GDC: Virtual worlds need better player contact, says Habbo Hotel designer

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GDC: Virtual worlds need better player contact, says Habbo Hotel designer

GDC: Virtual worlds need better player contact, says Habbo Hotel designer

Speaking at today's Game Developers Conference's Social and Online Games Summit, the lead designer of Habbo hotel has suggested that virtual worlds are loosing out on an opportunity to welcome more users because of an ingrained blinkered focus on real time interaction.

In his session, titled What Virtual Worlds Can Learn From Social Games, Sulake's Sulka Haro shed light on the fact that many virtual worlds only engage their customers in real time when the player is in the world.

"Virtual worlds are historically too obsessed with real time," stated Haro, adding: "The problem with that focus is that if a virtual world is synchronous, it is temporal. In other words, if the player isn't there the world doesn't exist."

Suggesting that companies maintaining virtual communities continue 'out of game contact' with players through emails and reminders about in-world events and activities, Haro concluded: "If you're making a virtual world you should always constantly remind people that  that world exists when they are not playing."

In the same session, Haro outlaid the following four point plan for sucess for all those building virtual worlds to consider:

• Make finding real world friends trivially easy
• Enable meaningful parallel play
• Solve your distribution problems first
• Desing for the broadest audience possible.

Considering that in 2008 Habbo Hotel generated over $74 million, Haro's guide carries some weight.

Check back with CasualGaming.biz throughout the week for up to date coverage of GDC 2010.

Comments

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Kate Miranda

Mar 15th 2010 | 12:00

I have coordinated a music series within Second Life for more than two years. I felt the same way as the writer of this article and so I have tried various things such as posting concert notices on Eventful, having a concert series blog at: http://music-islan...t.com and a social networking/listing site at http://musicisland...g.com. I also twitter as kate_miranda. There is a small core group that follows, joins and visits these sites (20 or 30 individuals). By contrast 1500+ have joined the inworld group and another 700 have clicked on a sign up for inworld IM news. Why? Some don't want to risk crashing their viewer by opening a browser, when they are not in SL, it is because they are on another computer and they don't have the link handy, and lastly, they are resistent to breaking their immersive experience by leaving the virtual world to get web content.

In conclusion, I think Francisco point seems logical but it doesn't seem to work in practice. Virtual Worlds communicaton is best done within virtual worlds through IM, notecard, signage.

big brother

Apr 16th 2010 | 10:19

I think that the problem is focusing too much on 3d worlds or graphics in general. The best approach is always user interaction and communication (see tengaged) where communication can be don syncronously and async, without needing fancy graphs, etc.

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