Delaying fixings to save money and dehumanising your tenants … Adam Forrest becomes a virtual landlord and memorizes some interesting and depressing lessons
Building my first high-rise tower wasnt too difficult. I threw up some studio apartments, secured them up with capability and phone lines, arranged for a rubbish collect, and greeted my first renters. I jam-pack the people in, stacked the human rights unit, and the profits soon began to pile up nicely.
Its fun being a virtual landowner. Ive been playing Project Highrise, a PC and Mac real estate handling pretending, since the games release in September. It throws cash-strapped renters like me a chance to gratify the wild fantasize of owning dimension. It also offers members of Generation Rent some insight into how real-world proprietors and larger developers actually do business.
Despite its cutesy appearing, 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 tenants can provide a steady revenue stream. Before too long, youre hiring consultants to lobby city hall for a metro terminal and wished to know whether cachet artwork in the hallway might lure higher-paying residents.
In becoming a digital Donald Trump, I learned some interesting, if somewhat depressing exercises. For one thing, its costly to lose tenants. You dont crave a daytime to go by without any rent; and you dont want to have to reach into your pocket to refurbish an empty flat to make it rentable again. So its good to hold all current holders glad, if you can. But cooking up occupied apartments that have moved grimy is too expensive, this is why it worth trying to hold out as long as possible without doing repairs.
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