Jon Radoff on the tricks of social gameplay in Game of Thrones: Ascent (interview)

Jon Radoff feels lucky. He’s the chief executive of  chief Boston-based Disruptor Beam, the game studio that negotiated to get the game license for Game of Thrones before it took off as an acclaimed series on HBO. His team toiled on their social game based on the title and finally debuted their Game of Thrones: Ascent on Facebook in February. By that time, Game of Thrones and the “A Song of Ice and Fire” book series were enormous hits. Now the social game has taken off as well, and Radoff is running with it.

Like the rest of George R. R. Martin’s creations, the Game of Thrones: Ascent game is heavy on narrative story, dark themes, complex characters, political intrigue, and choices that matter. You won’t find players clicking all of the time or engaged in fast-action fights. You’ll find them talking and plotting. All 2 million of them.

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Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.