Showing posts with label economy. Show all posts
Showing posts with label economy. Show all posts

Thursday, July 24, 2008

Ich bin ein Habbo-ite!

I was asked today to check out Habbo's economy, how they charge, and what they charge for. I see no reason not to share my findings with all (both?) of you! I just signed up today, so this is very much a first impression of Habbo's economy. I know there's more to it than this, but this is what I could dig up in a couple of hours.


SnowStorm, one of several games I can't try out in Habbo


Habbo is a stingy virtual world. Pretty much everything costs coins (also called credits), and coins aren't cheap!

Follow this link to see all the ways Habbo will take your money. It's pretty impressive, actually. Coin Purchase Page: http://www.habbo.com//credits?&hotelclient=1

Items range in cost from 1 (for a rubber duck) to things in the 20's.

Collectibles - Habbo releases (weekly, I think) an item that will only be available that week. The current item is a gondola (Italian canal boat) for 25 coins. They claim the original collectible, released back in 2005, was sold for 4950coins (About $800), though I'm not sure how they came to that number. In any case, collectibles seem to be a 'stock market' sort of thing in Habbo (plus they're pretty neat!)

Trophies - Trophies are an interesting item in that you can write something permanent on them when they are purchased. The idea is you reward yourself or other players with them.

Pets - At 20c pets are a little pricey, and they come in three flavors: cats, dogs, lizards

Games - You need tickets to play all but the lamest of the Habbo multiplayer games. Tickets are 2 for 1 coin, or 20 for 6 coins. When entering the game room, there was an ad for The Dark Knight (I've seen it, lay off!) I don't know what you get if you win the games, but I expect there's prizes.

Habbo Club - It's hard to tell, but it looks like it's 20 coins per month. You get:
  • Access to special items - there's a Habbo Club tab in the store.
  • Free furniture item each month
  • Special room layouts (non club members get boxes only)
  • Jump to the front of queue lines when waiting for rooms to load.
Oddly enough, I couldn't find were to join the club, but it seems like a big deal.

They have a 'coin subscription' listed on their payment page, but they are no longer offering it. I'm curious as to why they stopped. Another interesting thing about their payment structure, they only allow three 'purchase attempts' per eight day period, at least with normal credit cards.

-Adam

Tuesday, June 10, 2008

It's the Economy, Stupid!

Economies of some sort or other have become a cornerstone of virtual worlds. It would not be out of place to define vw's by the inclusion of an economy activity of some sort, they are so pervasive.

Are they necessary? Maybe, maybe not. If I were a VC, I'd hesitate to invest in a vw that didn't feature one. A vw's economy usually dovetails nicely into profitability for the site, whether through subscriptions, micro-payments, or retail-tie ins (like Bella Sara and ToppsTown.) The earn-reward effect of money is too powerful, or too obvious, for most vw's to ignore.

A money free economy would be cool. Barter as the only form of transaction would be very entertaining within the correct setting (think desert island or caveman) You want that coconut, well, you better find out what Richard342 wants for it. The lighter? Is he insane?

Rather than the traditional capitalist model, I wonder if a communist model might work. What if everyone got an equal income based on contributions of the site's entire population. Would people contribute? I think they would in the context of an engaging game or game-world tailored to that model. How would people act in such a world?

The Dude's got no money in the Small Worlds beta.
It could be that I just ran out of money building my ourWorld shrine to the Big Lebowski and as it's a beta, there isn't an adequate way to earn more, yet. If anyone with a SmallWorlds account sees this, The Dude's Room could use a couch and some candles. Donations accepted!

It's the Economy...you know.


-Adam

Tuesday, May 20, 2008

Virtual Economies - Big Risks, Bigger Rewards

While brainstorming today, we started talking about things ourWorld members perhaps could trade. Also, independent of this conversation one our members asked if they could gift their extra items to a friend (sadly, no, not yet.) The nail in the blog post coffin came with this article stating that Webkinz now allows a form of trading.

It seems so obvious, yet there are many, many pitfalls. "Gold Farmers", scammers, phishing, and general working of the system, are all valid concerns and the reason most young virtual worlds don't allow any sort of trading.

As far as I'm concerned, the community aspect of a virtual world is the interaction between it's inhabitants. For worlds where the inhabitants are primarily earners and consumers (i.e. almost all of them) the ability to treat belongings as real belongings and trade will be essential to success. For everyone else, there's always the 90% prediction.

-Adam