Why Soulframe Won't Draw Players Away from Warframe's Existing Audience
The massive success of Warframe has been a defining factor for Digital Extremes, with the game continuing to grow in terms of content and player base 12 years after its initial release. However, this success does not guarantee the triumph of the company's next project, Soulframe, a fact that Digital Extremes is acutely aware of. When Warframe was first launched in 2013, live-service games were not as prevalent as they are today. The gaming landscape has since become saturated with live-service titles, all vying for the attention of players. Many of these games have been shut down prematurely, resulting in significant layoffs for developers. According to Sheldon Carter, President of Digital Extremes, "The current gaming landscape is vastly different from what it was when Warframe was first released. As a result, we have decided to take a more nuanced approach to developing Soulframe." Digital Extremes has been gradually building Soulframe through a series of preludes, which are essentially small, playable segments of the game. This approach allows the company to involve the community in the development process, a strategy that has been instrumental in Warframe's success. The company's ethos is centered around building games with the community, rather than simply for them. This approach has been a key factor in Warframe's enduring popularity, and Digital Extremes aims to replicate this success with Soulframe. One of the primary concerns for Digital Extremes is ensuring that Soulframe does not cannibalize Warframe's existing player base. With over 80 million players, Warframe has a significant audience, and tapping into this base could result in audience cannibalization, leading to negligible gains and increased resource expenditure. However, Carter is confident that the differences between Warframe and Soulframe are substantial enough to prevent this from happening. "The two games are, in many ways, complete opposites," he explains. "Warframe is a fast-paced, sci-fi game, whereas Soulframe is slower, more romantic, and fantasy-based." While some crossover between the two games is inevitable, Carter believes that this will not be a significant proportion of the Soulframe player base. "The Soulframe audience may be comprised of players who enjoy games like Zelda and Elden Ring but find them too challenging," he notes. Soulframe is focused on exploring the natural world, with gameplay that involves freeing animals and navigating vast environments. This is a marked departure from the fast-paced action of Warframe, and Carter believes that this difference in pace and theme will appeal to a distinct type of player. Digital Extremes has been careful not to promote Soulframe through in-game events or messaging in Warframe, opting instead to focus on building a separate community for the new game. Players who register on the Soulframe website are added to a waiting list for invites, and those who registered during the company's Warframe convention, Tennocon, were guaranteed a spot. The preludes build has been in development for approximately a year and a half, and despite the length of time, there is no monetization for the preludes. "This is true development," Carter explains. "We need to have the flexibility to make changes, remove gear, and rebalance the game without being tied to monetization." Involving players in the development process at such an early stage has provided valuable insights that can only be gleaned from the audience. For a live-service title, the ability to interpret and act on feedback prior to release is invaluable, allowing Digital Extremes to make informed decisions about the game's development. The plan for Soulframe is to grow slowly but strongly, rather than releasing with a massive marketing push and expecting instant success. "That's just our way," Carter affirms. "Warframe didn't become an overnight success, and we know how to build a game over time." With a heavy emphasis on community both before and after launch, Digital Extremes' ambition for Soulframe is to create a game that will attract a unique audience, one that will be drawn to the game's distinct blend of exploration, fantasy, and romance.