Latest / The Game Business Show / Destiny’s biggest rival Warframe has had ‘two years of massive growth’
Transcript
- 0:00SPEAKER_00: Four or five years ago,
- 0:01SPEAKER_00: I think there were some people in the company who was like,
- 0:02SPEAKER_00: oh, well, Warframe's peaked, and that's the top of it.
- 0:05SPEAKER_00: And, you know, as it gradually goes to the west, we'll have to start something going.
- 0:10SPEAKER_00: The last two years of Warframe have probably been the biggest growth in the game.
- 0:15SPEAKER_00: Those hardware costs are not going to help.
- 0:17SPEAKER_00: I think that's another one for us when we look at Warframe.
- 0:20SPEAKER_00: We have this amazing optimization team.
- 0:22SPEAKER_00: So you can play Warframe on your PS5 Pro and it looks sweet,
- 0:27SPEAKER_00: cutting edge, and you can also play it on four generations ago Android phone.
- 0:36SPEAKER_01: Hello and welcome to The Game Business Show.
- 0:39SPEAKER_01: This week's edition is sponsored by Keywords Studios.
- 0:42SPEAKER_01: I find Keywords fascinating because for people outside of this industry,
- 0:47SPEAKER_01: they may not have actually heard of them, but they're huge.
- 0:49SPEAKER_01: They're in 26 countries,
- 0:50SPEAKER_01: they're 13,000 people all helping studios build,
- 0:54SPEAKER_01: launch and grow their games globally.
- 0:57SPEAKER_01: They're all about long-term partnerships with teams,
- 0:59SPEAKER_01: strong technology and connecting specialist expertise with with studios in need.
- 1:03SPEAKER_01: One thing they do is they support game developers in making their games, they offer.
- 1:08SPEAKER_01: Flexible production support that can scale depending on how ambitious the companies are being.
- 1:13SPEAKER_01: They do co-development, engineering, live ops, technical delivery, all sorts of things.
- 1:18SPEAKER_01: The goal of Keywords is to help teams move faster,
- 1:20SPEAKER_01: solve complex issues and keep production connected all without losing sight of
- 1:24SPEAKER_01: that important thing, which is the game itself.
- 1:27SPEAKER_01: You can find out all about Keywords' development services via a link
- 1:30SPEAKER_01: in our newsletter or via the keywordstudios.com website.
- 1:35SPEAKER_01: Right, now on to this week's episode.
- 1:38SPEAKER_01: This week we are talking to Digital Extremes president Sheldon Carter.
- 1:41SPEAKER_01: Now Digital Extremes has been around since 1993.
- 1:43SPEAKER_01: It's made some great games.
- 1:44SPEAKER_01: It's made some not so great games.
- 1:46SPEAKER_01: I fondly remember the 2008 Resident Evil-like shooter Dark Sector.
- 1:51SPEAKER_01: The team were acquired by Layu in 2014,
- 1:53SPEAKER_01: who in turn were acquired by Tencent in 2020,
- 1:56SPEAKER_01: but Digital Extrems basically looks after itself,
- 1:59SPEAKER_01: and is today best known for the smash hit, free to play looter shooter, Warframe.
- 2:03SPEAKER_01: Now I love doing these interviews because it's like stepping into another world.
- 2:06SPEAKER_01: Warframe has a huge audience and it's growing,
- 2:08SPEAKER_01: they have their own events,
- 2:09SPEAKER_01: they have their own approach to community,
- 2:11SPEAKER_01: and I sort of love finding out what makes these games tick.
- 2:14SPEAKER_01: I'm also really interested in Warframe because it's managed to get bigger at a time
- 2:17SPEAKER_01: when its major competitor, Destiny, has had to give up.
- 2:21SPEAKER_01: Now I spoke to Sheldon just before the event TennoCon.
- 2:24SPEAKER_01: This is where they showcase new demos and updates and make announcements.
- 2:26SPEAKER_01: And they actually ran that a few weeks ago.
- 2:29SPEAKER_01: They showed some new stuff for Warframe and its sister product,
- 2:32SPEAKER_01: which isn't still fully out yet, called Soulframe.
- 2:35SPEAKER_01: And that game is a multiplayer free-to-play fantasy RPG.
- 2:38SPEAKER_01: Anyway, I spoke with Carter all about Warframe,
- 2:40SPEAKER_01: how Digital Extremes operates,
- 2:42SPEAKER_01: its approach to Soulframe, and indeed, how he feels about the end of Destiny.
- 2:47SPEAKER_00: Check it out.
- 2:48SPEAKER_00: Hello Sheldon, welcome to the show.
- 2:50SPEAKER_00: Thank you.
- 2:50SPEAKER_00: Excited to be here.
- 2:51SPEAKER_00: I've actually watched a few times and I get the newsletter, so I'm excited to talk to you.
- 2:55SPEAKER_01: Oh, brilliant.
- 2:56SPEAKER_01: You know what?
- 2:56SPEAKER_01: I didn't realize that Warframe's origins were in Dark Sector, right?
- 3:01SPEAKER_01: Because the weird thing about that game is I don't actually remember that much
- 3:05SPEAKER_01: about it, but I know I played it, I know I loved it, and I know I finished it.
- 3:09SPEAKER_01: I think I know I finished it.
- 3:10SPEAKER_01: Is it a bladed weapon?
- 3:11SPEAKER_01: Was it called the Glaive?
- 3:13SPEAKER_01: It was the Glaive, yeah.
- 3:16SPEAKER_00: Yeah, Warframe was actually based on our first pitches for Dark Sector,
- 3:19SPEAKER_00: which was this kind of ninjas in space idea.
- 3:22SPEAKER_00: And then when it got picked up by a publisher,
- 3:24SPEAKER_00: they, you know, Resident Evil 4 was all the craze.
- 3:27SPEAKER_00: They wanted it grounded in a, you know, Eastern European city.
- 3:31SPEAKER_00: And, you know, those are the days.
- 3:33SPEAKER_00: That's the way the games industry works.
- 3:34SPEAKER_00: But, you know, we still love that game and it was cool to make for sure.
- 3:37SPEAKER_01: Yeah, the European team at D3P were not far from where I live,
- 3:42SPEAKER_01: and I used to spend a lot of time with them.
- 3:44SPEAKER_01: Oh yeah, good group.
