things, but the Matic sees things. It actually avoids the problems. And the Matic automatically adjusts between my carpeted services and my hardwood floors. It's also super easy to schedule. I have it run every night while I'm in bed, and every morning I wake up to clean floors. Messes happen, and when they do, Matic rolls into action. Go to maticrobots.com today and put Matic to work for you.


虚拟宇宙的运行逻辑与数字身份

主持人: 是否可以说 Roblox 是目前世界上规模最大的由人类创造的虚拟宇宙?

Original English

Host: Is it fair to say that Roblox is the biggest generated human universe in the world?

David Baszucki: 这取决于你如何定义“人类创造的宇宙”。有很多宏大的宇宙存在于书籍和电影中。但如果从一个大家能共同进入、共同体验、进行多人即时互动的虚拟宇宙角度来看,也许确实是这样。

Original English

David Baszucki: It's worth thinking about that because it would be worth thinking, "What's the definition of a human generated universe?" Like, there's universes in books and in movies. As far as an interactive multiplayer universe where people can go together and do things together, I mean, it might be.

主持人: 在这个虚拟世界中,关于人类的欲望和心理,你学到了什么?

Original English

Host: So, through this virtual world, what have you learned about human desire and psychology?

David Baszucki: 我学到的是,我们必须对这个虚拟世界里的所有人保持极大的尊重。人们对他们的**数字身份(digital identity)**所投入的情感连接之深,是非常令人惊叹的。我们必须非常谨慎地尊重这一点。因为这是真实存在的情感,真实发生的互动。同时我也意识到,在这个领域,我们依然处于极早期的发展阶段。

Original English

David Baszucki: What what I I think I have learned is that we need to have enormous respect for all the people in this virtual world. I think it's surprising how much people can attach to their digital identity. I mean, it has to be very carefully respected. Like this is real stuff, right? There are real emotions happening, real interactions happening. And I think I've also learned that I feel it's still very, very early in this

主持人: 能多聊聊这种对虚拟身份的情感连接吗?

Original English

Host: Say more about attaching to the your virtual identity.

David Baszucki: 这是我非常喜欢与 Roblox 社区互动的一个领域,他们对此极其敏感。当我们尝试将所有的虚拟形象系统向更加灵活的方向迁移时(例如,头像可以根据用户的意愿做出微笑等表情,而不再是传统的死板方块),在这个迁移过程中,整个社区表现出了对细节和完美近乎偏执的追求。这是因为人们已经伴随他们的虚拟形象度过了漫长的岁月。这就好像你不能随意调整我本人的脸部细节一样,用户会觉得“你在对我的形象做什么?”我认为社区的这种坚持是完全正确的。

Original English

David Baszucki: Once again, this is an area that I love the Roblox community on, and I think they're very sensitive to this. And that we're migrating all of our avatars to a position where rather than just being a monolithic block um for those users who choose the head may smile if they want it to smile or something like that. But in the migration of this process the Roblox community has just been absolute sticklers for perfection in the migration. And that's because people have been familiar with their avatar for such a long time. Like it's like you can't take my head and you know, adjust a few pit like what are you doing? So and I think they're right.

主持人: 你是如何看待资本分配(Capital Allocation)的?你们最近刚刚宣布了公司的首次股票回购。

Original English

Host: How do you think about things like capital allocation? You guys just announced your first buyback recently.

David Baszucki: 这是经过非常深思熟虑的。承蒙眷顾,我们在发展历史上创造了大量的现金,积累了非常丰沛的自由现金流。我们做出的很多决定,其核心驱动力并不完全源于资本分配本身的技巧,而是源于我们所追求的宏大远景——我们真正想要去培育和增长的机会是什么。在我们的发展历史上,我们对这一愿景进行过多次的提炼。

Original English

David Baszucki: Super thoughtful. Um knock on wood, we've made a lot of cash in our history. Like a lot of positive free cash flow. A lot of the decisions we make have come from not necessarily capital allocation, but what are we trying to do? You know, what is the big picture of the opportunity and what we're trying to grow from. I would say we've refined that many times throughout our history.

主持人: 愿景具体是如何演变的?请展开聊聊。

Original English

Host: Go deeper on that.

David Baszucki: 就好像我们现在已经处于 Roblox 5.0 版本了。回看公司刚刚创立的时候,我认为我们当时的愿景是非常精准的——我们预见到了一类全新的**人类共同体验(human co-experience)**形式,或者说元宇宙、全息甲板(Holodeck)、《雪崩》(Snow Crash)式的虚拟世界。我们清晰地预见到了它的到来,但最初设定的切入目标却非常朴素。在我们起步的时候,Club Penguin 是一个极其受欢迎的儿童在线游戏,我们觉得它做得非常棒,但我们在一开始就构建了一个大得多的技术底层。在此过程中,我们的雄心也在不断迭代。当我们上市时,我们谈论的是连接世界;两年前,我们设定了要在全球游戏市场中占据 10% 份额的目标。随着我们在全球游戏市场中所占的份额不断提升,我们会继续调整并扩大我们的雄心壮志。

Original English

David Baszucki: You know, it's almost like we're in Roblox version 5.0 right now. And that when we started the company the vision we had I think was spot on. We were imagining a new category, human co-experience category, the metaverse category, the holodeck category, the snow crash category. We really could see that coming, but we were very moderate and modest in the very first thing we were going for. When we started, for those of us who could remember, there was like Club Penguin was a really popular kids game, and we just thought that was oh, that's huge. Like, Club Penguin, like, they've got, you know, X many people. We like what they're doing. We started with arguably a much bigger, deeper technical foundation. I would say though, along the way, we've refined our aspiration and what we're trying to do. When we went public, we were talking about, um, you know, connecting the world. Two years ago, we talked about getting 10% of global gaming on our platform. That continues to refine as we have a bigger percentage of global gaming on our platform. I think you'll continue to hear us kind of expand our ambition.

