Proposal
A video game experience to raise awareness about ocean pollution, designed for children as well as adults of all ages.
Ocean pollution is an incredibly important issue that has significant impact on everyone’s lives. There is a lack of information on this topic, not to mention significant misinformation surrounding ocean garbage.
My game will use scientifically accurate data to represent the pacific garbage patch in a way that shows the true extent of ocean pollution. The player will pilot a boat through a video game representation of the pacific garbage patch that is accurate to size according to scientific data.
Currently the only way that humans have to deal with ocean garbage is simply gathering it all up in large nets, which aside from being grossly underfunded, ignores many other issues such as microplastics, which are too small to be picked up in nets. As such, the player’s goal in the game will be to collect the garbage they come across in the ocean. They will do this in order to navigate to the center of the pacific garbage patch. The closer to the center the player gets, the more dense the garbage will be, blocking their path and forcing them to collect it to open a path.
Any search on ocean pollution and its prevention will likely focus on what you as an individual can do, such as using less disposable plastic and recycling more. However, individual use makes up a miniscule part of ocean pollution compared to the practices of plastic and oil companies. Plastic produced by plastic corporations is specifically designed to prevent decomposition, and it is the fault of these companies that so much plastic ends up in the oceans. These companies that invest huge amounts of money annually into campaigns promoting recycling and eco-friendly practices in order to redirect blame from themselves onto average people. However, the true issue lies with the production of plastic in the first place. To highlight this issue, in the center of the game representation of the pacific garbage patch, a massive factory building will stand on top of an island of trash, spewing garbage out of large openings. The speed of garbage coming out will reflect the scientifically accurate speed of the growth of the pacific garbage patch.
Reading
Kapp defines games as having a number of features. He states that games must have Quantifiable Outcome, in which the actions that a player takes on the game world, and the state required to “win” the game are all clear and visible. However, with my game I’d like to bend this rule a little bit, by minimizing this feeling. I want the player to feel that the impact they’ve made on the game world by collecting trash is miniscule, in order to understand the significance and size of the problem being presented.



