Hey, hey, everyone! Today, I have a big post about architecture! Not just any architecture, though. Today, I want to discuss architecture in - you guessed it - virtual worlds, specifically in VRChat.
The reason I'd like to focus on this topic is that, when considered theoretically, it's fascinating. World creators can design their ideal environments with no concerns about scarcity, practicality, or regulation. Everything is made to be interacted with by a person in a three-dimensional space and is easily adjustable. The only barrier to entry is skill.
I was inspired by Stewart Hicks's How Reality TV Houses Are Built to Break People, which delves into the psychology behind the designs of various reality TV show sets such as Big Brother, Love Is Blind, and The Circle. Since Hicks focused on how architecture is used to divide people, I wanted to study architecture in a space that's intentionally focused on connecting with others. This piece is based on my observations as a long-term VRChat player as well as two of the longest-standing, most popular VRChat Worlds, The Black Cat and The Great Pug. I looked at the floor plans and applied the design philosophies Hicks mentions to see if I could identify any correlation. Here are my findings!
The Black Cat by spookyghostboo and The Great Pug by owlboy are both restaurant-themed Worlds from the late 2010s. The Great Pug was uploaded to VRChat in 2017, and The Black Cat was uploaded in 2019. Both are covered with commemorative photos from events over the years, which, alongside the moody yellow lighting and use of warm colors, make them feel cozy.
Putting this all together, I have a theory that the most long-standing and popular VRChat worlds are those that have designs that people enjoy the most. Since VRChat is a social platform, I believe the most popular designs would be those that facilitate social interaction.
Working backward from the concepts Hicks presented, we can get some clues!
"These spaces are almost completely open with no corners. [...] nor are there any areas to be able to get away from any of the other contestants. This layout forces interaction and that stokes any latent potential for conflict by denying anyone privacy." - Stephen Hicks.
I
consider choice a vital component of human-focused design. We're all
individuals, with unique preferences, cultures, and ways of interacting.
There are also pretend refreshments and necessities to encourage role-playing. Visitors can get behind the bar and serve food and drinks, hop on an open mic stage for performances, and more. Nooks and corners keep the area from being too open, allowing players to protect their backs and observe the space around them instead of being forced into it.
What do you think? What would your ideal social space look like? Let me know in the comments! That's all from me for today, so I'll see you next time!








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