主持人: 你们现在的市场占有率是多少?

Original English

Host: What percent are you now?

David Baszucki: 如果把我们的预订额(Bookings)除以全球约 2000 亿美元的总游戏市场规模,我们目前大约占有 3% 到 4% 的份额。

Original English

David Baszucki: Well, you can look at where we're tracking on our bookings, and I think if you divide, um, our bookings by 200 billion, we're in the 3 to 4%.

主持人: 这非常不可思议。

Original English

Host: That's amazing. That's incredible.

David Baszucki: 的确非常不可思议,但同时也让我感到无比兴奋,因为这意味着在 3% 或 4% 之外,还有着巨大的成长空间。

Original English

David Baszucki: It's incredible, and at the same time, it actually seems like it's exciting to me cuz there's a lot of room beyond 3 or 4%.


平台激励生态与底层架构演变

主持人: 关于平台生态中对创作者的激励机制,多年来你们做对了什么,又做错了什么?

Original English

Host: What about incentives for people? What have you gotten right and gotten wrong over the years?

David Baszucki: 我们感到非常幸运,在一开始就对**激励生态机制(incentives)**产生了极大的兴趣。在 Roblox 创立之初,早期的创始成员(John, Erik, Matt 和我)都非常沉迷于经济学、激励机制以及如何引导人们以一种良性且契合的方式在平台上进行创作。最开始,我们认为用户生成内容(UGC)本身的激励(每个人都可以亲手制作自己的游戏,邀请朋友来玩并展示给他们看)就足够令人兴奋了,它将带来海量的内容。事实证明这确实是正确的。但在那个阶段,我们也曾多次讨论要不要为创作者提供真正的经济变现渠道。Roblox 在早期还没有开发出让创作者能在平台上赚钱的工具时,就已经积累了很大的用户规模。对所有人来说,当时这纯粹是一个业余爱好。我们看到很多创作者一天工作 24 小时,只因为他们热爱自己在 Roblox 上的创作。但他们也在面临现实的挣扎:“我必须维生,但我只想在 Roblox 上做开发。”为此我们在董事会层面上进行过大量的深入探讨——我们是否应该让人们能在平台上实现养家糊口?现在回过头来看,我们当时纠结了很久,但最终我们决定建立一套优雅的系统:创作者可以发布极其丰富的体验,并能参与经济分润,虽然对大多数普通用户而言平台依然完全免费。这让那些 24 小时全身心投入的优秀创作者能够以此维持生计。这个系统性的改变成为了我们此后高速发展的引擎。

Original English

David Baszucki: I think we got really lucky in being really fascinated with incentives. And I think, um, very early on when we started building Roblox, some of the early founders, you know, John and Erik and Matt and myself, we were just really into economics and incentives and what makes people, um, do things in a nice, appropriate way and drives it. The at the very start of Roblox, we thought just the incentive of user-generated content, like, "Whoa, everyone can make their own game, and they can come and play it, and show it to their friends." We thought that would be an amazing incentive, and we thought that would give us amazing amounts of content. That did prove to be really true, you know. Along the way, we we had a lot of questions around economic incentives, and we Roblox got pretty big without a developer a way for developers to earn money on the platform. Uh it was a hobby for everyone. We had people who were working 24 hours a day just they loved their Roblox creation. They were struggling, like, "Well, I got to make a living. I just want to build on Roblox." So, there we had a lot of um board-level discussions. Should we turn this into something where someone could make a living? We actually, in retrospect, it's crazy. We went back and forth a lot, like, "Well, I'm not so sure we should do that." But, we did come up with the notion, "Okay, we're going to build a really elegant system. Creators can make whatever, you know, wide range of experiences. They can have users participate economically. It's going to be free for most people. Some of these creators who are working 24/7 might be able to make a living on that." I mean, we thought I think we thought about that very systemically cuz that that system has just been the engine behind us ever since then.

主持人: 你和已故的联合创始人 Erik Cassel 在平台架构的 API 方面达成过非常核心的共识。

Original English

Host: One of the things that you and Erik agreed on was the API.

