Warframe turns 13 years old this week. Digital Extremes’ free-to-play online action game has proven itself to be remarkably resilient over the years, establishing a loyal fanbase while staying relevant even when its competitors falter. And there have been plenty who have faltered in recent years. The live service space is littered with the corpses of failed video games. Concord. Suicide Squad: Kill the Justice League. Highguard. These are just a few of the high profile games that have tried and failed to carve out a piece of that lucrative live service pie. And with each big new live service release comes an obsession with Steam player numbers. Valve’s is the only gaming platform to make concurrents public, and in lieu of sales and revenue data from the vast majority of game companies, Steam has become a lightning rod for the dreaded ‘dead game’ debate.
All the while, Warframe has thrived. It is still here, adding more content, keeping its community interested, and keeping its developers at Digital Extremes in a job. Warframe creative director Rebecca Ford is at the heart of that effort. She admits Warframe got lucky, launching as it did at a time when there were far fewer competitors on Steam, at a time when this whole live service thing wasn’t really a thing at all. In the interview with IGN, below, Ford explains how Digital Extremes has managed to keep Warframe going, offers her take on our Steam charts obsession, and teases what’s to come.
IGN: This month marks the 13th anniversary of Warframe, a big achievement for an online game. How has it been looking back on the game, and looking to where things are going next?
Rebecca Ford: Yeah, it’s our 13th anniversary since we launched on Steam in 2013, which was indicative of when things took off for us. It’s been great, we’ve done some stuff this year, so far, but our first major update, the Shadowgrapher, launches on March 25, and then we go right to PAX East to talk about what’s next, and then we’re already working on what’s next after that. The worst part of the job is when you can’t say anything [beyond that].
I wish I could say everything we are working on, but it would ruin our entire plan for the year. I’m excited for our update to go out, which includes the Switch 2 launch. But I’m working on something right now that I’ve been wanting to work on for years, but what can you do? You gotta keep your mouth shut, because it’s too hype.
IGN: The new Shadowgrapher update, which is a horror-themed update for Warframe, is coming up as well. It continues with Warframe’s focus on trying new things and putting a very ‘Warframe’ spin on familiar game modes. How has it been seeing that one evolve into what you have now?
Rebecca Ford: It’s shaping up well. This update has changed a lot since its original inception. We always wanted to go back to something a little more on the unconventional horror side. We’ve dabbled with that as a theme and a topic for our Chains of Harrow content. Back in 2017, we actually wanted those [horror] pieces there. We didn’t know what the puzzle would be as we were putting all the pieces together, but we absolutely knew we wanted something that dealt with the dead relay from so long ago. And then, on top of that, the game mode we were trying to figure out what would be the most fun to play is you being chased.
We had a sort of hide-and-seek prototype, and now it’s a bit of all of that, in terms of gameplay iteration, to give players a game mode. This one went through a lot of churn, and what we’ve ended up with is the best of both worlds. The actual character itself – Follie, the 64th playable Warframe – is sort of the gasoline that makes the engine run, because she’s meant to be a little spooky, but also a little whimsical. If a player likes that flavor, they’re going to get a little bit of a backstory about why this is important, based on characters that they’ll be meeting for the first time. So I’m very happy with all that. And then there are tons of quality-of-life stuff that we’ve just been waiting to ship as part of this update, cosmetics, events, all that good stuff.
IGN: We’re also seeing the release of the Switch 2 version of Warframe this week, developed internally this time. It would be fair to say that the Switch 1 version was more successful than anticipated, so what sort of lessons were learned from that when making the newest one?
Rebecca Ford: Our original Switch 1 journey was helped by developer Panic Button, who co-developed it with us. They were the experts on that hardware at the time, and we were looking to that platform as a future for Warframe. We didn’t even know if it was possible, and then when it shipped, we saw it could be done, which was really important for us to make decisions about which hardware to support for the future of Warframe. Now we have the Nintendo Switch 2 release, which, yes, we did in-house entirely, and it is crazy.
I just reviewed the launch trailer for it, and it shows the differences in load times and texture resolutions. It’s unbelievable to think we are once again on Nintendo hardware, with a performance and optimization level that is even more compelling for people with a Switch 2 to give Warframe a try. There’s not much like it on the Nintendo Switch hardware, it’s a mature game that gives you a really good sci-fi MMO experience at this point, and it’s going to be incredibly impressive for anyone who has a Nintendo Switch 2 to see a game like this on the hardware. [ …] And we have Switch 2 mouse support as well; there was a lot of joy from the QA team that we were able to make that happen.




