You are on a road trip with your family. As you keep driving, a mountain expands into the horizon. The mountain looms over the car and creates a chilling shadow as you and your family gasp in awe. It’s not just any mountain. It’s a mountain made of many pieces trash.
The world is escalating into a point where we can not turn back. Mankind’s hands are sanguine with blood. The blood of whom you ask? The blood of the very planet we live on. Earth. But, if mankind is strong enough to destroy, it is strong enough to rebuild and bring back life into this world. To combat this grave issue, we created the game - Litter Picker. It is 2070, and the world is filled with mountains. Stinky ones.
On the brink of collapse, the government desperately came up with an idea. What if we gave citizens a cash reward for every pound of litter they pick up? With the incentive of a reward, and a grueling fight against others to win the sought-after cash prize, our plan is to instill a sense of urgency. A sense of urgency to fight for the right things.
In this game, you control a player, who is a citizen of the future world. Every pound of trash you pick up, you will be rewarded with money. With this money you can buy more tools and upgrades, such as shovels, machines, employees and even inventions which enable you to terraform islands using the trash you collected. In your hands, is the ability to change the planet. For good. Forever.
This game is more than just a game. The impact is an educational reform. Think of games like Cookie Clicker. Why would players spend hours, and if not years working on their cookie production? Orteil, the programmer of Cookie Clicker, predicted users will spend up to 5 minutes, not the sheer hours and finger-breaking, palm cramping clicking. This is the psychology that we’ll plant. Except, it has impacts in real life.
People will come for entertainment but stay to help the world. On the bottom of the project a link will be listed to an organization where players can really contribute to taking care of the world.
Issues we met. In a hackathon there are no constraints on what you make, on your creativity, but there are on time. We had to completely revise our plan for the final project, because we didn’t have enough time. Although we still did our game, we focused more on our presentation. Little did we know time was the least of our worries. The most important part about a group project - the group was falling apart (play clips of us arguing(acting though) echos fades out). The first day was a mess. The only thing we did was talk about what type of project we were going to do. A game. That's all. Things really were not looking good for us. (plays recordings of people scared). But when you hit rock bottom all you can go is up. (recordings of us working together well). Things started to come together. (more recordings) after the second day we were on track to finishing the presentation and the game. Everything was fixed. ( interview “what's a project without any problems.”) (plays interviews) (echos fades out.) fades into gameplay.
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