I've told myself and numerous others that after I finish up in Japan, I'll return home and do my best to find a job
unrelated to business. This despite the fact that I majored in Accounting and International Business back in university. I've always had at least a partial interest in money and finance, as far as I can remember.
Back when I used to play a lot of
SNES roms, there was this one game called
大航海時代 II("
Age of Discovery II"), in English
Uncharted Waters II: New Horizons, which placed the player in the role of one of several selectable captains, each representing a different nationality. Depending on the captain, the main line of quests would differ, but the gameplay options were the same. No matter who you were, rather than follow the main quest to completion, you could always engage yourself in exploration, trading, piracy, privateering, or some combination. Whenever I played, I always found money the most appealing part of the game. As you traveled and time passed in-game, prices for various goods would fluctuate. Additionally, you could choose to capture enemy ships and either add them to your fleet or sell them off.
Back in the early days of
MMORPGs, I tried my hand for a while at a game called Ultima Online. Although there were myriad dungeons and locales to explore, and many different skills to build, I found merchanting to be the most enjoyable use of my time. I belonged to a small guild of players with aspirations of growing to be both financially and numerically large and powerful. My friends and I spent hours and hours harvesting materials, crafting them into useful goods, and selling them on automated, player-owned vendors. Although there was a market for extremely rare decorative items, which we would sometimes attempt to find, the real money was to be made in real estate. Although we owned a few properties, I don't think we ever really had enough gold to be
seriously buying and selling houses in prime locations. Our members were also an issue. If memory serves, each player could have several characters, but only
one house (be it villa, tower, keep, castle, etc). We had such a small number of trustworthy, core members that holding houses for sale would have been an issue. Still, it was my first look at online video game markets driven by people just playing a game.
Similarly, when I played World of Warcraft I found the auction house to be one of those most interesting parts of the game. I was recently reminded of this reading one of Jake's articles over at
Debt Sucks, "
How Video Games Teach Money Management" (Man, this entry is just jam-packed full 'o links). My main character was a skinner and leatherworker, meaning that when I killed certain monsters or animals, I could take their skins (and sometimes scales) and craft them into armor patches or pieces of leather armor. I would often gather leather, either by skinning it myself or buying it at the auction house, and craft it into armor patches which I would then auction off for a profit. Sometimes the price of leather would jump and I'd make more money selling stockpiled leather than I would making and selling armor patches. It wasn't as profitable a trade as enchanting or smithing, but it was enjoyable for me. Sometimes I would also keep and eye on the prices of ingredients for other professions, and harvest and sell them if the price was high enough and I was capable of gathering them (for any WoW veterans reading this, I frequently farmed motes to make primals).
I find it rather interesting that these online, game economies can have so much real value. Although it would probably be rather difficult to make a living off of such toil, there are people who gather large sums of in-game gold and sell them in the real world for real money. Even independent of that, so many people (myself included) derive such a large amount of satisfaction from sitting around earning virtual money, which for 99% of people has no application outside of the game world.
To reign this rambling post in a little and come back to my original line of thought, although I'm not thrilled by the idea of working in the worlds of accounting or finance right now, there has always been a part of me that finds the workings of markets to be quite fascinating, and I can't deny the satisfaction I get out of making a nice-looking Excel spreadsheet. Perhaps I should think about becoming some sort of entrepreneur, despite the fact that I don't have a product or an idea for one at the moment...
Anyhow, lately I've been trying to renew my interest in money by reading some personal finance blogs. Two that I've come across and would like to recommend are
Debt Sucks (previously mentioned) and
Punch Debt in the Face. They both have some fascinating reading and a very personal feel, which I find appealing.
Allow me to segue once more. Reading and thinking about personal debt (of which I have a great deal in the form of student loans) brings one thing to mind for many people: credit cards. This got me thinking about one aspect of life in Japan that I have up until now been fairly critical of - the fact that Japan is a cash society. Credit cards are becoming slightly more common, and as such they're are being accepted in more and more places, yet still the norm remains to walk around with the equivalent of several hundred dollars in your wallet and pay in cash. Whipping out a 10,000 yen note (roughly $120 right now) at the convenience store to pay for that pack of gum isn't seen as dangerous or tacky - it's pretty damn normal.
Now Japan has its own financial problems. But perhaps this cash-carrying mentality has shielded them to some degree. I don't claim to be an expert on the topic, but I get the impression most Japanese individuals don't hold much credit card debt. Can't say the same for Americans, on average. I guess there are two sides to every coin.