- 3:45SPEAKER_01: I used to use it as an example of a game, people,
- 3:47SPEAKER_01: you don't get many of these games anymore,
- 3:49SPEAKER_01: but I'd say I didn't realize they were the precursor to Warframe.
- 3:52SPEAKER_00: Yeah, that was the,
- 3:54SPEAKER_00: not quite, yeah,
- 3:55SPEAKER_00: not quite the end of an era, but it was getting close to the end of an era for sure.
- 3:58SPEAKER_01: Yeah, we're getting a few of them.
- 3:59SPEAKER_01: We're starting to get, I don't know, I get a sense of the mid-tears coming back.
- 4:02SPEAKER_01: Not what we're here to talk about.
- 4:06SPEAKER_01: I get a sense,
- 4:06SPEAKER_01: we're starting to see a few of those things,
- 4:08SPEAKER_01: like some sabre and stuff start to crop up.
- 4:10SPEAKER_01: But anyway, I always realised how little I know about digital extremes.
- 4:13SPEAKER_01: I have spoken to some people on the team in the past,
- 4:16SPEAKER_01: but so much has changed, I think, since I last properly spoke.
- 4:19SPEAKER_01: How is it set up?
- 4:21SPEAKER_00: How many are you of there?
- 4:24SPEAKER_00: DE was started, I guess now we're at 31 years ago by James Schmaltz.
- 4:29SPEAKER_00: And that's when he was doing kind of collaborations with Epic on Unreal.
- 4:34SPEAKER_00: And so, yeah, that's when we started.
- 4:35SPEAKER_00: It was doing Unreal, Unreal Tournament, the first Xbox Live Unreal Tournament.
- 4:41SPEAKER_00: The studio did that, which is exciting.
- 4:42SPEAKER_00: And then we just talked about Dark Sector.
- 4:45SPEAKER_00: And then after Dark Sector,
- 4:47SPEAKER_00: we worked on a couple of games and the industry kind of bottomed out on us
- 4:49SPEAKER_00: a little bit in the middle, and we were definitely that kind of middle tier.
- 4:52SPEAKER_00: And James took a risk.
- 4:55SPEAKER_00: He kind of gambled his last million bucks to let Core Group try to make
- 5:00SPEAKER_00: the original idea for Dark Sector work,
- 5:02SPEAKER_00: which was what originally what became Warframe.
- 5:05SPEAKER_00: And that saved the studio.
- 5:06SPEAKER_00: And then,
- 5:07SPEAKER_00: you know,
- 5:07SPEAKER_00: it's been Warframe's been running now for, I guess, we're getting on to 14 years.
- 5:12SPEAKER_00: That kind of sometimes blows my mind.
- 5:15SPEAKER_00: And yeah, well, there's about 500 full-time people working at DE.
- 5:19SPEAKER_00: And then, of course, there's a...
- 5:20SPEAKER_00: A whole suite of contractors, part-time, great people.
- 5:25SPEAKER_00: We have friends at Sumo that work with us from an outsourcing standpoint.
- 5:30SPEAKER_00: So it's actually quite a huge operation now.
- 5:33SPEAKER_00: And sometimes it's a little daunting actually when we came from such small roots.
- 5:36SPEAKER_01: Oh, wow.
- 5:37SPEAKER_01: I have to say, I was looking at, you know, I've got some market data numbers.
- 5:41SPEAKER_01: They're not accurate numbers, but I thought I'd have a look and see how Warframe's doing.
- 5:45SPEAKER_01: In a live service world that is so turbulent,
- 5:47SPEAKER_01: where people are moving from game to game and everything's changing,
- 5:52SPEAKER_01: you seem remarkably consistent.
- 5:54SPEAKER_01: Yeah, you know, at least from what I can see.
- 5:58SPEAKER_01: What's the secret there?
- 5:59SPEAKER_01: Is it just you've got this co-audience that just this is their game?
- 6:03SPEAKER_00: Yeah.
- 6:03SPEAKER_00: I mean, what is the secret?
- 6:05SPEAKER_00: I need to kind of like figure that out so I could write a book or have a great consulting gig.
- 6:11SPEAKER_00: But I mean, we have this kind of combination of definitely people who've been with us forever.
- 6:18SPEAKER_00: It's the player cake of Warframe players that have been with us.
- 6:20SPEAKER_00: There's still a huge amount of players from,
- 6:23SPEAKER_00: you know, way back in 2013 that are still playing the game.
- 6:27SPEAKER_00: So people, you know, for this game is, it's a lifestyle.
- 6:31SPEAKER_00: It's their hobby.
- 6:33SPEAKER_00: So there's definitely that, which is great.
- 6:35SPEAKER_00: And that just keeps kind of growing over time.
- 6:37SPEAKER_00: And so I guess the secret is always creating updates that you feel like,
- 6:42SPEAKER_00: you know,
- 6:42SPEAKER_00: as a developer,
- 6:42SPEAKER_00: you're giving it your all,
- 6:44SPEAKER_00: like that you want to make something that's really cool,
- 6:46SPEAKER_00: that's going to resonate with the audience.
- 6:48SPEAKER_00: But once it releases,
- 6:49SPEAKER_00: being able to eat the dog food with the audience,
- 6:53SPEAKER_00: having people playing it,
- 6:55SPEAKER_00: and then realizing and being okay with the fact that we maybe didn't get it right
- 7:00SPEAKER_00: the first time, but we'll make it right.
- 7:02SPEAKER_00: And through that whole process, Just communicating, always communicating with the audience.
- 7:06SPEAKER_00: And I think, you know, that's what you're in trust with players.
- 7:09SPEAKER_00: And I think that's probably,
- 7:12SPEAKER_00: you know,
- 7:12SPEAKER_00: trust-based development is probably more our philosophy than anything else with
- 7:17SPEAKER_00: the community that we have.
- 7:18SPEAKER_00: And then,
- 7:19SPEAKER_00: you know, they do word of mouth, they do so many great things for us and then it grows.
- 7:23SPEAKER_01: Well,
- 7:24SPEAKER_01: we just had Destiny and I know that's a very different looter shooter to the one
- 7:28SPEAKER_01: that Warframe is.
- 7:29SPEAKER_01: But when you see something like that,
- 7:31SPEAKER_01: a game that was,
- 7:32SPEAKER_01: you know,
- 7:32SPEAKER_01: so giant and suddenly it's not, I mean,
- 7:35SPEAKER_01: it's still running technically, but it's like they've stopped with the updates.
