The Roblox situation is a feature, not a bug. Apple's default position is that all products created on a platform released on iOS should be standalone "apps" that can be purchased on its App Store. As a result, Apple is always the platform that consumers use to access apps, and the platform that developers use to build, distribute, and monetize their apps. For example, consider a "professional" game developer like EA, as opposed to the independent amateur Roblox. EA won't make a game on Roblox because they can only take 25% of consumer spending, while they can make a game on iOS and take 70%.
…Really, the only way Roblox developers could get a larger share of their panama mobile database game revenues is if: (1) Apple built its own Roblox-like platform; (2) all eligible users had and wanted only to play Appleblox on their iOS devices; and (3) Apple either operated Appleblox at a break-even rate (which is what the App Store was designed to do, but it doesn’t) or didn’t pay Apple App Store fees (which is the case with all Apple services).
This is the core issue in Epic Games’ lawsuit against Apple. Epic doesn’t need an extra 18% on every copy of its game sold, and Supercell doesn’t need a higher profit margin. Both companies are successful, profitable, and defensible today. But the fight for payment supremacy has made “metaverse payment methods” expensive and flawed, rather than cheap and viable. That’s because the operators of these methods use them to control the metaverse and prevent disruption.