The status quo is so seductive. 'Just let it go. Just keep adding guns and dont change a thing.'
Steve Sinclair, creative director
Carter explained that the most recent update was actually broken into three pieces to allow players to get some of the new content quicker. We had this grand ambition for it, he said, and we realized that to realize the grand ambition of it was going to take two or three months. Two or three months for a large update would be blazing fast for some other games out there, but in Warframes world of weekly patches and frequent changes, its a lifetime. Digital Extremes has an in-house sound studio and its own motion capture room, and many of the voice actors are employees at the company, allowing the team to record VO as late as the day before its being put into the game.
And its not just about adding more content. Thats another lesson we learned from those people we talked to that said youre going to fail, said Sinclair, they were saying youll stagnate. You wont evolve, you wont innovate. Last year Digital Extremes did a complete rework of Warframes movement system affectionately known as Parkour 2.0. Just last week it completely redesigned the star chart and mission select screen, giving it a clearer progression path. With even fundamental game mechanics in flux, I asked Sinclair if he was ever worried about alienating current players.
That is the every day conversation, Sinclair said. The status quo is so seductive. 'Just let it go. Just keep adding guns and dont change a thing.' But Carter expressed that its important not to get too comfortable. Lets just redo the whole star chart and change how people flow through the entire game, he said, and thats going to alienate a lot of people, but then theyre going to get mastery over it and theyre going to love it. Sinclair continued by saying that deep in the core of Warframe is this idea that change is good, even though its painful for some of our players.
While at TennoCon, Warframes first dedicated convention, I spoke to many of the games most passionate fans. I asked why theyre still playing after so many years, and frequency of updates was one of most consistent answers I got.
Now Digital Extremes has grown back up to a 260-person company, even hiring back some of the people let go in 2013. Despite what the publishers said, Warframe is still on the rise. We hear from those [publishers] now," Sinclair said, "and theyre saying can you help us figure out Western free-to-play? Because for some reason we figured it out on accident, and they want to know how.
But even while asking for advice, Carter said those same publishers treat Warframe like a bubble just waiting to burst. It was almost like they thought we were at the top of the graph, and now were going to bottom," Carter explained, "and we always just keep going further up. Digital Extremes indicated that Warframe hits roughly 100,000 peak concurrent players across all platforms each day, and that those numbers aren't dwindling. Sinclair described the games growth as sort of a staircase pattern, saying every major update breaks [a record] compared to their previous highs.
A rogue success story
Despite its large player base, Warframe's success remains low-key. A lot of people havent even heard of the game nearly four years later, and Digital Extremes recognizes that. I think we are a little bit frustrated by how well known the game is here and there, Sinclair said, and Carter agreed, adding, We all think the game can break through and break out bigger, because we have the same feeling. We have this great game and we have tons of people playing it and loving it, yet it doesnt feel like its registered yet to the greater community.
Warframe is in a constant state of renovation. There are downsides to that.
Steve Sinclair, creative director
For one, Digital Extremes doesnt do much large-scale marketing for the game, possibly a symptom of the frugal origins of Warframes development. For example, they held a panel at this years PAX East but didnt actually have a booth on the floor like many of the games competitors. If we had a big booth, would that make it seem like were more real? Carter asked. But that flies in the face of what Steve was talking about before, which is were not going to spend money there, were going to put everything we can into the game. Carter pointed out that maybe thats changing, citing a Warframe cartoon they announced last weekend, but Sinclair says those trade-offs have been agonizing.
Another reason for Warframes lack of widespread interest could be its high barrier to entry. A lot of criticism has been focused on the new player experience, which Sinclair admits they prioritize less than making content for current players. Its kind of why the new user experience of Warframe kinda sucks, he said, because every update its like well, we have our playerswhat can we do to engage them now? Do I worry about the marketing thats going to pull in the new users and that first hour that they have? Sinclair went on to say that they just want to make [Warframe] more interesting, but that the strategy does make the game harder to learn.
Warframe recently got a new PvP mode called Lunaro, essentially a ball sport played with the game's movement mechanics.
As more is added, the complexity of different systems interacting with each other increases. Warframe is in a constant state of renovation, Sinclair said. We always want to make it feel like you can play this game in 2012 or you can play it in 2016. Its still going to be relevant, its still going to feel modern. Its going to still feel like we care about it every day. Its not abandoned. That comes with those downsides. Sinclair also explained that they do retire certain features as they go stale, but both he and Carter admitted even they cant remember all the stuff theyve added to Warframe at this point.
Digital Extremes focus on the very things people said couldnt be done is, for the most part, whats made Warframe so successful. It looks gorgeous, it kept the sci-fi themeironically, a setting that's all the rage right nowand when somebody said they would never be able to update it fast enough, they overcompensated by making the entire game about updates. In a way, Warframe has been designed as a frame for whatever new type of weapon or system designers such as Sinclair and Carter can think to throw into it.
I asked if there would ever be a Warframe 2, and they both smiled. Thats our joke, man, Sinclair said. We always joke about that. This is our Warframe 2 and Warframe 3 and Warframe 4 and all those things. Theres probably some marketing angle to be tempted to do what youre talking about, but I dont think so.
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