David Baszucki: 是的,联合创始人 Erik Cassel,他在大约 8 年前因为癌症去世了。愿他安息。在某种程度上,他是我们这家公司价值观的奠基人。在 Roblox 创立之初,Erik 和我是前两个工程师,我们写完了整个系统。当然,在这个过程中我们也有过一些走弯路的失败尝试。我们俩都非常明确 Roblox 未来的核心定义是什么:我们想要一个支持多人在线的、用户生成内容并能与朋友一起玩的平台。为了尽快发布产品,我们早期曾试图推出这一构想的一个简单子集,但彻底失败了。那是一个完全不包含虚拟形象(Avatar)、更偏向于解密拼图的项目。我们不得不推倒重来。我当时甚至在想:“既然要做一个游戏创作平台,那我们就应该在底层系统中把各种游戏类型硬编码进去,给系统加上各种特异化模块。”对于懂技术的读者来说,在我们的 C++ 核心代码里,我们当时甚至模拟了一个“夺旗模式(Capture the Flag)”,并把“旗帜(Flag)”作为底层的核心 API 之一。回过头来看,这简直是一场灾难。因为“夺旗”是一个极其特定且复杂的应用层游玩设计,把它塞进核心 API 里是极其糟糕的架构设计。但 Erik 的想法完全相反,他说:“哇,千万别这么做。我们需要的是一个通用的接口、一种创作语言,也就是一个高度通用的 API。我们需要将现有的轻量级脚本语言 Lua 接入进来,而不是在底层硬编码任何特定玩法。”起初我还有些犹豫和担心,但事实证明,这种高通用性平台所带来的爆发力是无与伦比的,这为 Roblox 的 UGC 生态提供了最关键的底层技术红利。

Original English

David Baszucki: Um so, Erik Cassel, co-founder, started Roblox with me, um passed away from cancer like eight years ago. Rest in peace. But, in a way, a values template for the company. And the And when we started Roblox, Erik and I were the first two engineers. We wrote the whole system. Um we had some false starts, too, by the way. There's a really fun story that I would say we both knew what we wanted Roblox to be. And we knew we want user-generated, multiplayer, build-your-own thing, go play it with your friends. Like that's what we want. Along the way, we tried to ship early a sub set of that and it just blew it did not work. It was a non-avatar-based more puzzle thing. I was just like, "Whoa, back to the drawing board." I was in a way um saying, "Okay, we're making this game creation platform. Let's try to hardwire all these types of games you could make and have all of this extra cruft on the system." I remember actually like we in our core C++ code, for the techie people that are out there, we actually like mocked up a capture the flag game and we had a flag as part of our core API. In in retrospect, it's an absolute disaster cuz a flag is such a, you know, user-generated, complex, specific game thing. For me to have put that deep into our core stuff was just like terrible engineering. Eric was very different. He's like, "Whoa, whoa, whoa, don't do that. Like we need a interface a language with this thing. We need an API. We need to have this thing be very generalizable. There's a game creation language called Lua. Let's connect that up and don't do any of this stuff." And it's weird that I was initially like, "Well, I don't know if I trust that." But we started doing that. The power was just absolutely enormous. You know, rather than my hardcoded stuff, the power of this generalizable thing that that that was kind of like a core engineering foundation that gave Roblox a lot of its UGC boost in a way.

主持人: 你提到了几次走弯路的尝试。能具体说说其中一些失败的商业试水吗?你们是如何意识到走入误区的?

Original English

Host: You mentioned a couple of false starts. What are some of those false starts where you guys went down the wrong path and how did you realize you were going down the wrong path?

David Baszucki: 在探索平台商业化的过程中,我们最初采用了一个完全不同的经济模型——会员制服务(membership model)。开通会员后,你能在 Roblox 上获得更多可用于建造虚拟场景的槽位。现在回想起来,这是一个极其糟糕的点子,因为我们应该鼓励无限的创造和建造,而不是对此设限。后来,这套会员模型遇到了很大的瓶颈。我们当时发现,虽然用户增长曲线一路上扬,但愿意付费购买会员的人数却停滞不前。你可以想象当时的尴尬处境:用户生态大繁荣,但平台的收入却持平甚至在下滑。我们最初的反应是进行常规的战术微调——我们拉出了一个包含 50 个可能存在设计缺陷的列表,逐一在现有系统上进行优化。我们完成了其中大概 30 项微调。结果,问题依然没有解决。但在我们脑海深处,我们其实一直在思考一种完全跳出框架的解决方案——引入**统一的虚拟货币(虚拟代币 Robux)**来构建一个真正的虚拟经济系统。这不仅仅是对旧系统的修修补补,而是一个能将现有盘子扩大上百倍的颠覆性决定。在那种焦虑的关头,我们决定把筹码全部压在这套全新的虚拟经济系统上。我们构建了一套精细的机制,引入了虚拟代币,允许用户充值购买。创作者可以给自己的游戏增加定制化的付费项目(比如购买一把手电筒,或者把角色外观从普通的麻雀升级为威武的雄鹰)。在上线后仅仅 8 个小时内,看到创作者们疯狂地接入和修改自己的项目,以及看到排行榜上迅速涌现的吸金热门游戏,我们瞬间明白:这套系统成了!

