header-photo

PRODUCT PROFILEBuilding Game Lets Would-Be Real Estate Tycoons Play Without Risk

Idea Hatched During Boom

“Interestingly, the state of the housing market has not hurt demand for the game. Actually, ‘Build-a-lot’ is my best-selling game to date by a wide, wide margin,” says Red Marble founder Mark Batten.
HipSoft hatched the idea for the game in mid-2006. You remember the era.
Back when real estate was sizzling. The game went from idea (initially called “Estate Mania”) to the market in the same period that saw housing go from red hot to ice cold.
“Even when the [housing] market is not hot, we believe almost everyone is looking to buy a house, upgrade their existing house, find a cheaper apartment, etc. … So, we felt that there was a large audience that could relate to the real estate theme,” HipSoft cofounder Brian Goble says. Current real estate weakness “has only increased the popularity of ‘Build-a-lot.’ Real estate is a hot topic. For those that can’t become a real estate tycoon in real life, they can also give it a shot by playing ‘Build-a-lot.’”
For those who play more than a few computer games , “Build-a-lot” is akin to the popular “Sim City” collection. Those games let folks craft entire cities. “Build-a-lot,” in comparison, is much more on the neighborhood block level.
A “Build-a-lot” player gets cash, building supplies, a work crew and some real estate to start out with — plus development and cash flow goals to reach in a set time period. It’s relatively simple; no civil engineering degree is required.

Balancing the Realness of the Game

As one works their way up the games ladder of success, the game becomes more complex. More types of housing are in play. (A very East Coast selection, I may add!) Even commercial real estate projects are included.
Complexities from home repairs to property taxes are added as the game wears on, obstacles that can draw on a player’s cash reserves generated from rents and sales of properties.
It’s realistic, to a point. There’s no grand, overarching market force to throw a wrench into your plans. There are no foreclosures to worry about, either.
The only true market force I saw at work was that bid prices for homes did fall when two or more houses were on the market in a neighborhood.
“We had to balance the ‘realness’ of the game with keeping it fun for players,” HipSoft’s Goble says.
My hour or so of play with the test-drive version wasn’t too bad. Not sure if any of my real estate knowledge came into play. The game better tests one’s ability to efficiently manage a list of tasks.

A Sequel on the Way

I clearly didn’t play long enough to figure out which was a better tactic: flipping homes I’d built for quick bucks or simply collecting rental income from tenants who mysteriously show up (and pay) after you’ve completed a house. I’m sure that’s a debate that goes on in real life, too.
I didn’t spend the US$20 it takes to own a copy after your trial period is up, but that doesn’t seem like a lofty amount for a game like this. As long as you haven’t had your fill of real estate thrills elsewhere.
“Happily, people seem to love it,” Red Marble’s Batten says of the game.
“Whether that’s because it gives some relief from actual housing conditions or not, your guess is as good as mine.” One sign of the times came from HipSoft’s Goble. He notes that a “Build-a-lot” sequel will be out any day.
Apparently, somebody other than foreclosure auctioneers has found a way to profit off this slow real estate market.

Leave a Reply