- 7:39SPEAKER_01: Yeah.
- 7:39SPEAKER_01: It just shows you, I think, that it's a very competitive space.
- 7:43SPEAKER_00: It is.
- 7:43SPEAKER_00: Does it worry you?
- 7:44SPEAKER_00: I mean, I guess,
- 7:45SPEAKER_00: you know,
- 7:46SPEAKER_00: from our perspective,
- 7:46SPEAKER_00: it's interesting because Destiny,
- 7:48SPEAKER_00: you know, there's a lot of overlap between the games.
- 7:51SPEAKER_00: You know,
- 7:51SPEAKER_00: when Destiny 1 came out,
- 7:53SPEAKER_00: I can't remember Warframe's out for a couple of years when Destiny 1 came out
- 7:55SPEAKER_00: and it really, really hit us.
- 7:57SPEAKER_00: Oh, really?
- 7:57SPEAKER_00: When it came out.
- 7:58SPEAKER_00: Oh, wow.
- 7:59SPEAKER_00: You know, it's a looter shooter.
- 8:00SPEAKER_00: It's got, you know, tons of marketing and really great developers on the team.
- 8:04SPEAKER_00: Destiny 2 as well.
- 8:06SPEAKER_00: For myself,
- 8:06SPEAKER_00: it's been this evolution of,
- 8:08SPEAKER_00: you know,
- 8:08SPEAKER_00: for a while you,
- 8:09SPEAKER_00: you think about it competition and you're kind of,
- 8:11SPEAKER_00: you know, aggressively wanting to, to try to compete with what they're doing.
- 8:15SPEAKER_00: And over time,
- 8:16SPEAKER_00: what happens is developers from their team come onto your team,
- 8:19SPEAKER_00: new people who you started,
- 8:21SPEAKER_00: they, they learned what looter shooters are and how that works.
- 8:24SPEAKER_00: Because they put thousands of hours into Destiny.
- 8:27SPEAKER_00: And so, you know, at our studio, it was kind of a bit of a morning when they released that news.
- 8:32SPEAKER_00: The news in our studio was pretty dour because of just,
- 8:37SPEAKER_00: yeah, just all the connection that you end up having.
- 8:40SPEAKER_00: And I think it is the budgets and the competition to keep putting updates out.
- 8:48SPEAKER_00: I know it's really difficult and every studio has its own culture and different ways
- 8:53SPEAKER_00: of doing things.
- 8:55SPEAKER_00: You know, seven habits that we try to live by.
- 8:58SPEAKER_00: And again, that's for the book, I guess.
- 9:02SPEAKER_00: We have our own,
- 9:03SPEAKER_00: our own strategies,
- 9:04SPEAKER_00: but I can't imagine with a,
- 9:05SPEAKER_00: you know,
- 9:05SPEAKER_00: a studio as big as Bungie was,
- 9:07SPEAKER_00: and they also had Marathon going on,
- 9:09SPEAKER_00: a lot of different things, pulling them in a lot of directions.
- 9:11SPEAKER_00: So honestly, for me,
- 9:13SPEAKER_00: it's more, uh, yeah,
- 9:15SPEAKER_00: it's more,
- 9:15SPEAKER_00: it's more,
- 9:15SPEAKER_00: I guess,
- 9:16SPEAKER_00: sadness that,
- 9:16SPEAKER_00: that it's,
- 9:17SPEAKER_00: that it's over and, and, you know, I hope the best for all the people there.
- 9:20SPEAKER_01: That's for sure.
- 9:21SPEAKER_01: Because I'm in the trade medium and there was a point in time where there were lots
- 9:24SPEAKER_01: of different trade media outlets and they were all really strong.
- 9:28SPEAKER_01: And we all wanted to beat each other.
- 9:29SPEAKER_01: We didn't want to defeat each other.
- 9:31SPEAKER_01: And that was important.
- 9:32SPEAKER_01: And actually when there was loads of them doing loads of cool things,
- 9:35SPEAKER_01: That rising tide, everything.
- 9:38SPEAKER_01: We were better.
- 9:38SPEAKER_01: We were improving.
- 9:40SPEAKER_01: There was a bit of competition.
- 9:42SPEAKER_01: We were trying new things.
- 9:42SPEAKER_01: There's a lot of innovation, a lot of excitement.
- 9:44SPEAKER_01: And then,
- 9:44SPEAKER_01: of course,
- 9:45SPEAKER_01: when things started,
- 9:45SPEAKER_01: when one of them went down and one of them changed and stuff,
- 9:48SPEAKER_01: actually, the whole thing went down.
- 9:51SPEAKER_01: And I think that's why competition is so important.
- 9:53SPEAKER_01: Agreed.
- 9:54SPEAKER_01: So, yeah, I understand.
- 9:55SPEAKER_01: Like, I'm sure Destiny was a fall in your side,
- 9:56SPEAKER_01: but also one that was ultimately good for the business.
- 9:59SPEAKER_00: I think so.
- 10:00SPEAKER_00: I think so.
- 10:01SPEAKER_00: And yeah, like I said, Bungie in general is just an inspiration to us.
- 10:04SPEAKER_00: So, yeah.
- 10:06SPEAKER_01: One of the things I always find with games that have been around a while,
- 10:08SPEAKER_01: I've done a few of these sort of interviews where I talk to people that have been
- 10:11SPEAKER_01: on games 13 years, I guess, at Warframe, is you've got these OG players, right?
- 10:16SPEAKER_01: And then you've got new players.
- 10:17SPEAKER_01: And I've spoken to say,
- 10:18SPEAKER_01: I've spoken to a bunch of these developers in the past 12 months,
- 10:21SPEAKER_01: where this is actually a real challenge,
- 10:23SPEAKER_01: particularly as those OG players,
- 10:25SPEAKER_01: they get older, they have less time, all that kind of stuff.
- 10:28SPEAKER_01: How do you balance the demands of what OG players might want versus newbies?
- 10:34SPEAKER_00: It is a struggle for sure.
- 10:37SPEAKER_00: I won't say it's easy,
- 10:38SPEAKER_00: but I think a lot of times what you end up doing with core updates
- 10:41SPEAKER_00: and our big temple ones is we usually have a way that
- 10:44SPEAKER_00: the new player can get involved in that early,
- 10:47SPEAKER_00: but then they still have,
- 10:48SPEAKER_00: they don't get to skip All the stuff that the OG players have done to get to the,
- 10:53SPEAKER_00: you know, to the end content of that.
