Interview: Rebecca Ford discusses the upcoming Warframe: 1999 expansion

Interview: Rebecca Ford discusses the upcoming Warframe: 1999 expansion

As a long-time Warframe fan and art enthusiast, I’m absolutely thrilled about the thoughtful process behind creating new Warframes like Nidus and the upcoming Soulframe. The team’s dedication to the lore and attention to detail really resonates with me.


Prior to TennoCon, some of us in the media, including me, were given the chance to witness the live Warframe: 1999 demo ahead of its public unveiling. I was just as amazed by it then as I am now. Later on, I got to interview Digital Extremes’ Creative Director Rebecca Ford, but some of my questions might not make sense without seeing the demo first, so consider revisiting it if you haven’t done so yet.

Interview: Rebecca Ford discusses the upcoming Warframe: 1999 expansion
Obviously, a lot of this is going to be revolving around 1999. First of all, where did the whole concept of setting it in 1999 come from? Did you think of the Y2K, virus, and then work back from that?

At one point during our discussion with Pablo, there was a fiery argument over which title would be more suitable for our game: Warframe 1999 or Warframe Year 2000. I insisted on the former, as the latter felt too commonplace to me.

The name “1999” seemed fitting for our update due to its proximity to the new millennium, but we ultimately went with it because we could creatively exploit the imagery of that year as a threshold between old and new, and give it a unique twist within the context of Warframe.

The ideas, notes, and plans for this update came quickly and without interruption around the beginning of last year. There wasn’t a single pause in our progress before January or February of 1999.

Is 1999 just going to be this one and done one and done project, or is there going to be more spin-off sequels?

I’m excited to share that this upcoming Warframe update represents a significant expansion to the game’s narrative. It’s not just a temporary addition; instead, it forms the foundation of the next major storyline that will be a permanent part of the Warframe universe.

In simpler terms, there are plenty of events taking place in the game, and once you complete the main storyline, additional content becomes available in abundance. We aren’t planning on stopping here; instead, we have intentions to expand the game further in the coming year. We’ll share more details about our expansion plans later, but our ultimate aim is to significantly enhance Warframe with this addition.

As a seasoned gamer with decades of experience under my belt, I can wholeheartedly affirm that this game stands out from the crowd. The story is rich and layered, brimming with characters that resonate deeply with me. Each interaction feels meaningful, as if every decision matters not just to the game, but to me as a player.

Are we going to be seeing the characters from 1999 as well, apart from the skins? Are they also going to be travelling over to the origin system in any way?

You’ll have to play to see. That one I can’t give you the direct answer to.

Interview: Rebecca Ford discusses the upcoming Warframe: 1999 expansion
So, obviously, there are six, or seven of these new proto-frames coming out. How did you decide which of the Warframes would become the proto-frames?

As a gamer, I can understand how disappointing it might be for some players to see their starting Warframe as a “proto-frame” instead of something more advanced. However, from the developers’ perspective, we had to make some tough choices based on competing priorities. We wanted to ensure that new players had an accessible and effective starter frame, so Mag, Excalibur, and Volt had to be included in the roster.

I was excited to mix things up and introduce a reverse frame to our game. So, meet Quincy, or as we like to call him now, Cyte-09. This unique proto-frame actually originated from the year 1999. For those eager to explore this new addition, keep an eye out for Site-09 in our origin system.

After desiring a medically-skilled character, we believed Trinity had greater potential. Consequently, we plan to revise her design, or as we call it, conduct a “kit review,” to maximize her capabilities.

To put it another way, Nyx was our unpredictable factor. Initially, she was designed as a female version of Excalibur, serving as Arthur’s sibling in the last of our six heroes. Historically, when Nyx was first introduced, this was her role.

If I were a developer and had the opportunity to introduce a new character as a sibling, why not choose the name Nyx? And just like our main character, Nyx would receive an exciting gameplay upgrade too!

Are there going to be any differences in gameplay?

When used as skins, they don’t actually perform tasks but rather communicate and engage with the environment. It’s all about personal preference. They offer a great deal of customization, and when your operator is involved, they will announce “it’s your turn” or similar phrases. There are numerous interactions taking place.

Interview: Rebecca Ford discusses the upcoming Warframe: 1999 expansion
That was also something that was quite interesting. The going from writing the operator to putting the spotlight on Arthur, because he looks like he’s going to be the main character, as it were, of 1999?

In simpler terms, the opening mission serves as an introduction, and afterwards, the player becomes an active part of the storyline, primarily experiencing it through the character of Arthur.

