For me, RPGs are the ultimate virtual worlds. The rules are clearly defined. Your goals are usually communicated in extreme detail. You know your weaknesses and strengths from the getgo. Usually the intro movie gives you the history of how the world you’re in got to where it is today. When you start a good RPG you really feel like there’s a base to build on. You know who your friends are. Ultimately I think that virtual world and avatar products that don’t take some cues from from RPGs are making a big mistake.
If an avatar is purely about personalization and expression, the users likely to settle into a look they like and be done. The revenue opportunity, if you’re in the microtransaction business, however, is in getting consumers to continually aspire for more. RPGs do this through attributes that clothing can have such as defense and durability ratings. The higher the defense the better protection.
Any virtual environment should be able to figure out a way to incorporate attributes even if the object isn’t to keep from getting killed. There are lots of things a player may wish their character could do better and having a system of progressively more powerful clothing is a great way to keep people upgrading.
This is one reason why I’ve never understood the avatar pureplay products. What’s the point? Look at me I made a cool character? Nobody cares if you were able to throw down $10 to buy a neat outfit. Show up in something that a community of people know took you dozens of hours of playtime to acquire and people will take notice. Otherwise it’s just shopping for things that have no meaning.