- 10:55SPEAKER_00: Oh, I see.
- 10:56SPEAKER_00: So they might get a preview of what's to come and a taste of why it's exciting.
- 11:00SPEAKER_00: But then the players who have invested thousands and thousands of hours, well,
- 11:04SPEAKER_00: they're getting You know,
- 11:05SPEAKER_00: the really cool stuff at the end and that that can be aspirational or
- 11:08SPEAKER_00: that can be something that the older players can show to the new player.
- 11:12SPEAKER_00: Our community is definitely welcoming.
- 11:15SPEAKER_00: And so they try to bring new players.
- 11:17SPEAKER_00: And I think Warframe has always felt like a It's a bit of an underdog story,
- 11:20SPEAKER_00: a little bit, just in the industry.
- 11:22SPEAKER_00: It's one of those games that's been big for a long time, but not a lot of people know about it.
- 11:26SPEAKER_00: And I think that's changing,
- 11:27SPEAKER_00: but I think that makes our players really want to bring other people
- 11:30SPEAKER_00: into their hobby.
- 11:31SPEAKER_00: And I think when you know that you're taken care of and you're excited about it,
- 11:35SPEAKER_00: you want to share it with other people.
- 11:37SPEAKER_00: And so new players, you know, it's not competitive.
- 11:40SPEAKER_00: The game is not competitive.
- 11:41SPEAKER_00: There's a lot of reasons to want to bring more people in and,
- 11:45SPEAKER_00: you know, and get them involved in your clan and those sorts of things.
- 11:48SPEAKER_01: You know what?
- 11:48SPEAKER_01: I had a lovely story when I had the Fallout 76 people on.
- 11:51SPEAKER_01: Again, a very different type of game.
- 11:52SPEAKER_01: But when the Fallout TV show happened and loads of people flooded into Fallout 76,
- 11:56SPEAKER_01: a lot of the
- 11:57SPEAKER_00: community were sitting outside the vault
- 11:59SPEAKER_01: with like giving people items
- 12:00SPEAKER_01: and stuff like that.
- 12:01SPEAKER_01: Yeah, yeah, yeah, yeah.
- 12:02SPEAKER_01: That's great.
- 12:03SPEAKER_01: So they can sort of be like, you know, Welcome.
- 12:06SPEAKER_00: Yeah.
- 12:06SPEAKER_00: Come on in.
- 12:07SPEAKER_00: Here's some stuff.
- 12:07SPEAKER_00: Yeah.
- 12:08SPEAKER_00: Come on in.
- 12:09SPEAKER_00: Yeah.
- 12:09SPEAKER_00: I think, you know, we try to ebb and flow that too.
- 12:11SPEAKER_00: We usually have like something new that the new players will,
- 12:15SPEAKER_00: you know,
- 12:15SPEAKER_00: that teaches and onboards them,
- 12:17SPEAKER_00: but then the old players get to do that because it's new content,
- 12:19SPEAKER_00: so they can still go and check it out.
- 12:21SPEAKER_00: So the follow story is great.
- 12:22SPEAKER_00: And I think that's something that our community definitely does.
- 12:25SPEAKER_01: Your creative director is Rebecca Ford.
- 12:28SPEAKER_01: She is, yeah.
- 12:29SPEAKER_01: Who I hope to speak to again, actually, one day.
- 12:31SPEAKER_01: But she went from being community director, right, to creative director.
- 12:34SPEAKER_01: And my initial reaction to that was, well, that's quite a career shift.
- 12:37SPEAKER_01: But thinking about it,
- 12:38SPEAKER_01: I imagine those two roles aren't radically different from one another with
- 12:42SPEAKER_01: a game like Warframe.
- 12:44SPEAKER_00: Uh, yeah,
- 12:44SPEAKER_00: I think that's,
- 12:45SPEAKER_00: that's one of those things that I think,
- 12:47SPEAKER_00: you know,
- 12:47SPEAKER_00: when I see lots of new games starting up and you,
- 12:49SPEAKER_00: you start realizing if you're a live service game, your community is your lifeblood.
- 12:54SPEAKER_00: I mean, that's all I've talked about pretty much since we've been talking and it's,
- 12:58SPEAKER_00: and when you realize that the person who's the tip of the spear with the community,
- 13:02SPEAKER_00: but is also working with the development team to understand whatever,
- 13:06SPEAKER_00: what's happening,
- 13:07SPEAKER_00: that kind of, I mean, I think On one side, Rebecca, I think is a unique person.
- 13:13SPEAKER_00: She has a unique talent.
- 13:15SPEAKER_00: So I think, you know, is that every community director going to be able to step into that?
- 13:19SPEAKER_00: So she's unique in that way.
- 13:20SPEAKER_00: But at the same time,
- 13:21SPEAKER_00: it does make sense when you have,
- 13:23SPEAKER_00: it wasn't a hard decision from my end, at least to say she's going to take the helm.
- 13:27SPEAKER_00: It was easy.
- 13:29SPEAKER_01: This is the thing that I always interested in is you've got creators,
- 13:32SPEAKER_01: you've got your artists,
- 13:33SPEAKER_01: your team who probably have a creative vision of where they want to take the game,
- 13:37SPEAKER_01: what they want to do.
- 13:37SPEAKER_01: And then,
- 13:38SPEAKER_01: of course,
- 13:38SPEAKER_01: you've got The community that have a vision
- 13:41SPEAKER_00: on where they want the game to go
- 13:42SPEAKER_00: and what happens.
- 13:44SPEAKER_01: How do you sort of maintain that balance?
- 13:46SPEAKER_00: Yeah.
- 13:47SPEAKER_00: I often look at, oh God, I need to look up this reference to make it clear.
- 13:52SPEAKER_00: But I remember watching this YouTuber that,
- 13:54SPEAKER_00: you know,
- 13:55SPEAKER_00: he's this really small little guy and he was saying like, can I eat all this stuff?
- 13:59SPEAKER_00: And his audience was like, yeah, eat it all, eat everything.
- 14:01SPEAKER_00: Like he was like,
- 14:02SPEAKER_00: can I eat like, you know, a hundred Big Macs and like all sorts of crazy stuff.
