Delaying mends to save money and dehumanising your tenants … Adam Forrest becomes a virtual proprietor and reads some interesting and depressing lessons
Building my first high-rise tower wasnt difficult and challenging. I hurled up some studio apartment, fastened them up with superpower and phone lines, arranged for a rubbish collecting, and greeted my first renters. I packed the person or persons in, stacked the units, and the profits soon began to pile up nicely.
Its fun being a virtual landlord. Ive been playing Project Highrise, a PC and Mac real estate handling simulation, since the games liberate in September. It generates cash-strapped renters like me a chance to gratify the wild fiction of owning belonging. It also offers members of Generation Rent some insight into how real-world landlords and larger developers actually do business.
Despite its cutesy impression, the game is surprisingly detailed and utterly unsentimental. You begin the game by managing the costs of building infrastructure, and trying to avoid taking on too much bank indebtednes before your holders can provide a steady revenue stream. Before too long, youre hiring consultancy firms to hallway city hall for a metro terminal and wondering whether esteem artwork in the hallway might allure higher-paying residents.
In becoming a digital Donald Trump, I learned some interest, if somewhat depressing readings. For one thing, its costly to lose tenants. You dont miss a date to go by without any payment; and you dont want to have to reach into your pocket to refurbish an empty flat to make it rentable again. So its excellent to maintenance all current renters glad, if you are able. But preparing up occupied flats that have changed grimies is also expensive, it was therefore worth trying to hold out as long as possible without doing repairs.
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