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GDC08: Thinking outside the virtual world

Filed under: Culture, Events, real-world, Virtual worlds


Tuesday afternoon, Michael Acton Smith, CEO of Mind Candy, presented attendees at the GDC's Worlds in Motion summit with an interesting look at the confluence between real goods and virtual worlds. For some background on where Smith is coming from, Mind Candy "creates games and puzzles that span multiple media.... [they] use all forms of technology to tell stories and interact with... [their] audiences." They run Perplex City, an alternate reality game that uses clues puzzles in the real world combined with web-based resources to create a unique type of gameplay. Their upcoming game Moshi Monsters is an adoptable pet game geared towards kids. Smith says it's a "new type of virtual pet experience." The pets will be very alive with their own emotions (driven by a behavior engine which will cause your pet to act different ways depending on how you treat it) that will be reflected in the pet's animations. The game will also incorporate a number of social tools, so both you and your pet monster can hang out with friends. And, of course, there will be toys, oh glorious toys. (Some already available, though the game itself is still in beta and closed to the public.)

GDC08: Sulka Haro tells us how to Habbo

Filed under: Business models, Culture, MMO industry, Habbo Hotel, Casual, Virtual worlds, Massively Event Coverage

Sulka Haro, lead designer on the wildly popular Habbo Hotel virtual world, yesterday gave the Worlds in Motion summit audience an in-depth half-hour rundown on the Habbo phenomenon. At its core, the Sulake company project is a meeting space for teens - a place to hang out and be someone else for a few hours. The fact that the company can boast millions and millions of unique users worldwide, though, speaks to something many have grasped for and few have succeeded at: a virtual world where people feel truly comfortable.

Haro offered up a peak behind the curtain, at the origins of Habbo as the four room 'Hotel Goldfish'. He discusses the successes they've had in markets abroad, their surprise at the game's adoption by teens, and the numerous ways they allow players to acquire in-game currency. He also notes that Habbo is a world-record setting title in at least one way: they've probably sold the most virtual reindeer poop ever in the history of man.

Read on for a dissertation on a poop-selling, smashing success story.

More thoughts for the future in Second Life and beyond

Filed under: News items, Opinion, Second Life, Education

Crystal BallIt being the end of the year, people are prognosticating like mad. Analysts for Second Life and virtual worlds are no exception. This time it's Gartner again, but with a "future of education" slant. There is also a "future of virtual world economics" post, which highlights the future of education in virtual worlds, so next year will be the year of the virtual teacher. (With my teaching in Second Life hat on, I might argue it's the year of the Johnny-come-lately virtual teacher, there is a lot of education already happening in Second Life.)

In summary, the pieces on Virtual Worlds News suggest:
  1. Education will be big next year
  2. Second Life, World of Warcraft and Habbo Hotel (amongst others) will continue to grow
  3. The usage by children/tweens will be a big growth area
Challenges are:
  1. Ease of use and induction
  2. Spreading platforms that can access virtual worlds
  3. Interoperability
  4. Globalisation
Please, go read both articles and add your comments here or there!

New MMOSG: Sociotown

Filed under: At a glance, Real life, Video, Game mechanics, New titles, Previews, Opinion, Second Life, Habbo Hotel, Virtual worlds

A new MMOSG (that's Massively Multiplayer Online Social Game, which I don't recall seeing before, but sure, why not?) has sprung up, and it's called Sociotown. Now, not to knock something before it's even been released, but when I hear 'socio-' anything, I immediately think sociopath. And that's not the image you want to send across for a virtual world.

Regardless, from looking at the latest footage, there are a few things I need to comment on. Won't you follow along with me?

First of all, point-and-click movement is awkward. I've never liked it, despite the fun to be had in Diablo and Mythos, and prefer WASD movement. Second of all, the look of this world is similar to a lot of other similar social spaces, so no innovation there. Third, there is some interest in not being able to immediately see another person's name, forcing you to introduce yourself to him/her. Fourth, 'Socio dollars' is just more awkwardness -- why not SoBucks?

Kzero forecasts virtual world growth through 2008

Filed under: MMO industry, Club Penguin, News items, Second Life, Habbo Hotel, Virtual worlds

UK-based virtual world consulting and research firm Kzero have put out a predictions for virtual worlds for 2008. Note, of course that this covers the 'Metaverse' class of virtual worlds, that is primarily non-game.

The chart they use is a wonderful piece of at-a-glance display, showing age-groups, time of establishment, current population, projected age-groups, and projected populations all in one straightforward (if large) chart.

Social currency and giving in MMOs

Filed under: Real life, Culture, Economy, Opinion

SFGate.com takes on virtual giving in MMOs, with pretty accurate results-- they cover everything from Facebook (is that an MMO?) to Habbo Hotel, and even though they don't take on any more traditional MMOs (I've heard many stories of gift-giving in World of Warcraft), the fact remains that in any game where players can transfer items among one another, there's a possibility of giving virtual gifts for the holidays.

Have you ever done it? SFGate says there's meaning associated with these virtual gifts, and I think that's definitely true-- spending your own time to craft or purchase an ingame gift for someone is definitely meaningful, and as more and more people play MMOs, more and more people will understand what it means to put together enough money to buy them an Epic item.

But the article also (rightfully, I think) doesn't cross the line and say that a virtual gift would replace a real one. In my estimation, getting a virtual gift is nice, and definitely would be enough for any acquaintances you've met in game, but for real-world friends and family, just a virtual world gift isn't enough. What do you think?

[Via 3pointd.com]

Taatu launches English beta

Filed under: Betas, Real life, News items, Habbo Hotel, Free-to-play, Browser, Casual

Taatu, founded in Belgium in 2005, looks very much like Habbo Hotel. The similarities of visual styling and target age-group (tweens/teens: 10-19) is pretty much the first thing that everyone remarks on.

Previously available in Dutch and French, Flash-powered, free-to-play, browser-based, virtual world Taatu is now also in available in beta for English-speakers as well (all launched from a single web-page).

Drew Carey goes on dates with fiancee inside Second Life

Filed under: Real life, Second Life

The next time you see a couple being cutesy in SL, it might just be Drew Carey and his fiancee. According to PARADE Magazine, they use Second Life to go on dates when they're in different cities. While I think that they deserve kudos for finding a way to stay close to each other when away, I do take issue with Drew's explanation.

You see, he seems to think that SL is a website that is like a virtual world. For those unaware, you would go to the official Second Life website to download a client for the virtual world. Come on, Drew! That's like saying that The Price is Right is a reality tv program that's like a game show. Are you sure you're not meeting up in Habbo Hotel?

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Episode 123, for Wednesday, November 10th, 2010.



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