Posts Tagged ‘Brenda Brathwaite’

Brathwaite & Hall Pull The Plug On SHAKER Kickstarter

By John Walker on October 20th, 2012.

In a rather surprising move, Brenda Brathwaite and Tom Hall have announced they’re cancelling their Kickstarter for SHAKER, formerly Old-School RPG. Despite their having already raised a quarter of a million dollars, and the realistic possibility that they’ll see that quadruple in the next two weeks, they’ve chosen to retreat in the face of criticism that their pitch just wasn’t strong enough.

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Intriguing: Old-School RPG’s Sci-Fi Fantasy World

By Nathan Grayson on October 6th, 2012.

Brenda Brathwaite and Tom Hall’s old-school RPG, Old-School RPG, has been the talk of the town lately, but – in all honesty – the town hasn’t had all that much to actually, well, talk about. The big Kickstarter reveal was fairly light on down-and-dirty details, so instead, most resorted to speculation. Others to flat-out making things up. And still others to crime. Now, though, Loot Drop’s dropped something worth holding onto – namely, a fairly sizable helping of plot/world details.

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Wizardry, Anachronox Devs Kickstart Old-School RPG

By Nathan Grayson on October 4th, 2012.

Believe it or not, this is an actual backer reward - velvet pillow, front door delivery, and all. I can respect that.

Do you want an old-school RPG? Wizardry vet Brenda Brathwaite and former Anachronox mastermind Tom Hall sure do. They also want a million dollars, which is another pursuit I think we all have in common. So the longtime dev duo  - in conjunction with John Romero and Ghost Recon: Commander studio Loot Drop – has taken those most basic of human desires to Kickstarter in spite of the incredible risk associated with such a decision. And while Brathwaite and Hall’s variation on the theme ticks quite a few of the requisite “back in my day” boxes, it does stand to do one pretty unique thing. Or, well, technically two, I suppose.

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Are Social Games Really Social? Games?

By Nathan Grayson on May 22nd, 2012.

FEAR US FOR WE ARE GIANTS.

Embarrassed kids are amusing. A parent or authority figure co-opts a line or two of their lingo, and they act like it’s the cataclysmic end of everything they hold dear as foretold in The Prophecy. It is, to them, a corruption – a barely recognizable remnant of something they once loved that’s been chewed up, spat out, and then obliterated by a fortuitously timed meteor. It’s interesting, then, to watch fully (or at least, mostly) grown adults react the same way any time social games come up.

And yet, while the parent/grandparent parallel still applies, there is some reason behind social gaming’s reprehensible reputation. The overwhelming majority of the titles that gum up Facebook’s works bombard users with requests and notifications while waging a rapidly escalating war on their wallets. Worse, calling them “social” is a major stretch, seeing as friends in Zynga’s “ville” games or even Funcom’s The Secret War are less people and more currency. It’s almost enough to make you wonder if all those “incredible gaming possibilities” Facebook proponents tout are even real. That in mind, I spoke with Brenda Brathwaite and John Romero – whose company Loot Drop just launched Ghost Recon: Commander - about how the modern age has shaped social games and whether or not they’re having a negative effect on the people who play them.

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“All Human-on-Human Tragedy has a System”

By Kieron Gillen on July 31st, 2010.

I finally got around to watching Brenda Brathwaite‘s GDC 2010 presentation after Splash Damage’s Ed Stern twittered about it yesterday saying “it remains the most moving and exciting thing about games I’ve ever seen”. And I just lost a whole hour to her “How I dumped Electricity And Learned to Love Design” on a day I could scant afford to do so. It’s a few months old, but it’s brilliant stuff and – hey! – it’s a Saturday. It’s a talk about pure design and all the issues surrounding her re-embracing of analogue game design and the much-talked about Train. I will say no more, lest I spoil. Go watch.

EDIT: Sigh. Our mighty gaze appears to be causing sporadic weakness in the GDC vault. If it doesn’t work for you, do try later.

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