Wednesday, 21 May 2014

Economics, Apartments And MMORPGs

As I mentioned in previous posts, we're currently searching for an apartment to buy. If we don't find anything before we go to Rio it's fine, but we're investigating to see what's in the market, and if there's an affordable apartment that we like, we will not wait 2 years to get it. Right now we've found one that we may like, and we've even made an offer, but things are still pretty much in the air.

As I said, the whole selection process deserves another post, but right now I'd like to talk about apartment prices, their negotiations, and economics in general. And also how the experience of playing in a Massive Multiplayer Online game helps a lot as an Economics case study, for apartments and for the world in general.

Apartment prices in Spain are still stupidly high compared to people's salaries, but right now they're reaching a level where you can consider to buy one without sacrificing your first-born to the bank. Second hand apartments are still the only option because, with a few exceptions, new apartments are owned by banks. Bank managers (as in bank owners and directors, not office workers nor office directors) know that the prices have gone down and nobody is even able to consider paying such prices for new apartments, but if they lower the prices of new apartments they need to write down that they lost money. Of course, they'd prefer to rape their mothers before admitting that they screw up big time and that they have thousands of useless empty houses that give no benefit, so instead they don't lower the prices and maintain a price bubble.

They hope that the prices will go up again and they will get a benefit. This may happen, but it may take 50-100 years (which is how many years may be needed to get back to a situation in Spain where most people not only can easily buy houses, but can also eat afterwards). Meanwhile, our friendly Spanish government gives them our money (recovered from us through taxes) so they can continue operating without having to get money from selling that big amount of useless cheap houses.

So, we're left with the second-hand house market.

In there, things are currently interesting. Prices were not able to resist the evident difference between supply and demand, and they have plummeted quite a lot. Just 7 years ago it was normal to pay 500.000 euros for a small hole in a wall, and now it is reasonable to get decent places for 200.000 or less (depends on size of apartment, situation, age, state, etc.).

Now we're in the process of negotiating the price for an apartment we consider as an option.

Negotiating prices, reading the market tendencies and the economy in general reminds me a lot about the time I was playing Lineage 2. Lineage 2 is a Massive Multiplayer Online Role-Playing Game (or MMORPG for short, pronounced like yhatzee does). You have a permanent world where you log in and your character appears. Levelling up and progressing through Lineage 2 is an extremely hard task (or it was when I was playing) that it's not easy achievable. (all the following comments are based on my experiences of the game when I was playing it, before 2008).

The problem I faced when I was playing Lineage 2, is that to level up you need to invest a lot of money in resources and equipment. And the process of levelling up does not reward you with equivalent money. Basically, to level up you need to lose big amounts of in-game money. To be fair, there are ways to get money levelling up and hunting monsters, but they require you to play for 8 hours straight, together with more people, and to limit usage of resources to a minimum. Even like this, profits are minimal. In this world it is true that permanent growth is possible, since when you kill a monster more money gets added to the world. Anyway, this creates funny economic dynamics.

To put it in perspective...once you reach level 20, the equipment that you will need to start using at that moment to be able to fight people and monsters of your level costs close to 2 millions in the internal currency. Once you get to level 20, if killing monsters has reported you around 100.000 of the internal currency count yourself as lucky.

As you can see, there is a bit of a gap between standard income and necessary money to survive. This only gets worse in later levels, since after level 40 the equipment you need is not even sold in game shops, you need to craft it from pieces that monsters drop. Getting all required pieces takes usually more time than levelling up to the point where the equipment you were trying to create is now useless to you.

As a result of all of this, the basis of living in that world is player commerce. Players have the option to trade things and even open shops that offer things and services (like crafting services). Capitalism is king, and prices evolve with the time depending on demand and on what is affordable by most players. What's more, thanks to the constant influx of money to the economy from the players, the world is in a permanent state of inflation, with very strange and particular cases of devaluation. The ones that got rich keep getting richer, and new players will have it very hard to reach a stable economic situation where you don't need to save every single coin.