Original English

David Baszucki: Along the way to building an economy on the platform, we started with a very different economic model. It was a membership model. You got a few extra places to build on Roblox. In retrospect, that was a really bad idea cuz building should be unlimited. But along the way, that economic model started to fail actually. And we had a situation where our user growth was going up up up up up up, but less people wanted to buy this membership. And so, this is really interesting, right? Our users are growing, it's all great, but money is flat to going down. And so, what we did on that, I would say, is a very typical tactical response. Okay. Something's up. Let's fix the current system. Let's make a list of 50 things that might be broken, 50 small tune-ups that we can do towards this system. Okay, let's do that. So, as you would imagine, we made that list of 50 things, did like 30 of them. Oh, we still have the problem. Now what? But in the back of our head, we had been thinking about the the economy, about virtual currency, about how this was like a whole outside of the box game changer. This wasn't just tuning up something that was arguably broken. This was like, this could be a hundred times bigger than what we're doing. And so, then all of a sudden, like maybe in the in a disparaging moment, like just oh my gosh, you know, all of us in the company said, we just have to do this. Like this big hard thing. But then we had absolute clarity, like we're just betting it all on this new economy system. We were very thoughtful that the economy system was a bunch of complex parts and needed virtual currency. Um, users needed to be able to buy virtual currency. Like some of the early things were like in some of the games you could buy a flashlight if you wanted it. Some of the games in if you wanted to be a eagle instead of a sparrow, you could buy an upgrade for that. And then finally we said, you know what, in in addition we're going to show which of the games on Roblox are making the most Robux. Like where are people spending it? And so launching all of those things at the same time. There's virtual currency, people can buy it, creators can incorporate it, you can see what's earning. It created like a a loop or a system that within 8 hours we just said, yep, we got it. Like boom. Cuz cuz we could see like within 8 hours creators were like, oh, I got to add this. I got to do this. There's the top grossing game on Roblox. People are actually interested in that.

主持人: 也就是给人们创造一个可以在规则框架下为所欲为、自主创作交易的世界。

Original English

Host: You meant to a world where people can do whatever they want.

David Baszucki: 没错。在经历了长达数月对旧系统鸡毛蒜皮的微调之后,我们终于通过引入这套全新的系统彻底扭转了局势。

Original English

David Baszucki: That's right. And so we knew like, okay, we finally got it. And after all those months of fixing those 50 little small things, the right system just all done.

主持人: 这真的太棒了。

Original English

Host: That's awesome.

David Baszucki: 是的。

Original English

David Baszucki: Yeah.


[广告插播]

主持人: 我最近用 HeyGen 为我自己定制了一个 AI 数字分身。今天我想让他帮我挖出我以前做过的一个老预测,并给我们各自打个分。让我们来看看。嘿,Shane。你曾经预测过,在任何真正有价值的领域里,长视频(长内容)都会最终击败短视频(短内容)。今天你会给这个预测打几分?

AI Shane(数字分身): 嘿,我认为我大体方向是对的,但我当时低估了短内容在今天是如何成为吸引人们去观看长内容的重要“前门入口”的。

主持人: 我同意你的大体判断,但你的推导逻辑错了。你当时以为人们的专注力时长会重新恢复,但其实并没有。人们只是变得更擅长去挑选在什么时候去进行深度的长阅读或长视频观看。所以你的结论对了,但逻辑带有一些运气成分。

AI Shane: 哈哈,虽然数学计算错了,但只要答案是对的,我也能接受。这就是 HeyGen。你只需要录制自己 15 秒钟的视频,就能定制出你专属的 AI 虚拟分身,随时为你生成极具专业质感的演示视频。现在访问 heygen.com/tkp 即可免费体验你的前三支视频。

下午三点,你是否经常觉得大脑直接停止工作了?对于很多人来说,这其实并不是缺乏咖啡因或睡眠问题,而是因为你体内的**电解质(electrolytes)**失衡了,这时候单靠喝白开水是解决不了的。这就是为什么我每天午餐后都会喝一袋 Element 电解质水。零添加糖,没有任何多余的垃圾成分,科学配比的钠、钾和镁。我知道很多人觉得电解质是运动员的专属,但你不需要成为职业运动员也同样能从中受益,而且味道非常棒。保持你下午的清醒状态,现在访问 drinkelement.com/tkp 购买任何产品即可免费获赠八袋装样品包。

Original English

Host: I built an AI version of myself with HeyGen. Today I'll have a dig up an old prediction I made and we'll each grade it. Let's give it a shot. Hey Shane. You once predicted that long form would beat short form for anything that actually mattered. Grade that prediction today.

Shane (AI): Hey, I was directionally right, but I underestimated just how much short form would become the front door to long form content.

Host: I agree you were right, but for the wrong reason. You thought attention spans would recover. They didn't. People just got better at choosing when to go deep. Right call, lucky logic.

Shane (AI): Well, I got the right answer with the wrong math, but I'll take it. That's HeyGen. Record yourself for 15 seconds and get an AI avatar that delivers professional video on demand. Your first three videos are free at heygen.com/tkp. That's h e y g e n dot com slash tkp.

Ever hit 3:00 p.m. and feel like your brain just quit? For a lot of people, that's not caffeine or sleep. It's electrolytes, and water alone won't fix it. That's why I drink Element every day after lunch. Zero sugar, no dodgy ingredients, just a real dose of sodium, potassium, and magnesium. I know you're all thinking electrolytes are for athletes, but you don't have to be an athlete to benefit from it, and it tastes great. Stay sharp in the afternoon and grab a free eight-count sample pack with any purchase at drinkelement.com/tkp. That's drink l m n t dot com slash tkp.


虚拟货币、企业专注度与AI技术在内部的应用

主持人: 平台的虚拟货币(Robux)是如何运作的?具体来说,你们是如何对其进行估值的?它是否会锚定某种外部力量?

Original English

Host: How does the virtual currency work? Specifically, how do you value it? Uh does it get tethered to outside forces? Like, how do you think about that?

