Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close

Virtuos GDC 2011

Virtuos GDC 2011

Virtuos is one of the world's largest providers of digital production services to the game and movie industries, specializing in 3D art and game co-development. Virtuos has over 600 staff across its production centers in Shanghai and Chengdu, and offices in Paris, Vancouver and Tokyo.

Serving 15 of the top 20 games publishers worldwide, as well as renowned developers, Virtuos has developed full games on PS3, Xbox 360, Wii, NDS and PSP for leading publishers.

Visit us today at virtuosgames.com

Latest News
spacer View All spacer
 
February 10, 2012
 
What drives the developers of Unity?
 
Analyst questions validity of unusual January NPD results [14]
 
Skyrim wins big at 15th Annual Interactive Achievement Awards
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [21]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
Rockstar San Diego
Gameplay Programmer
 
EEDAR
Business Analyst
 
Rockstar San Diego
Tools Programmer
 
Irrational Games
Systems Designer
 
CCP - North America
Sr. Tech Artist
 
CCP - North America
Lead Character Artist
spacer
Latest Press Releases
spacer View All     RSS spacer
 
February 10, 2012
 
Eufloria HD App for iPad
Arrives on the App Store
 
PARAMOUNT PICTURES AND
NAMCO BANDAI TEAM UP
FOR...
 
EA AND 38 STUDIOS SHIP
ONE OF THE MOST HIGHLY...
 
Indie Royale's
Valentine's Bundle is
live
 
SUPPORT YOUR FAVORITE
NARUTO NINJA TEAM IN
NARUTO...
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
News

  WIM Summit: Fast Food Jobs And Reindeer Poop: Habbo's Surprise Success
by Leigh Alexander [PC, Console/PC, GDC]
Post A Comment
Share on Twitter
Share on Facebook RSS
 
 
February 19, 2008
 
WIM Summit: Fast Food Jobs And Reindeer Poop: Habbo's Surprise Success
Habbo lead designer Sulka Haro was at the 2008 Worlds in Motion Summit to discuss the surprise success of his online world targeted primarily at kids and teens. Haro admits that he never planned for Habbo to grow so large - so what perspectives has the Finnish designer gleaned on his way, and what's his secret?

Haro showed off Habbo's funky avatars, customizable bedrooms, and social element. As we saw when Worlds in Motion took a trip to Habbo for our Online Worlds Atlas, the currency system is credits, which allow users to build and customize more. For example, Haro showed off a Harry Potter-themed Hogwarts world that the users had built.

Users also like to roleplay more mundane things -- surprisingly, they enjoy playing minimum wage jobs such as serving at McDonalds. While this seems perplexing at first, Haro notes it makes sense for kids who have teenage elder siblings who really do those jobs, and the kids want to roleplay to understand their siblings' experiences.

It actually comes down to what teens want from life. During the teenage years, it's rare to find individuals who are as "cool" as they would like to be, who have as many friends as they aspire to be, who have their own room that they can decorate any way they want. So knowing the audience's desires and creating an opportunity for them to experience that is part of Habbo's appeal for its young users.

Habbo also equalizes its audience -- all avatars on the same height, and there's no voice chat to better allow people to personify their dreams. During his session earlier in the Summit, Raph Koster pointed out that differences among avatars can create the same kind of complex issues that they do among humans, so Haro feels that this even playing field helps with the appeal.

The top-selling item in Habbo is a polar bear-skinned rug, popular despite a majority of kids expressing concern about the environment in a survey the company did with Greenpeace. The second highest-selling Habbo item was the Christmas-themed reindeer toys on wheels that come with reindeer poop. "If people say shit don't sell, then just make a virtual version," Haro joked.

Currently Habbo operates in 31 markets globally and has sustained up to 100,000 users concurrently. But the company started small, Haro says. In 2000, it operated smaller services, like chat rooms, that while "promising," were not as popular. In August 2000, though, Habbo launched Hotel Goldfish, an early precursor to Habbo. In 2001, Habbo Hotel opened in London. And since then, it continues to grow into the millions.

A secret to the explosive growth? It was as simple as the splash page. Haro says they were able to double revenues by changing the way they communicate with the users, something as basic as ensuring the screenshot on display was representative of the actual environment.

"The retro pixel look was designed for young, design-conscious people," Haro says. He also explains how it gives the environment longevity -- 2D graphics look largely the same as they always have, but 3D graphics age fast.

The philosophy of Habbo, Haro explains, is, "give users tools and space, and something will happen."

"I'd say we'd failed if we hadn't grown as much as we have," Haro says, pointing to the way the MMO market has grown exponentially since 1997. In the face of all that growth, he says, it's only right for successful individual projects to develop at the same rate.
 
   
 
Comments


none
 
Comment:
 




 
UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.