- 14:05SPEAKER_00: And then eventually the poor guy, like, you know, he had health problems.
- 14:08SPEAKER_00: Like he, like he basically hurt himself.
- 14:12SPEAKER_01: Yeah.
- 14:12SPEAKER_00: By listening too much.
- 14:14SPEAKER_00: By eating a hundred Big Macs.
- 14:16SPEAKER_00: The community changed him instead of him, you know, changing the community in a way.
- 14:20SPEAKER_00: And I'm not saying that that happens at all for us, but I think that's maybe a cautionary tale.
- 14:26SPEAKER_00: And I think what you really think about is you have to really listen to what
- 14:30SPEAKER_00: the community is saying And you have to play the game with them.
- 14:33SPEAKER_00: It's really easy to sit back in your ivory tower and, you know, here's the update, enjoy.
- 14:39SPEAKER_00: And, you know, if they don't enjoy, say, okay, well, we'll think about it.
- 14:41SPEAKER_00: Like you have to have people playing it and understanding what it is.
- 14:44SPEAKER_00: And so that the community feedback is in context.
- 14:49SPEAKER_00: And then when you address that,
- 14:51SPEAKER_00: or when you do the next thing,
- 14:53SPEAKER_00: you address the concern,
- 14:55SPEAKER_00: but you twist it and you give them something unique and interesting because I think
- 14:59SPEAKER_00: As gamers, we all want something.
- 15:01SPEAKER_00: If we give you exactly what you want all the time,
- 15:03SPEAKER_00: I think part of our job as developers is to kind of delight and surprise, you know?
- 15:06SPEAKER_00: It's the surprise
- 15:07SPEAKER_01: bit, yeah.
- 15:08SPEAKER_00: And so, yeah, they fixed this thing, but they did something slightly different.
- 15:12SPEAKER_00: I mean, sometimes, hey,
- 15:13SPEAKER_00: you know,
- 15:14SPEAKER_00: if it's a bug or it's an exploit or it's something brutal you did,
- 15:17SPEAKER_00: sure, you just fix it and own up to it and say, yeah, we screwed that up.
- 15:20SPEAKER_00: Sorry.
- 15:21SPEAKER_00: But, you know,
- 15:22SPEAKER_00: if you can,
- 15:23SPEAKER_00: you listen to the feedback as a You know,
- 15:27SPEAKER_00: as a kind of a horizon to look towards,
- 15:30SPEAKER_00: but you don't have to actually hit it pinpoint what they want.
- 15:33SPEAKER_00: If you give them something a little bit different on the flavor or
- 15:36SPEAKER_00: a different twist, you know, that that can do it.
- 15:39SPEAKER_00: And while you get to maintain your own creative vision while still working with hand
- 15:43SPEAKER_00: in hand with the community.
- 15:44SPEAKER_01: I guess there's a creativity to approaching these things, yeah.
- 15:47SPEAKER_01: Yeah.
- 15:48SPEAKER_01: Where do you see,
- 15:49SPEAKER_01: and this is a very businessy question, but where do you see growth for Warframe?
- 15:52SPEAKER_01: You're on pretty much every platform now.
- 15:55SPEAKER_01: Where are the new players?
- 15:56SPEAKER_01: Are they in different geographies?
- 15:57SPEAKER_01: Where do you see the growth?
- 15:59SPEAKER_00: Yeah, I mean,
- 16:00SPEAKER_00: the last two years of Warframe have probably been the biggest growth in the game
- 16:05SPEAKER_00: over.
- 16:05SPEAKER_00: Yeah, it's really, it really has been growing and that's kind of across the board.
- 16:09SPEAKER_00: So, I mean, yeah, of course, you know, we look at new geographies as they come on.
- 16:14SPEAKER_00: I think we just launched on Android a few months ago.
- 16:18SPEAKER_00: And so, you know,
- 16:19SPEAKER_00: you get Android opens a whole bunch of geographies and a whole set of players
- 16:24SPEAKER_00: that we've never been able to interact with at all.
- 16:27SPEAKER_00: And a lot of people in the mobile space who,
- 16:30SPEAKER_00: you know,
- 16:30SPEAKER_00: our version of fair,
- 16:32SPEAKER_00: free to play is totally foreign to most mobile monetization schemes.
- 16:37SPEAKER_00: So there's a bit of education piece there, but I do see that as a growth.
- 16:41SPEAKER_00: But honestly,
- 16:42SPEAKER_00: I think it's still just in,
- 16:43SPEAKER_00: even in our core markets,
- 16:45SPEAKER_00: there is a lot of room Um, for Warframe, both, um, on the consoles, um, and on PC.
- 16:52SPEAKER_00: And I know, I know,
- 16:53SPEAKER_00: you know,
- 16:53SPEAKER_00: consoles are, uh, the,
- 16:55SPEAKER_00: there's a,
- 16:56SPEAKER_00: a feeling of the decline of consoles, but I,
- 16:59SPEAKER_00: I still think there's a huge, there's a huge segment of people, uh, on the consoles.
- 17:03SPEAKER_00: We, you know, we look, we see what, what our, um, our player base is there.
- 17:08SPEAKER_00: We know there's, there's lots of growth to be had.
- 17:11SPEAKER_01: Yeah.
- 17:11SPEAKER_01: Well, it's certainly a dark couple of months.
- 17:13SPEAKER_00: Well, maybe months, maybe two weeks for the for the console side of things.
- 17:18SPEAKER_00: Yes.
- 17:18SPEAKER_00: Yes.
- 17:19SPEAKER_00: I don't know.
- 17:20SPEAKER_01: I'm trying to be Xbox seem to be pushing back towards it a little bit
- 17:23SPEAKER_01: and Switch 2 is doing, you know, you know, pretty well.
- 17:27SPEAKER_01: Whether it will keep going, I don't know, but it's certainly doing pretty well at the moment.
- 17:30SPEAKER_00: Well, those hardware costs are not going to are not going to help.
- 17:33SPEAKER_00: And, you know,
- 17:34SPEAKER_00: I think that's another one for us when we look at Warframe,
- 17:37SPEAKER_00: we have this amazing optimization team.
- 17:39SPEAKER_00: So you can play Warframe on your PS5 Pro and it looks sweet, cutting edge.
