The reasons you already gave for visiting a house are all perfectly acceptable, not to mention far more important than you make them out to be. Aesthetics is probably the second biggest driver for people frequenting a house, right behind tangible things like vendors. My only real housing experience comes from Ultima Online which is essentially the game that originated player housing. I will just give examples from UO and translate how they could work here (for those of you that played UO this will all be familiar but bare with me): Dye Tubs, Rune Books, Vendors, Luck/Buff Statues = Plugs In UO certain dyes were only obtainable via special dye tubs. These could be locked down at your house and open to the public at no fee to them. If you had a nice dye setup you could get a lot of traffic to your house. Rune Books were just items you could use to teleport to precise locations. Player ran vendors were the absolute biggest draw since the game had no Auction House, especially if it featured a wide array of vendors from a number of characters. Luck/Buff statues are exactly what they sound like: items that give you buffs when you click on them for a short period of time. All of the above things could be done using plugs in this game. It's unknown if player ran vendors will even exist, but if they don't they could always put NPC ones in their place and it could still be useful—albeit detrimental to the purpose of cities. The rune books are identical to a feature they've already confirmed: raid portals. It is totally feasible that they would add in other special portals of some kind too, making specific plots a haven for quick travelers. Lastly there are buff stations, which yet again they've confirmed to have and will be extremely valuable. Aesthetics, aesthetics, aesthetics and,oh ya....aesthetics = Identical People like seeing rare items or cleverly decorated homes. There are thousands upon thousands of rare items in Ultima Online, some of which only a dozen or so exist per server, or less. Being able to see some rare items that dropped only during a launch event (1997) is really fun. As is checking out a wall of statues that complete an entire set and cost hundreds of millions. But you know what's really fun? Creative people that make their house look like Christmas year round. Perhaps there is someone that makes an indoor Fight Club, or a torture chamber complete ultra rare skeletons and an Iron Maiden. Maybe there is a guy that spent hundreds of hours of his life doing making murals of objects on his walls; out of hundreds of pieces of tiny items like ore. People love that stuff. They tell their friends about it and take them along to browse. Want to see the server first reward for killing the Dragon of OPness? Go check out the house of the guild leader that runs the best guild on your server. The list drags on and on and the possibilities are endless. ______________________________________ TL;DR The things you listed in the opening post are all good enough reasons to keep people coming back countless times. The challenge is to make rare objects and keep them rare. Not everyone should be able to obtain every single item in the game with ease, just because they want them. As long as Carbine implements housing correctly and lets player's imaginations run wild, there will be more than enough incentive to stop by certain plots. For more detailed information about all of this be sure to check out the Housing System wiki of the site. I just made it and will continue adding considerable content over the coming days.