David Baszucki: 我们大体上认为,最好不要让它贬值(通货膨胀),使其维持在一个相对稳定的价值水平。如果你或我去购买 Robux,你会发现大约是 1 美分可以购买 1 个 Robux。我们近 20 年来基本维持了这样一个兑换比率。虽然从长期来看我们不能绝对承诺它与美元直接挂钩,但我们一直在努力保持它的稳定,避免严重的通货膨胀或通货紧缩。

Original English

David Baszucki: We um have generally thought it's better not to inflate it, to have it be a somewhat consistent value. If you were or I were to go buy some Robux, um we would see it's generally somewhat like a penny per Robuck. It's generally been that way for about 20 years. So, I would say that's no no promise long-term it's directly tied to the dollar, but I think we would try to keep it stable and not inflating or deflating.

主持人: 你能预见到有一天人们可以在日常现实生活中(比如去星巴克买咖啡)使用 Robux 进行支付吗?

Original English

Host: Do you ever see a world where you can use that currency outside, and I can go buy a Starbucks or something with it?

David Baszucki: 我能预见到那样的未来,不过我们目前并没有任何明确的发展计划,也没有发布相关信息的打算。有趣的是,许多 8 到 12 岁的孩子,他们人生中接触到的第一个货币概念实际上就是 Robux。我认为对于许多年轻人而言,学习如何使用虚拟代币、如何不一次性花光它们、以及如何科学地分配预算,能带来极具现实意义的财商启蒙。

Original English

David Baszucki: I do see that world. Uh no future plans. Uh we haven't announced anything. It's interesting to think that many many 8-through-12-year-olds, their first exposure is Robux. So, I do think for many young people, um learning how to use a virtual currency, not to spend it all at once, maybe to you know, divvy it out a bit, can be a lot of learning. And so, it it's interesting to think over time if young people get sophisticated enough to, you know, use that to go to a 7-Eleven or something.

主持人: 要实现这一目标,在技术上需要跨越什么障碍?或者说在技术上现在其实已经可行了?

Original English

Host: What would have to be true technologically for that to be possible? Or is it possible today?

David Baszucki: 我不想讨论太多细节。在这个方向上我们确实进行过很多思考。我认为这在更大程度上取决于公司当下的业务重心。我们目前的重心是应该聚焦在低龄儿童身上,还是致力于去代表并拿下全球游玩生态中更大比例的盘子。目前,我们依然非常专注地聚焦于探索“全球的游玩行为(play in the world)”本身。

Original English

David Baszucki: I don't want to go into too much details. We've thought about a lot of that. I think it's a little bit more of a what's the focus of the company right now. And it's a little bit more should the focus of our company be, you know, young kids are doing a lot, or we have an increasingly larger percentage of what is play in the world. So, we're pretty focused on just what is play in the world.

主持人: 对你而言,“专注(Focus)”具体意味着什么?

Original English

Host: What does focus mean to you?

David Baszucki: 理解专注的一个核心方式是:你的脑海里是否有那么一个简短有力的使命宣言,能够让公司里的每一位员工都清晰地理解?这个专注的目标是否符合人类最直观的认知逻辑?当我们提出“我们只做这件事”时,大家立刻就能理解并围绕它展开行动。所以它很大程度上关乎你如何向团队简明地呈现和传达它。

Original English

David Baszucki: I think one way to think about focus is like, is there one statement in your head that everyone in the company can just understand? And is is the focus human understandable? We are just doing this. And everyone just says, "Oh, I got it. Like, I can rally around that." So, I think it's a That's a little bit How easy is it to present it or share it?

主持人: 我们更深一步聊聊文字和语言在企业内部沟通及共识扩散中的重要性。

Original English

Host: Double click on that understanding and how important words are in communication, not only for the sender, but the receiver, and how you spread messages throughout the company.

David Baszucki: 我可以用一个实际的例子来阐述。在公司创立极早期,我们使用过一句宣传语:“做你想玩的(You make the game)”。这句话传达的核心思想是:任何人都可以在 Roblox 平台上制作非常简单的游戏。随着我们审视这个最初的构想,并结合当前的 AI 浪潮去思考,我们发现这句话在未来的 AI 时代可能比历史上任何时期都更加真实和具有感召力。因为随着我们向创作者提供功能更加强大的 AI 工具,任何人在脑海中构思的游戏都将能够被即时创作出来。所以,“做你想玩的”这句话将拥有大得多的广度和深度。同样地,我们提出的“拿下全球 10% 游戏市场份额”也是一个非常清晰的目标,大家一听就懂,但随着环境的演变,我们也需要不断对其进行重估。

Original English

David Baszucki: I'll use an example. Very early on in the formation of the company, we um when we were very small, we used the tagline, "You make the game." That was a an idea that anyone could make very simple games in Roblox. I think as we think about that notion and we think about AI and what's going to become possible with AI in the future, it's actually been fun to go back to those words and think are they now possibly even more true than they've ever been and that the more we have the ability to use AI for anyone to make a game they think about, those words can have really big meaning. So, I think um you know, going after to say our vision is 10% of the gaming market, that's a pretty good focus. A lot of people understand it, but I think that's constantly should be re-evaluated a bit as we think about where we're going in the future.

