The short answer is yes, they've invested in making creation more accessible, but everyone here's dancing around one thing nobody's really hammered on - the audience problem. Roblox made building easier and gave better tutorials, sure. But if you create something decent, you're still competing with millions of existing games for discoverability. Their algorithm isn't transparent about how games get featured, so tons of creators pour time into solid work that just gets buried. That's the real wall most people hit before they even worry about monetization.
On the business side, the others are right that the monetization threshold is strict. You need Robux conversion limits, account age requirements, and frankly a decent player base before you see real money. But here's what gets overlooked - their take rate on what you earn is substantial compared to other platforms. You're also bound by their rules on what you can sell, how you price things, and what gets approved. So while the tools have genuinely improved, the path from "I built something cool" to "I'm making money" is still long and narrow.
If you're thinking about this for yourself or kids, go in with eyes open. The creation tools are legitimately better than they were. But treat it like a long-term learning project, not a quick money play. Build something you actually want to exist, learn their system, and understand that visibility and fair compensation aren't guaranteed just because your game is solid.