I decided to play Spent, a web-based game that immerses players in the financial decisions of low-income Americans. I appreciate games that highlight the struggles of living in modern day America, especially considering increasing costs and the long-standing trend of stagnant wages.

One aspect I noticed was the limited options for player choice. Playing through Spent felt more like following a story rather than actively choosing how to confront each challenge. The UI for the game was also a bit tricky to understand. It took me until the second play through to realize that choosing rent was on a sliding scale, and the lack of clear indication for intractable elements meant I had to struggle to figure out what I could even manipulate for each and every segment. That said, I appreciate the fast gameplay cycle at the start. You can quickly set up and explore various pathways.
This game uses three types of gameplay: experience, simulation, and role-playing. It aims to put players directly in the role of Americans living with limited income. Each choice the player makes is based on a real challenge that low-income have to face, rooting the game in factual data. By abstracting facts from extensive data, it combines role-playing and simulation to narrate stories of poverty grounded in reality. Through choice, role-play, and simulation, the game creates an experience that fosters an emotional connection to the millions of people behind each statistic. I argue that the game seeks to cultivate empathy and raise awareness about the widespread, multifaceted impacts of poverty.
Overall, Spent strives to immerse players in the experience of poverty, making it the focal point of gameplay. It invites players to confront the uncertainty and stress faced by many Americans living paycheck to paycheck, battling homelessness, food insecurity, and debt. Through this immersive experience, the game serves as an educational tool by encouraging reflection on the various factors contributing to poverty.