This really teaches you the workings of the real world, if you want to survive inside the game. For example inside the game I managed to establish a small business of selling helmets. These helmets were needed to complete a set that gave some extra stats for players between level 40 and 52.

However, I did not own any helmets. I did not have the pieces and materials that allowed you to build such helmets. I did definitely not have the ability to even finish building these helmets.

What I was doing was buying materials in a city, for a price that I knew was rather cheap. I bought them in bulk, and when I had my calculated quotas of materials then I proceeded to contract players who had shops to create composite materials. Finally, I contracted someone who was able to made the actual helmet from the composite materials and pieces.

Once I had the helmet (or helmets), I proceeded to go to another city where this helmet had the biggest price (because prices changed from city to city, given the fact that reaching each city required different levels and hours of play). In there I opened a shop and sold the helmet.

Recollecting and buying all the composite materials and pieces, and then contracting other players to build composites and the final helmet was a long process, and it costed around 1.2 millions in the game currency.

However, the completed helmets were sold for prices between 2 and 3.5 millions (depending on the moment). In the worst case, I got 166% of the invested money back. In the best case, 290%. And I did absolutely nothing. I was just an intermediate that knew prices of materials and prices of the finished item, and knew which margins were acceptable. Sure, I wasted a lot of in-game time on this, but it was usually time I was studying at university, and meanwhile my computer was on with the automatic shop activated so other players could sell me materials or buy my helmets.

Sometimes I got people competing, trying to sell helmets next to me for 1.5 million and similar things.I just bought all their helmets with my investment money and sold them for 2.5, getting me an easy, fast and clean benefit of 1 million per helmet.

So, this game showed quite easily a number of points that you always need to consider in doing businesses and buying things, especially when their prices do not match the price of materials used or hours invested in them:

1-Living is expensive, and working hard does not guarantee that you will have money or that you'll be able to afford necessary things.

2-In order to win lots of money, you need to start with lots of money.

3-Without laws regulating business, established companies can ruin any competitors by just buying their stock to resell it at inflated prices or by selling at a loss until the competitors run out of business.

4-Try to avoid as many distributors, agents and other intermediaries between the maker of the product and you. Each step makes the final product stupidly more expensive than the real cost of making it.

5-Monopolies will abuse their position of power and inflate prices.

6-Even with inflated prices and monopolies, customers will call bullshit when the price is too much, and they will opt to live without your product if necessary.

There are more lessons that you can take from the game, but there's no need to list all of them. It's just to show that these games are great examples of pure capitalism (and how incredibly crappy it is for everyone that doesn't have a great idea or control over some particular market). It also shows the catastrophes that can happen in such unregulated markets. (there's a lot of other MMO games that can show you examples of this).

Regarding apartments, what the game taught me is that the price of such things is as much as people are willing to pay. Building an apartment does not cost their actual prices. The apartment prices depend on the idea of a fair price that most people will have in their minds, and prices will change only when people think they should change.

At the moment, every week or two I get notifications that some apartment I was interested dropped 10.000 euros, or even 20.000.

I believe that no matter what newspapers and government are trying to advertise, people still can't pay for apartments, and what's more, people still believe they should not pay for such prices and that prices will go down. There's a big advertising campaign to change people's minds, but I don't believe it's working yet.

I want an apartment where we can live, and I don't care if the prices will drop more, or will increase later. I just want our own place. However, it is an interesting moment to buy, and it is funny to see all the people trying to convince you prices might rise a lot any time next week...

Maybe I'm wrong and prices will really increase soon....but somehow I doubt it.

Monday, 12 May 2014

Double Fine And Broken Age

A few weeks ago I was finally able to play Broken Age for a little bit, and I thought I wanted to explain the story, since we're rather proud to have participated in it :)

For those of you who do not know, Double Fine is a games development company created by Tim Schafer. Tim was one of the people working in LucasArts when they developed some of the greatest graphic adventures ever created, and he did or participated in most of them. However, one of the last games, Grim Fandango, didn't do good in sales. This, accompanied by other great graphic adventures that failed to produce money, caused big studios to abandon this format of gaming. 