主持人: 你们在公司内部是否正在借助 AI 来辅助管理决策,或者扩展公司管理层的信息上下文视窗?

Original English

Host: Do you use AI internally to help make decisions or help expand your context window in the company?

David Baszucki: 我们在内部构建并集成了各种 AI 系统。例如,我们开发了一个名为“Roblox 操作系统(Roblox OS)”的内部工作管理和流程追踪平台,帮助员工清晰地看到他们如何融入和协同整个庞大的组织。这些系统都是支持 MCP(Model Context Protocol) 接入的。因此,任何人都可以将他们构建的 AI 辅助系统运行在这些底层平台之上。在某种意义上,我们把所有的 Roblox 内部系统都设计成了对人类和 AI 系统一视同仁的开放状态。很多员工在这些系统之上搭建了定制的小工具,用于抓取追踪看板信息或者自动生成一对一沟通的议题等。

Original English

David Baszucki: I would say I we we have all kinds of AI. We have a bunch of internal systems that we have built. So, you know, we have a thing called the Roblox operating system that we use for tracking the work in the company more and more um helping people see how they fit into the organization. Those are all like MCP enabled. So, anyone can take their AI system and run it on top of those. In a way, we think of all of our Roblox systems as things that either people or AI can look at and run things against. So, we have all kinds of people building custom little things that are looking at the work tracker or doing some things. Um some people auto generate like our one-on-one discussion topics. Um so, I would say yeah.


地缘政治与内容安全底线

主持人: 我想探讨一下目前全球多国政府都在关注的针对年轻人的“年龄分级/年龄限制”监管政策。在不做价值判断的前提下,你认为这一监管责任应该由谁来牵头落实?是具体的内容和应用公司,还是像苹果这样的底层设备平台商?

Original English

Host: I want to get into talking about a lot of the policy that's coming out of governments all around the world in terms of age bands. How do you think without commenting maybe on whether they should or should not exist, who do you think should implement those? Should those be at the company level specifically, or should they be at a platform level like Apple?

David Baszucki: 当我与美国的参议员们会面时,我会对他们说:“请务必来看看我们作为一家私有企业,在没有任何法律强制性要求的前提下,独立自主完成的安全建设。我们正在运用先进的 AI 来核实平台上每一位用户的真实年龄;我们开源了我们的语音安全过滤算法;我们做了许多细致的工作。”所以我对他们强调的是,请务必关注私营企业在自律和技术创新层面上所能达到的高度。当然,立法者也面临着巨大的平衡挑战。他们在试图通过优秀的法律的同时,必须非常谨慎,极力避免陷入“善意的悲剧(tragedy of good intentions)”,避免事后追悔莫及。有人可能会提出:“让手机设备制造商去核实每一个手机使用者的年龄。”但我们没有坐等这种外部规则的落地,而是选择自主行动,先把平台的安全护栏建立起来。

Original English

David Baszucki: I mean, when I talk to senators in the United States, I say, "Please, how can we help you take a look at what we've done on our own without any laws requiring it? We're now using AI to check the age of every single person on our platform. We've open-sourced our voice um safety filter. We've done this this and this." So, I do say, "Look at what private industry can do." Um so, that's one thing. And then, of course, I think there has to be a lot of thought and caution. And I think universally um legislators I've met with, they do have a balancing act. They are trying to enact great legislation, but they're trying not to have the tragedy of good intentions. They they're trying not to craft laws that's just like, "Oh my gosh, wish we wouldn't have done that." You know, one could say, for example, "Well, on a mobile phone, whoever makes the mobile phone should check the age of everyone on the mobile phone." We said, "We're not waiting for that. We're going to do it ourselves." And we

主持人: 但从行业视角来看,你认为哪一种解决方案更优雅?是设备底座统一核实,还是各家软件应用各自为战并承担核心责任?

Original English

Host: But, do you think that that is a better solution from an industry point of view, or do you think it's better for You're not waiting, that's great, but do you think it's more elegant to have it at a device level or at an individual company and you're responsible for that?

David Baszucki: 这正是最棘手的地方。我认为答案是“两者都需要结合”。以我们的实际安全运营经验为例,即使设备端配置了年龄标签,很多家长并没有精力和时间去为设备做繁琐的家长控制配置。很多时候家长只是简单地把自己的 iPad 递给孩子,此时这台设备在系统层面上标记的其实是一个成年人,如果应用端不进行独立的二次校准,就会存在很大的安全隐患。因此,即使未来设备端实现了统一的年龄核验,我们依然会坚定不移地推进我们应用端自身的安全和年龄识别系统。

Original English

David Baszucki: for that? This is what makes it so tricky, and that I would say both. And that knowing what we do, given that we're doing age check for all of our users for comms, for example, we know, for example, a lot of parents don't have the time to configure their device. Or a lot of parents will say, "Yeah, take my iPad and go do that." And so, if that iPad is configured, for example, as a parent, and it's handed off to a kid, that can be a little tricky. So, I would say even when devices maybe have an age in them, we'll still keep doing our own thing.

主持人: 但这些自发的安全重投入在财报上给你们带来了直接的短期阵痛。我今天早上听了你们最近的财报电话会议,这些举措在短期内确实拉低了你们的用户增长速度。

Original English

Host: But, that's had a cost on you. I was listening to your last earnings call this morning, and it's slowed down growth.

