top of page
Search

Two cents on Spent

Spent has problems - here's the one I've been thinking the most about after Tuesday's discussion.


If I die a lot in dark souls, I don't argue I would have ducked the blow in real life. Games in general require a suspension of disbelief, especially at times of failure, because their purpose in the failure is not to represent a failing in real life. Games, even ones meant to be representations of aspects of reality, understand all aspects of themselves to be rooted in that "fake" space. In this way, your failure is a failure in a curated universe, and not any universe the skins, enemies or platforms represent.


But in Spent, your simulated ability on whether you'll end up needing welfare is dictated entirely in a curated universe, where each obstacle is "skinned" to be an economic or societal hindrance is the escaping of poverty. Spent's webpage links to a document where each study used to create the challenges within the month is from, linking to an abstract or article on the findings.


But in this way, failure has nothing to do with the obstacles - it simply has to do with the number, difficulty, and persistence of them - something uncited and seemingly decidable by the creator of the poverty 'simulation'. When I lose in Spent, I don't lose to anything representative of the world - I lose to a game that uses the representations to create a difficult level.


Spent reduces poverty into a game of how many bad things can you endure. It demonstrates the case of how these bad things have consequence, but doesn't pitch an argument for why there are so many of them, and because we intuitively understand difficulty in so many games as a function of amount of barriers and problems, what those problems are are disjointed from what we understand to be why we fail.


Your gas is siphoned, your grandfather passes away, you crash your car and some circuit blows and the registration is due, your child needs a physical and you and them both get sick, your window is shattered, and your roommate won't move out. And when inevitably you don't have enough money for the next month's rent, you lose to the game, and not to anything else.

26 views3 comments

Recent Posts

See All

Competitive Failing

Blizzard's Hearthstone is a virtual cardgame developed by Blizzard interactive. In the game, each player plays as a class of hero from the MMO World of Warcraft and battle with cards corresponding to

bottom of page