- 17:47SPEAKER_00: And you can also play it on four generations ago, Android phone.
- 17:51SPEAKER_00: And so for me,
- 17:53SPEAKER_00: I hope that if console demands aren't able to be kept up with or,
- 17:57SPEAKER_00: you know,
- 17:57SPEAKER_00: people need to look at older hardware because the new stuff is so expensive,
- 18:01SPEAKER_00: they're still going to have Warframe play,
- 18:03SPEAKER_00: which is a forever game that's always being updated.
- 18:05SPEAKER_00: So I think that's a huge, potentially a huge opportunity for us as well.
- 18:09SPEAKER_01: Actually,
- 18:10SPEAKER_01: I saw Jagex this week and I brought the same question up and they said,
- 18:14SPEAKER_01: well, old school RuneScape, you can run it on a potato.
- 18:16SPEAKER_01: There you go.
- 18:17SPEAKER_01: There you go.
- 18:18SPEAKER_01: Yeah, yeah, yeah.
- 18:19SPEAKER_01: I'm sure you can't quite run Warframe on a potato, but yeah, it can certainly cross.
- 18:23SPEAKER_00: We laugh.
- 18:24SPEAKER_00: As soon as we did Android, we started saying, hey, you're going to run this on a fridge.
- 18:27SPEAKER_00: You can run it on a Samsung fridge now.
- 18:29SPEAKER_01: Yeah, yeah.
- 18:31SPEAKER_01: Well, yeah, so a tough time, but, you know, hopefully a temporary thing.
- 18:34SPEAKER_01: I agree.
- 18:35SPEAKER_01: Yeah.
- 18:35SPEAKER_01: I'm going to be optimistic about it.
- 18:38SPEAKER_01: But obviously you're working on something new, right?
- 18:40SPEAKER_01: You know, with Soulframe.
- 18:42SPEAKER_01: Whereas Warframe launched in quite a nascent life service market, really.
- 18:46SPEAKER_01: Soulframe is going to arrive in a far more challenging space.
- 18:50SPEAKER_01: How are you approaching it?
- 18:52SPEAKER_01: Quite a broad question, that one.
- 18:55SPEAKER_00: Yeah, I mean,
- 18:56SPEAKER_00: I think one of the things you learn as you do a second game that you're trying
- 19:01SPEAKER_00: for kind of the same Scope as something like Warframe is
- 19:06SPEAKER_00: that expertise doesn't necessarily mean you don't make the same mistakes as you did
- 19:11SPEAKER_00: before.
- 19:11SPEAKER_00: It just means you can recover from them a little bit faster.
- 19:16SPEAKER_00: And so that's been,
- 19:17SPEAKER_00: you know,
- 19:18SPEAKER_00: the journey of Soulframe has been relearning a few of the things that we forgot
- 19:22SPEAKER_00: after so many years,
- 19:24SPEAKER_00: but at the same time using that core that I was talking about earlier,
- 19:28SPEAKER_00: which is just,
- 19:29SPEAKER_00: you know,
- 19:30SPEAKER_00: Establishing communication,
- 19:32SPEAKER_00: building trust with the audience and taking our time to get it to a point
- 19:36SPEAKER_00: where we feel like there's enough content,
- 19:39SPEAKER_00: enough story,
- 19:41SPEAKER_00: enough just kind of gameplay that when we release it to a wider audience,
- 19:49SPEAKER_00: It's going to have its core.
- 19:51SPEAKER_00: And that's kind of all we're looking at right now is we're building the core of
- 19:55SPEAKER_00: the audience before we go wider.
- 19:57SPEAKER_00: And I mean, that's been going well, but you know, like every game, it's challenging.
- 20:03SPEAKER_00: And you're right, it's very competitive.
- 20:04SPEAKER_00: And so I think the fact that SoulFrame is multiplayer is
- 20:12SPEAKER_00: a really cool differentiator versus a lot of the games that we look at.
- 20:16SPEAKER_00: And I think, you know, we have a lot of things that we have to do to get that game just right.
- 20:23SPEAKER_00: Yeah, we're really excited about it.
- 20:25SPEAKER_00: And I think,
- 20:25SPEAKER_00: you know,
- 20:26SPEAKER_00: the numbers that we're seeing from getting into the business side of just retention
- 20:31SPEAKER_00: and engagement, it looks really promising.
- 20:33SPEAKER_00: So I think it's going to be more about,
- 20:35SPEAKER_00: you know,
- 20:36SPEAKER_00: at TennoCon,
- 20:36SPEAKER_00: we're going to show a bit more of what's happening with the development of the game
- 20:41SPEAKER_00: and kind of,
- 20:42SPEAKER_00: as we do with Warframe,
- 20:43SPEAKER_00: show the next big update for Soulframe and get people excited for that.
- 20:47SPEAKER_00: And then we'll see where that takes us.
- 20:48SPEAKER_01: Are there any advantages to having Warframe with Soulframe?
- 20:51SPEAKER_01: I guess you've got lots of people paying attention to TennoCon and that sort
- 20:55SPEAKER_01: of stuff, and then you can reach people that way.
- 20:57SPEAKER_01: Are there many advantages that you can do?
- 20:59SPEAKER_01: Many opportunities to get quite different games, right?
- 21:02SPEAKER_01: This isn't a case of you making a similar game in a similar genre
- 21:04SPEAKER_01: where you might end up competing with each other.
- 21:06SPEAKER_01: You're making quite different genres.
- 21:08SPEAKER_00: Yeah, they are pretty different.
- 21:10SPEAKER_00: I think you're right.
- 21:10SPEAKER_00: I think that's the one thing we have is that kind of like There is a,
- 21:15SPEAKER_00: which we're discovering is there's a bit of a DE audience versus a,
- 21:20SPEAKER_00: you know,
- 21:20SPEAKER_00: necessarily a Warframe audience who kind of like the way we do community You know,
- 21:25SPEAKER_00: the way we interact with community, the way we develop with community.
- 21:28SPEAKER_00: So I think that there's that core group that,
- 21:30SPEAKER_00: you know, is just interested in what we're doing there.
- 21:32SPEAKER_00: But the majority are just people who are more into action RPGs
- 21:37SPEAKER_00: that maybe they liked Elden Ring,
- 21:39SPEAKER_00: but they don't want something that's so punishing and so precise and that love
- 21:45SPEAKER_00: the kind of feeling of You know,
- 21:49SPEAKER_00: connecting with nature and, and doing, and those sorts of things.