David Baszucki: 我想强调的是,建立一个允许全球跨国界、跨年龄段的用户在一个绝对安全、礼貌文明的虚拟生态中互动的平台,是我们长远高速增长的最底层基石。在这方面我们有着极其坚定且乐观的长远信念。

Original English

David Baszucki: I would say the opportunity to build a global platform that has more and more people playing together, which is amazing, and all around the world, not just quote over 13, but of all ages. I mean, this is foundational to our growth. Like, we're very optimistic.

主持人: 你们之所以能顶住这种短期资本市场压力并践行这种长远价值,在很大程度上是因为你作为创始人拥有绝对的控制权和投票权,能极大地影响董事会的决策,使公司不必为了短期的财报利益而妥协。

Original English

Host: I think where I was going with that is you're able to take a longer view, in part because you're you a majority shareholder, you're the founder, you carry a lot of weight in that, and you can make these decisions. Not every company is going to feel that they can take an immediate short-term pain for longer-term gain.

David Baszucki: 是的。正如我之前分享的,虽然目前我们只拿到了全球约 3% 到 4% 的游戏市场份额,但整个虚拟互动和数字社交的未来蓝图是无比广阔且令人兴奋的。我们在内容安全、平台合规和社区文明自律上所做的长远底层投资,是未来承载更庞大虚拟生态的终极前提。

Original English

David Baszucki: Yeah, I would say this is um once again where our aspirations are like we think digital play is just amazing. We shared we're in the 3 to 4% of the world right now. The imagining what the future is going to be for the types of digit you like interactions we're going to have, it's pretty amazing. So, I I do just feel the work we've done, safety, civility, platform-wide is foundational for our platforms like this.


[David Baszucki] 眼中的未来五年

主持人: 如果你闭上双眼,你看到的未来 5 年后的 Roblox 会呈现出怎样的形态?

Original English

Host: If you close your eyes, I want you to tell me what Roblox looks like in 5 years from now.

David Baszucki: 我可以分享几个极具代表性的图景。首先,是我们在图形引擎技术上正在逼近的超写实即时互动(photorealistic multi-player experience)。我们过去已经习惯了在屏幕上看一部精美制作的游戏 CG,并惊叹于它的画面。但我们要意识到,在脑海里想象并在一款万人在线的多人即时互动体验中实现那种达到电影《谍影重重》(Bourne Identity)质感的电影级画质,这在目前是人们难以想象且尚未体验过的。当这种画质的即时多人虚拟世界被推向市场时,那种震撼力将是极其颠覆的。这不亚于从黑白电影时代走向彩色电影时代,或者从早期粗糙的分辨率跨越到 2K/4K 的写实画面。

第二个极其震撼的图景是,我们最初提出的“做你想玩的(You make the game)”愿景将完成闭环。因为相比于写代码,做出一款涵盖了丰富美术资产、复杂剧情线和庞大物理场景的游戏要复杂得多。但是,通过接入最前沿的生成式 AI,在 5 年内,你和我就能够仅仅通过口头描述与自然语言交互,就生成一个极其宏大精美的虚拟场景,与家人共享并一起游玩。这绝对会实现。

Original English

David Baszucki: I'll share a couple examples. One, we we've shared the other side of that, which is the technology we're building for Roblox reality. It's surprising um that it's it's actually hard to imagine what a photorealistic multi-player game would feel like. Like, we're we're not used to it. We're used to looking at gaming footage and saying that is an amazing game. That looks so good." But, I do think when we look at it, we say, "But, that is a game, by the way. That is not That's not like Bourne Identity, you know? And whereas if we ran Bourne Identity on a 2K screen, that looks different than that. So, I do think there's going to be a future world where we have all the aspects of the multiplayer gaming interesting, but it feels like that. And I think that's going to be pretty mind-blowing. It's going to be a little bit like going from black and white to color, or going from 512 to 2K. Like, the people don't quite realize how big that can be. So, I think that's one aspect of it. I think there's another aspect where the notion of you make the game is really going to come full circle because um games are much more complicated than code. They had images and assets, and they have environments, and they have stories, and they have all of that. But, getting to the point where you or I make a beautiful thing, share with our family, play it just by talking about it, I think is going to come true as well.

主持人: 这绝对极其震撼。你认为这将带来什么样的二阶或三阶社会效应?

Original English

Host: I think that that's like incredible. What do you think will be the second and third-order consequences of that?

David Baszucki: 积极的一面是,数字空间内的社交和游戏体验将变得极度顺畅和自然。创作者和普通玩家之间的物理边界将被彻底打破。你可以用油画的发展来做类比:在漫长的古代历史中,可能只有 1% 的顶尖宫廷画师能够为君王绘制肖像画。而今天,每个人手里都有一部智能手机和极其丰富的数字化影像编辑工具,在某种意义上我们人人都成了记录生活的画师,并参与其中。数字化技术并没有抢走那些传统写实油画师的生计,反而极大拓宽了整个数字影像和创作者的就业市场。同样的趋势在未来的游戏和虚拟场景创作领域也必定会上演——硬核的专业开发团队和最普通的玩家,都将以前所未有的深度共同投入到庞大沉浸式世界和虚拟体验的创作狂欢之中。

Original English

David Baszucki: I think the the positive thing to think about is actually um the fun parts around connection and digital play will, in a way, become very They're already quite meaningful. I think the the consequences will be more fluidity in digital play. The feeling that it's not um me as a user and them as a creator. The notion it'll almost be like like um in the old days, only you know, 1% of us were oil painters documenting the king's portraiture. Whereas now, I think we all feel like we're oil painters. We have our phone, we have digital, you know, image tools and we're we're all kind of feeling like we're part of it. And in a way, rather than digital technology like reducing the job market for oil painters, it's probably increased the job market. There's a lot more people doing digital imagery. I'm actually thinking the same thing will happen for gaming and that the the both the hardcore creator market and all of us will be more involved in the creation of immersive experiences.

