Game thinking from Adam Clare

Tag: Trevor Haldenby

More on Bringing the Future to Life

Trevor Haldenby just put his incredibly long look at the use of transmedia storytelling online. I’m looking forward to sitting and reading this.

This book-length exploration into the creation of the project, and my motivations to design and reflect on it as a futurist, took me just about a year to write. Hopefully it’s a bit faster to read. 😉

Submitted to OCAD University for the degree of Master of Design in Strategic Foresight and Innovation. This book reflects on a research project exploring the use of transmedia storytelling techniques to materialize speculative future scenarios. It also highlights a transmedia futures project called ZED.TO, created in 2012 in Toronto by Trevor Haldenby and The Mission Business.

Bringing the Future to Life: Pervasive Transmedia Scenarios and the World of Worlding by Trevor Haldenby

via the authors Tumblr.

Designing a Game for 2022

To random readers of this blog, this is a game design exercise that we’re currently trying.

Today Trevor Haldenby stopped by to talk all about the world of foresight analysis and a little bit about his experience at Earth Rangers. We all love thinking so let’s do that! Using the STEEP-V method to think about the world, you’ll have to think about a game for that world.

The world:






  • Governments rely on research (technological and biological) from for-profit entities (good reason for this, bad reason for this).
  • There is a lack of legislation on neural-implants. (Can anybody suggest a link for this?)


The challenge:
Make a game for the video game players of 2022. Describe your game and the world it takes place in through a 5-10min oral pitch.

The entire game from genre to platform are up to you, you can even design a game for a holographic gaming system. Things to cover:

  • Core game mechanic – what’s your hook?
  • Player demographics
  • Genre
  • Story
  • Multiplayer or not

Describe your world. The above talks about your game, but in order for people hearing your pitch they’ll have to understand the world you’re making the game for in addition to the above STEEP-V breakdown. Be prepared to defend your justifications for your world existing as you see it. Here are some suggestions as to what you should look at (it’s up to you to figure out what is relevant):

  • Think of polarities and extremes.
  • How do the points in the STEEP-V breakdown connect?
  • What are key differences in culture?
  • Is there new technology?
  • Did the occupy movement occupy Facebook?
  • What are the privacy concerns of 2022?
  • Have religious people banned video games?
  • Try backcasting! How did we get to the world described here?

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