From this point on, you’ll take over as the player, with Arthur serving as your introduction to the year 1999. If you previously experienced “Whispers in the Walls,” then you’ve already assumed the role of Arthur. We’re simply building upon that foundation, and eventually, the focus will shift.

Is that when Excalibur showed up at the end?

Maybe.

Gemini skins. That’s going to be very exciting. On a functioning level, are you able to use those on the Prime variants?

Sure thing!

Are there any plans in the future to release other Proto-frames?

Oh, yes. But we won’t say who. 

You said 1999 would last around five hours?

The last major quest, The New War, took up around five hours of gameplay. However, we anticipate that the upcoming quest will be shorter than that, likely lasting around two hours. We’re aiming for a well-crafted storyline that would make for an engaging movie-length experience. Post-quest content is expected to provide plenty of additional playtime, potentially spanning several months.

You can look forward to exploring our intricately crafted post-quest system, which we’ll delve deeper into during our development streams starting from October or November.

So if we look at the Warframes themselves as each individual thing, they obviously come from a lot of different cultural and mythological backgrounds. How do you come up with your ideas?

“We draw inspiration from countless sources – culture, art, and ideas – without adhering strictly to any one method.”

If we’re working with a kit concept, we’ll begin by utilizing it. If our idea is thematic, such as for Jade, we’ll kick things off with inspirations drawn from choirs and angels, which significantly influenced her project right from the start.

As someone who has spent countless hours immersed in the intricate world of Warframe, I can confidently say that recognizing certain characters is second nature to me. The instant I see a particular theme or artwork associated with a Warframe character, I instantly know who it is. For instance, when I encounter the art and theme of Lila Suda, also known as “Mesa,” I’m immediately transported back to my first encounter with her in-game. Her distinct backstory as a peacekeeper and her connection to the Ostron people resonated deeply with me, making it an easy identification.

Interview: Rebecca Ford discusses the upcoming Warframe: 1999 expansion
Do you have a personal favourite one yourself? Either as a design or to play?

Currently, I find myself once again on the Nidus bandwagon. My schedule may be erratic, but I frequently return to this particular Warframe. This could be due to the fact that I have spent a great deal of time immersed in the Infested world since 1999 and have developed a strong affinity for it. Consequently, when I seek out my Warframe companion, Nidus is the one I gravitate towards.

The big event, obviously, is coming up, TennoCon. It’s the first time it’s going to be set across two days. How did you come to the decision to expand it?

As a gamer, I once had an encounter with a brilliant event organizer. They suggested that I should plan a two-day gaming event, assuring me they could manage everything. I eagerly agreed, “Sounds great to me!”

An excellent suggestion came from our events team. During the discussion, Beth, a team member, proposed an idea: instead of condensing the event into a single day, we should spread it over two days. This modification would significantly enhance the player experience by providing them ample time to fully engage with the event, rather than rushing through it in a limited six-hour window. We all agreed and moved forward with this plan.

Are you excited for it?

Today is a unique and challenging day for our team, one that’s hard to put into words about our journey and current state. Make no mistake, it requires a great deal of effort from all of us.

At the close of the day, there are numerous tense exchanges between us and the other men, despite our upbeat demeanor. However, the pressure to avoid letting anyone down adds to the strain.

As a gamer, I can’t help but cherish the feeling of being invested in by an audience. The weight of potential disappointment looms large every year, as our top priority is to keep our players engaged and satisfied. We pour ourselves into our projects, striving for excellence and crossing our fingers that we’ve managed to provide an enjoyable experience. After all, it’s our responsibility to entertain.

It’s the ninth one this year. Were you expecting it to continue for this long?

We weren’t prepared for any of this, so there’s no room for disappointment. While we don’t intend to fail, we’re sticking to our game visions for now based on what we believe the audience wants. If those expectations shift, we’ll adapt accordingly.

Interview: Rebecca Ford discusses the upcoming Warframe: 1999 expansion
So with the upcoming release of Soulframe, are there going to be any collaborations between the two?

I hope so. I’m going to try. We’ve got to do some crossover content.

In the year 1999, I believe it would be adorable if Soulframe were a collection of books, and as you stroll by, you’d come across this charming little series.

There’s also the Steam easter egg that you mentioned, the Gordon Freeman one. Are there any of those easter eggs from other series dotted around?

I’m working on it. Nothing to share yet, but I’m working on it.

Read More

2024-07-29 14:03