After Grim Fandango, Tim went to create Double Fine, and they produced a number of games. Their first one was Psychonauts, another great game (this time a platformer) that did not do so well on sales at the beginning and did not help the company in stabilizing its situation. 

The next game they developed was Brütal Legend. However, during its development, their publisher (Activision) decided that they wanted a different game, and when the studio declined to change it, Activision dropped them. The studio managed to make an agreement with EA to publish the game instead, but then Activision filled a lawsuit claiming that they had invested in the game and were still interested. Things eventually got resolved, but the studio suffered from it, and the game didn't have all the content it originally should have, and became quite shorter. It still is a pretty good game. The gameplay is a little bit lacking, but the story, cast and atmosphere are really awesome. 

After this incident, Double Fine was in a precarious situation, lacking money and low on morale. They managed to stay afloat by releasing some smaller games produced with the same engine used in Brütal Legend. In this situation,  they remembered that fans constantly were asking them to do one graphic adventure like the ones in the past. Big companies said that this was no longer profitable, and therefore no one wanted to invest on them...but with the internet, there were alternative ways of financing such a project.

Kickstarter is a website that lets you donate money to projects you believe are worth doing and that lack funding. At the time when Double Fine was considering its future, Kickstarter had done some small campaigns, with only one or two very successful ones.

Double Fine decided to make their fans prove what they were saying and proposed to fund a new graphic adventure, using this video to promote the bid. The initial bid was 400.000 dollars, which is quite a big sum, of course...

For some weird reason, I managed to find out about this the same day that they put this video up. I got really excited about this, and I went to check the Kickstarter page. I wanted to donate money so a small, great game company could basically do whatever they wanted with no publishers messing around the final product.

When I entered the page, donations had reached 800.000 dollars. The 400.000-mark had been crushed in less than 8 hours. The Kickstarter server was crashing and didn't handle the load well. In the middle of this, I managed to make a small donation. I explained the story to Olia, and she got excited about it as well, and we started to check the page and refresh to see what was happening. In a few minutes thousands of dollars were being donated to the project. Everybody was crazy about it, the comments of the people participating were awesome, and checking twitter accounts of people from Double Fine and Tim Schafer, they couldn't believe it either.

We actually saw it arrive to 1.000.000 dollars. It was amazing, and less than 24 hours had passed. It felt like  a special moment of partying with the world.

After this, the rhythm of donations slowed down, and days passed without big donations. However, in the month that the campaign lasted, they managed to get 3.3 Millions.

I forgot about this for a long time, and after I while I read that even with that money they had production problems, because they made the game way too big. In the end they divided the game in two, and decided to sell the first part and then produce the second part (that would not require another purchase).

The game came out just recently, and since I was a backer, I had the right to get a copy. I didn't install it in a long while, but some weeks ago we finally tried the game that we helped a little bit to make.

We haven't played much, for obvious reasons....but we can already tell: Broken Age is awesome. The animation, the drawings, the voice acting, the music,  the little details...it's incredible, it feels like playing inside of a painting.

What remains to be seen is if the plot and the puzzles are also top notch since we haven't played much....but so far the feelings we're getting are pretty good.

The most important thing about all that is that it has shown that publishers can be very, very wrong about their opinions. Sure, publishers know a number of tricks that increases your chances of being economically successful, and they may correctly guess that some projects will fail...but this is not an exact science. Publishers are also usually ruled by rich people with very fixed ways of thinking that prevents innovations, or just adapting to new times.  And now there's lots of chances to make something awesome and popular, that innovates in things that nobody has dared to try, and we're free to put such ideas to popular vote in form of donations.

Anyway, Broken age seems like a great game, and  supporting it guarantees that Double Fine will keep producing imaginative, incredible games