Warframe is a game built around the concept of collection. From picking up items to crafting new equipment, almost all of Warframe‘s many progression systems are based on collection. Resources in particular at the heart of the crafting systems within Warframe. Over the years, Digital Extremes has made adjustments to resource acquisition methods as well as inflating resource costs. In a game which has used the same resources for years, a problem inevitably presents itself: How do the developers maintain an environment in which the collection and use of these resources remains meaningful?
If you’ve been playing Warframe for a while, you may have noticed that not much information is readily available about various gameplay systems and mechanics within the game itself. When looking at the description of warframe abilities, they’re often unclear as to how the abilities function and what kind of synergies they might offer. Improvements have been made to the UI over time to show more information, but there is still a great deal left hidden within the code even after the initial stages of discovery by playing the game; the descriptions only show the tip of an iceberg. The Warframe community has become reliant on data miners to unveil the hidden details in each update and to to identify discrepancies between the patch notes and gameplay. (This article contains spoilers regarding The War Within) Continue reading “The Hidden Details of Warframe”
Endless missions in Warframe have become a hot topic in the months following the release of the Specters of the Rail update. One of the key features in the update was an attempt to reduce symptoms of “Void Fatigue” from repeating the same missions over and over in hopes of getting a specific reward. This goal was accomplished by changing the way these rewards were paid out and streamlining access to the required missions. However, the update had subsequently impacted the incentives to stay in some endless missions. This article will explore the current state of endless missions and the reasons why it become a hot topic within the community. Continue reading “The Endless Dilemma”
The Law of Retribution Trial mission was added to Warframe on March 19, 2015, as Digital Extreme’s first attempt to create a dungeon-like mission for high-level groups of players. Trial missions require players to work together by dealing with environmental and enemy threats all the while working towards completing objectives across three consecutively linked missions. However, Trial missions failed to hold the attention of the majority of players and further Trial development has been placed on an indefinite hold. This article provides an in-depth analysis of the implementation and design of the Trials to provide a better understanding of why these special missions failed to capture player interest. Continue reading “Analysis of Warframe’s Trial Missions”
At a time of uncertainty for the future of the company, Digital Extremes launched the Warframe Open Beta on March 18, 2013. Regarded by fans as the spiritual successor to the game Dark Sector, Warframe became a burden of love for Digital Extremes which was meant to be everything they had wanted to be in Dark Sector but could not accomplish. In an interview earlier this year at PAX East 2016, Warframe’s Creative Director Steve Sinclair spoke briefly on the origins of Warframe and the struggle to find a publisher for the game. One of the publishers had essentially told him “You guys will fail. You guys will make a beautiful game and you’ll never update it. You won’t be able to update it.” The developers were faced with rejection and grim projections of their future as they approached different publishers and yet three years later Warframe is still alive and well with a vigorous update cycle. This article provides an analysis of Warframe’s Update schedule for the PC platform by visualizing the data from the past three years of updates. Continue reading “Analysis of Warframe’s Updating Schedule”