- 21:52SPEAKER_00: So, um, the advantage definitely is that Warframe gets us in the door, uh,
- 21:58SPEAKER_00: in terms of just being able to,
- 22:00SPEAKER_00: even just to promote it,
- 22:01SPEAKER_00: you know,
- 22:02SPEAKER_00: even with partners and those sorts of things,
- 22:03SPEAKER_00: the fact that we're,
- 22:05SPEAKER_00: it just opens up those,
- 22:06SPEAKER_00: those options,
- 22:07SPEAKER_00: which I think are great and really hard for a new I think it would be really hard
- 22:11SPEAKER_00: for a new game to get,
- 22:12SPEAKER_00: you know,
- 22:12SPEAKER_00: just because people are like,
- 22:14SPEAKER_00: oh, wow, this is the game from the creators of Warframe.
- 22:17SPEAKER_00: Like, we'll give it the time of day, we'll cover it, we'll do things with it.
- 22:20SPEAKER_00: So, yeah,
- 22:23SPEAKER_00: I can't say that it's not relying on Big Brother a little bit
- 22:26SPEAKER_00: to help it get off its feet, but it's standing on its own too, which is great.
- 22:30SPEAKER_01: Yeah.
- 22:30SPEAKER_01: It's got frame in the title.
- 22:31SPEAKER_01: That's true.
- 22:32SPEAKER_01: Are there any learnings for more frame?
- 22:33SPEAKER_01: You talked about making the same mistakes,
- 22:35SPEAKER_01: but are there mistakes or things you got right that you're going,
- 22:37SPEAKER_01: actually, if we do it this way, you know, we might better get ahead.
- 22:41SPEAKER_00: Yeah.
- 22:41SPEAKER_00: I think when you have a really experienced veteran team,
- 22:44SPEAKER_00: there's instinctual advantages in like,
- 22:48SPEAKER_00: what are people going to react to in terms of how,
- 22:50SPEAKER_00: you know,
- 22:51SPEAKER_00: powers and the packs in the game,
- 22:53SPEAKER_00: which are just basically the kits that you use, how are How are drop rates feeling?
- 22:57SPEAKER_00: How's the loot system feel fair?
- 23:00SPEAKER_00: Those sorts of things that you don't have to,
- 23:02SPEAKER_00: what we still experiment with and we still tinker with,
- 23:04SPEAKER_00: but the starting point again is quite a bit further ahead.
- 23:07SPEAKER_00: So that way is one.
- 23:09SPEAKER_00: And then two,
- 23:09SPEAKER_00: of course,
- 23:10SPEAKER_00: is the feeling with the team that we understand that there is that cycle that
- 23:16SPEAKER_00: if you didn't get it right, you just fix it and you communicate fast.
- 23:19SPEAKER_00: And it's like, that's a really hard thing to get a new team doing.
- 23:23SPEAKER_00: So I think that's what we've learned and we try to take that forward.
- 23:26SPEAKER_01: I always think of Warframe and DE showed quite a lot of patience.
- 23:30SPEAKER_01: There were moments,
- 23:31SPEAKER_01: I think,
- 23:32SPEAKER_01: where perhaps the game wasn't in the best of,
- 23:33SPEAKER_01: you know,
- 23:34SPEAKER_01: maybe shapes is the wrong word,
- 23:35SPEAKER_01: but the momentum behind it dipped a little bit and it's like,
- 23:38SPEAKER_01: no, we'll stick at it, keep going and we'll get there.
- 23:40SPEAKER_01: And perhaps maybe you would never imagine to be getting into 13 years and it being
- 23:45SPEAKER_01: the size and scale it is now.
- 23:47SPEAKER_00: It's funny when you first start a second project,
- 23:50SPEAKER_00: when you start a project like Soulframe,
- 23:51SPEAKER_00: you know, you think to yourself like, well, what caused that?
- 23:54SPEAKER_00: And I'd say,
- 23:54SPEAKER_00: you know,
- 23:54SPEAKER_00: that was four or five years ago where like, oh,
- 23:57SPEAKER_00: you know,
- 23:58SPEAKER_00: I think there were some people in the company where it's like,
- 23:59SPEAKER_00: oh, well, Warframe's peaked and that's, that's the topic.
- 24:02SPEAKER_00: And, you know, as it gradually goes to the west, we will have to start something going.
- 24:09SPEAKER_00: And that's kind of the impetus.
- 24:11SPEAKER_00: And what happened was instead,
- 24:13SPEAKER_00: you know,
- 24:14SPEAKER_00: while we did start another project, we,
- 24:17SPEAKER_00: you know,
- 24:17SPEAKER_00: changed our focus and how we were,
- 24:19SPEAKER_00: you know, developing the game, how we were running the game.
- 24:23SPEAKER_00: And, you know,
- 24:24SPEAKER_00: of course, now, like I said, we've had a few years of straight, just massive growth.
- 24:27SPEAKER_00: So it is really easy to
- 24:32SPEAKER_00: To worry about those declines and then make changes.
- 24:35SPEAKER_00: And now we're kind of in this happy position where Warframe's really thriving.
- 24:39SPEAKER_00: And that gives us the ability to give Soulframe a ton of, I guess, rope.
- 24:46SPEAKER_01: Yeah, time, yeah.
- 24:47SPEAKER_00: Time, yeah, to really try stuff out and to connect.
- 24:51SPEAKER_00: It doesn't have this like massive pressure.
- 24:55SPEAKER_01: One of the things I keep hearing about with live service projects is that,
- 24:58SPEAKER_01: you know,
- 24:58SPEAKER_01: if something comes out and it's good and you know it's good,
- 25:01SPEAKER_01: But it may not have found the audience.
- 25:03SPEAKER_01: If you've got that rope, you can go, well, let's just keep at it then.
- 25:06SPEAKER_01: Eventually it won't necessarily come, but it might do.
- 25:08SPEAKER_01: And I think of games like The Finals, which is a shooter from Embark.
- 25:12SPEAKER_01: And, you know, Nexon felt that game was good.
- 25:15SPEAKER_01: They felt this is a good game.
- 25:17SPEAKER_01: I know we've lost all the audience very quickly after, but, you know, I believe we stick at it.
- 25:21SPEAKER_01: We'll get there.
