| | OOCing aroundJuly 24th, 2006 |
I’m perpetually astonished by the general ignorance of the phenomenally successful Habbo Hotel in the US. Habbo’s got a real claim to be the biggest MMORPG in the world, with (last I heard) 6 million users in the trailing 30 days — given typical figures for the percentage of a userbase that isn’t as active as that, this may put it above WoW in terms of total users worldwide.
Many seem to dismiss it because “it isn’t a game” — even though it embeds numerous minigames. Many seem to disregard it because its peak concurrency isn’t that high — disregarding industry stats that show that social games tend to have far lower tie ratios than the MMORPGs do.
Now PlayNoEvil brings us word that Habbo Hotel in China will sell real items. Buy virtual flowers, and take receipt of a real bouquet the next day.
This is something that has been talked about for a long time, and it’s good to see it finally getting tried. I think it’s significant that it takes a social world to try doing this. The interesting thing about social worlds is how many of the taboos regarding alternate business models simply fade away when there is no single unifying theme or context in which the world is set. This opens the door for greater experimentation on many levels.
Years ago, on LegendMUD, I added a feature called the OOC Lounge. Basically, it was a command you could type, OOC, which stands for Out of Character. This command could only be issued when not in a fight and at certain locations in the game. It would teleport you to a special disconnected area designed for out of character interaction. Over the years, this place has gained a lot of features. There was a bar staffed by the Beatles. There was a flower shop with a variety of gifts you could buy and send through the mail system to other players, such as birthday cards, candy, or even lingerie. There was a costume shop that sold non-stat-affecting clothes for special events, such as wedding gowns. There was an auditorium used for public events, and a graveyard for Halloween stories.
This sort of segmented approach permitted things like a lecture series that ran for years, bringing in guest speakers (such as the estimable Dr Bartle!) or even just allowing users to get together and swap recipes. And of course, open forums on the future of the game were also critical to setting the tone for the world.
Today we see stuff like readings in Second Life, but by and large this crossover between the real world and the virtual is something that has seemed somewhat taboo in the game worlds. But we see the same impulse: player lunches and gatherings are rife, people enthusiastically pay steep prices to attend conventions, and of course, the real life ties that manifest in forums are evidence of how much real life intrudes.
We should expect more, not less, of the real world manifesting in the virtual worlds, and we should expect that many of these eruptions will take place via commercial channels. Of course, the more crassly commercial they are, the more they will be rejected by the segment of the audience that sees these worlds as places to escape to.

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