主持人: 你当时看《头号玩家》(Ready Player One)这部科幻作品时是什么感受?

Original English

Host: What was your reaction to watching Ready Player One?

David Baszucki: 我非常喜欢《头号玩家》的原著小说,电影版也非常精彩。不过,相比于那种需要套在头上的笨重 VR 头显,我个人更推崇《黑镜》(Black Mirror)里所描绘的极简式脑机接口概念——比如仅仅在耳后贴一个微小的圆片贴纸,就能无缝接管视觉系统并沉浸其中。我认为未来的科技发展路线可能会更偏向于后者的轻量化和非侵入式设计。当然,作为一名极端的硬核科幻迷,在科幻电影的艺术评判上我有着近乎偏执的追求:电影的设定越具有坚实的科学物理依据、越少一些无厘头的滑稽穿帮,我就越推崇它。我希望能看到更多纯粹严肃且立足于真实科学物理框架的优秀硬科幻大作。

Original English

David Baszucki: Ready Player One the book I loved, the movie V1 I loved, but I do like the less intrusive, you know, far out VR. I'd say like Black Mirror, when they do VR, like you just put a little white dot on you and like takes over your eyes and your body and all of that, it's less intrusive. I think that's probably more where it's going to go, probably, than just goggles and stuff like that. Huge fan of Ready Player One, but I think there's a wide range of like technical coverage of how this is going to work. I'm a stickler, I I would say on sci-fi movies, like the more real and the less comedy [snorts] or glitchy or whatever, the more I like it and I think it's really hard to find sci-fi movies that are just trying to be real.


给年轻人的建议与对成功的定义

主持人: 为了避免偏离原意,我直接读一下我 16 岁的儿子为你提交的这个问题。

Original English

Host: I want to get this right, so I'm going to read this, but my 16-year-old submitted a question for you.

David Baszucki: 噢,好的。

Original English

David Baszucki: My 16-year-old?

主持人: “如果你今天刚满 16 岁,身上没有一分钱,没有任何人脉资源,在未来的 5 年内,你该如何度过,才能最大化你未来打造一家真正有影响力的公司的成功概率?”

Original English

Host: If you were starting out at 16 today, with no money, no contacts, no network of people that you could rely on, how would you spend the next 5 years to maximize your chances of building a company that matters?

David Baszucki: 天哪。我可以分享我个人在这个年龄段的经历。在 16 岁的时候,创办一家伟大的公司其实是我脑海中最微不足道、最没去想的事情。我当时最在乎的事情就是和志同道合的好友呆在一起,并且纯粹根据我最本能的兴趣,去做那些我最擅长、最渴望探究的事情——比如动手制作几个模型火箭或改装几台卡丁车。我认为如果一个 16 岁的年轻人的兴趣点恰好落在了这里,那就把它当成自己最快乐、最纯粹的业余爱好。在按部就班地完成高中和大学学业的同时,在副业层面上以一种最本真、最执着的热情去持续温养并死磕这个爱好,这往往是未来孕育出伟大火花的最佳起点。

Original English

David Baszucki: Oh my gosh. I would Well, I'll tell them what worked for me is that was the last thing on my mind when I was 16. Like I was into in a way hang out with people I liked. Um I was into what naturally I was good at and interested in, whether it's building model rockets or go-carts. So, I think if one is 16 and actually that's like what you're into, um there is a notion to like can one as one goes through the normal course of life, you're going to go to high school, you're going to maybe go to college, in parallel can that be your fun little hobby in a way? Can you warm up on that in an authentic way?

主持人: 我们每次做高端访谈,都会用同一个经典的问题作为收尾:对你而言,什么是真正的成功?

Original English

Host: We always end these interviews with the same question, which is what is success for you?

David Baszucki: 我觉得我每天都在真切地体验着非常成功的状态。

Original English

David Baszucki: I feel every day I'm already feeling very successful.

主持人: 能为我们细化和描述一下这种心流体验吗?

Original English

Host: into that feeling?

David Baszucki: 那就是每天清晨睁开双眼,在内心深处对自己说:“我真的是太幸运了,能够拥有这一切,去做我想做的事情,并有我的家人和伙伴陪在身边。”我每天都在这股真挚的幸运感和感激中开启新的一天,这就是我眼中的成功。

Original English

David Baszucki: I I feel um waking up every day just saying I'm so fortunate. So, I actually feel that way.

📌 文中提及的人物和组织

公司/组织: Roblox, AppLovin, HeyGen, Element

产品/模型: Robux, Matic

媒体/书籍: Ready Player One

关键字: virtual-economy metabolic-health decision-making user-generated-content organizational-bureaucracy