"매 poverty simulation은 매 resource scarcity를 매 mere mechanic이 아닌 매 systemic constraint로 — 매 player가 매 'rational choice 그 자체를 빼앗기는' 매 cognitive load + 매 emotional desperation을 felt 하게 design." Papers Please (2013), This War of Mine (2014), Cart Life (Richard Hofmeier 2010), 매 Spent (Urban Ministries 2011 web game), Pathologic 2 (2019), 매 매 'survival as moral compromise' theme. 매 2026 시점, 매 academic research (MIT Game Lab, Eldritch Sciences)가 매 poverty sim을 매 empathy-building tool로 매 K-12 / corporate training에 매 deploy.
매 핵심
매 design pillars
Multi-resource scarcity: 매 단일 resource 아닌 매 food + heat + medicine + rent + sleep — 매 각 항목이 매 한 turn에 모두 충족 불가.
Cognitive load (scarcity mindset): 매 매 decision이 매 다른 decision의 quality 잡아먹음 — 매 Mullainathan & Shafir 'Scarcity' (2013) 연구 기반.
Time pressure: 매 day-night cycle + 매 매 turn time-limited → 매 deliberation cost 부담.
Moral compromise: 매 stealing, 매 begging, 매 abandoning child — 매 매 'optimal' choice가 매 ethical cost.
No pure win state: 매 best ending도 매 'survival' 정도 — 매 'thriving' 의 매 unreachable.
매 응용
This War of Mine: 매 11 Bit Studios — 매 Sarajevo siege 기반, 매 civilian survival, 매 PEGI 18, 매 1.5M+ copies.
Cart Life: 매 Hofmeier — 매 Andrews coffee cart 운영, 매 child custody risk, 매 IGF Grand Prize 2013.
Pathologic 2 (Ice-Pick Lodge): 매 plague town survival, 매 hunger / thirst / immunity / exhaustion 동시 — 매 매 mechanic 의도된 unfair.
💻 패턴
Multi-resource decay system
classResourceState:def__init__(self):self.food=100.0self.warmth=100.0self.health=100.0self.sleep=100.0self.money=5.0deftick(self,hours:float):self.food-=4.0*hoursself.warmth-=2.5*hours# 매 cold weather +1.5self.sleep-=3.0*hoursifself.food<20:self.health-=0.5*hoursifself.warmth<20:self.health-=0.7*hoursifself.sleep<20:self.health-=0.3*hoursifself.health<=0:returnGameOver("succumbed to deprivation")
Scarcity decision validator
# 매 player가 매 매 turn 매 한 가지만 가능 — 매 trade-off explicitclassScarcityChoice:def__init__(self,options:list[dict]):# 매 options: [{name, food_cost, money_cost, time_cost, gain}]self.options=optionsdefapply(self,choice_idx:int,state:ResourceState):c=self.options[choice_idx]ifstate.food<c.get('food_cost',0):raiseNotEnoughFoodifstate.money<c.get('money_cost',0):raiseNotEnoughMoneystate.food-=c.get('food_cost',0)state.money-=c.get('money_cost',0)# 매 unchosen options이 매 opportunity coststate.sleep-=c.get('time_cost',1)*3.0returnc.get('gain',{})
Cognitive load — UI degradation
# 매 player의 매 sleep / hunger 낮을 때 매 UI itself가 매 degradeclassStressedUI:defrender(self,state:ResourceState,screen):ifstate.sleep<30:screen.set_blur(amount=(30-state.sleep)/30)ifstate.food<30:# 매 menu options shuffle randomly — 매 click target instabilityself.menu_items=random.sample(self.menu_items,len(self.menu_items))ifstate.health<20:screen.flash_vignette(color='red',alpha=0.4)
Moral compromise tracker
classMoralLedger:def__init__(self):self.actions=[]self.guilt=0.0defrecord(self,action:str,severity:float):self.actions.append(action)self.guilt+=severitydefaffects_dialogue(self)->str:# 매 NPC dialogue가 매 player의 매 cumulative guilt reflectifself.guilt>5:return"haunted"ifself.guilt>2:return"weary"return"tired"# 매 exampleledger.record("stole_bread_from_orphanage",severity=2.5)ledger.record("abandoned_sick_companion",severity=3.0)
Day-night sleep pressure
defcalculate_rest_quality(safety:float,comfort:float,duration_hours:float)->float:"""
매 homeless / unsafe shelter 에서 매 sleep quality 매 낮음 → 매 next day 매 cognitive penalty.
"""base=duration_hours/8.0safety_mult=0.3+0.7*safetycomfort_mult=0.5+0.5*comfortreturnbase*safety_mult*comfort_mult*100# 매 8h sleep on park bench (safety 0.2, comfort 0.1) = 매 effective ~22% rest
매 결정 기준
상황
Approach
Educational empathy tool
Spent / Cart Life style — 매 short, 매 high impact
Long-form narrative
This War of Mine — 매 multi-character, 매 weeks
Hardcore survival
Pathologic 2 — 매 punishing mechanics
Mobile awareness campaign
Spent (web game) — 매 5 min playable
Corporate DEI training
매 short scenario + 매 reflection guide
기본값: 매 multi-resource + 매 cognitive load + 매 moral compromise tracker. 매 single-resource scarcity는 매 too gamey.
언제: 매 scenario writing — LLM에게 매 specific real-world poverty case study (eviction, medical bankruptcy) 기반 매 game scenario draft 요청.
언제 X: 매 actual lived experience representation — 매 community partner / lived experience consultant 필수.
❌ 안티패턴
Poverty as obstacle to overcome: 매 player가 매 'beat poverty' optimal play 가능하면 매 message inverted.
Single resource: 매 'just food' = 매 puzzle, 매 not poverty.
Sanitized choices: 매 moral compromise 빼면 매 desperation 못 felt.
No follow-up: 매 game 후 매 reflection / discussion guide 없으면 매 mere shock.
🧪 검증 / 중복
Verified — Mullainathan & Shafir "Scarcity: Why Having Too Little Means So Much" (2013), 11 Bit Studios postmortems, IGF Grand Prize 심사 코멘트, MIT Game Lab serious game studies.