- 25:21SPEAKER_01: And after two years, it became a profitable title.
- 25:23SPEAKER_01: And, you know, maybe Marathon will go on a similar journey with Sony.
- 25:26SPEAKER_01: I think that's the benefit of what you're saying, I guess.
- 25:29SPEAKER_00: Yeah.
- 25:29SPEAKER_00: And I think if you can keep your,
- 25:32SPEAKER_00: you know,
- 25:32SPEAKER_00: even though we have that Warframe, I mean,
- 25:34SPEAKER_00: we run the team in a pretty lean way that is kind of more reminiscent of kind
- 25:39SPEAKER_00: of Warframe circa, you know, 2012, 2014.
- 25:44SPEAKER_00: So, you know, the pull of, you know, the team of everybody is to grow and grow and grow.
- 25:51SPEAKER_00: And it's just like, well, you know, we just have to keep letting it germinate.
- 25:54SPEAKER_00: And I think, you know, SoulFirm's about nature and growing.
- 25:56SPEAKER_00: So we'll have a seed that we're planting and watering.
- 25:59SPEAKER_00: And when it's ready, then for sure, you know, we'll go all in.
- 26:03SPEAKER_01: It was true.
- 26:03SPEAKER_01: I think it was a period of time in the industry.
- 26:05SPEAKER_01: I don't know how long ago it was because I've lost track.
- 26:07SPEAKER_01: I lost the ability to tell what is time.
- 26:11SPEAKER_01: But there was a time when the idea of being a one project studio,
- 26:14SPEAKER_01: which I know you're not, but the idea of it seemed as a huge risky thing.
- 26:19SPEAKER_01: I agree with that.
- 26:26SPEAKER_00: I think it's the fun part from a studio perspective of having to,
- 26:30SPEAKER_00: is that you really get to let people spread their wings.
- 26:34SPEAKER_00: And I love, you know, uh, from my perspective, I love that.
- 26:36SPEAKER_00: I love seeing people thrive.
- 26:38SPEAKER_00: I mean, this just,
- 26:39SPEAKER_00: You know,
- 26:40SPEAKER_00: we were just talking about Rebecca before,
- 26:41SPEAKER_00: but that's a great example of someone who is thriving because we're starting
- 26:46SPEAKER_00: a second thing.
- 26:48SPEAKER_00: And I think that's happened across the board on Warframe and on Soulframe as well.
- 26:51SPEAKER_01: Yeah, it's good for staff retention and happiness.
- 26:53SPEAKER_01: It is, yeah, which is important.
- 26:55SPEAKER_01: Yeah, it is important.
- 26:56SPEAKER_01: Well, it is, absolutely, of course.
- 26:58SPEAKER_01: Ultimately,
- 26:58SPEAKER_01: that's all game companies are groups of talented people and,
- 27:01SPEAKER_01: you know, keeping them together, they become better and stronger.
- 27:04SPEAKER_01: I'll ask one more question about it.
- 27:05SPEAKER_01: How are you making sure you're not going to lose focus on Warframe?
- 27:07SPEAKER_00: Yeah.
- 27:07SPEAKER_00: I mean, what we've done is a, I mean,
- 27:11SPEAKER_00: this is the reason why,
- 27:12SPEAKER_00: you know,
- 27:13SPEAKER_00: Soulframe is still in its closed alpha and still,
- 27:16SPEAKER_00: you know, the people that are playing it are just playing it from our website.
- 27:18SPEAKER_00: It's not on Steam.
- 27:19SPEAKER_00: It's not,
- 27:20SPEAKER_00: it's not wide because we're,
- 27:23SPEAKER_00: we wanted to really carefully grow that team without hurting Warframe.
- 27:27SPEAKER_00: We wanted to transition slowly people and make sure that we were filling.
- 27:31SPEAKER_00: And I think, um, That literally took two years and it's, uh, it was not easy.
- 27:38SPEAKER_00: It was not easy because, you know, uh, the Warframe updates are incredibly ambitious.
- 27:43SPEAKER_00: They have huge cinematics that,
- 27:45SPEAKER_00: you know,
- 27:45SPEAKER_00: it's like, okay,
- 27:46SPEAKER_00: well, like, can we bring, uh, Jeff Crooks is the creative director of Soulframe.
- 27:49SPEAKER_00: He's also just a Fantastic cinematic animator.
- 27:53SPEAKER_00: So it's like, oh, Jeff has to come back and, and, and animate a few things.
- 27:57SPEAKER_00: And that's just, that's at a high level.
- 27:59SPEAKER_00: Of course,
- 27:59SPEAKER_00: that's a trickle down to across the,
- 28:01SPEAKER_00: you know, the whole company is the teams have to jump in.
- 28:03SPEAKER_00: And I think that's good.
- 28:04SPEAKER_00: I think it's good because then the teams aren't Yeah.
- 28:06SPEAKER_00: Yeah.
- 28:06SPEAKER_00: Yeah.
- 28:06SPEAKER_00: Yeah.
- 28:23SPEAKER_00: Collaboration between the two,
- 28:24SPEAKER_00: but also if you're kind of careful with how you're growing the other team,
- 28:30SPEAKER_00: then you can get to the point where we are now, which is this is crazy.
- 28:35SPEAKER_00: We have TennoCon coming up in a week and both teams have Yeah.
- 28:41SPEAKER_00: Massive demos that
- 28:43SPEAKER_00: they can't wait to show.
- 28:44SPEAKER_00: And if you looked at the scope of that,
- 28:46SPEAKER_00: um, it really does feel, you know, that we have the scope of those two demos.
- 28:51SPEAKER_00: I mean, I can't even imagine if we would have done that, uh,
- 28:55SPEAKER_00: you know, five,
- 28:56SPEAKER_00: six years ago on Warframe,
- 28:57SPEAKER_00: we'd never do like,
- 28:57SPEAKER_00: Hey, we're going to do like an hour and a 10 minute demo at TonnoCon.
- 29:00SPEAKER_00: You know,
- 29:01SPEAKER_00: it's like,
- 29:01SPEAKER_00: it's like the,
- 29:02SPEAKER_00: the volume and the ability to do both things at a high level have just come from
- 29:07SPEAKER_00: the slow carefulness there, I think.
- 29:09SPEAKER_01: Careful is the word I picked up on.
- 29:10SPEAKER_01: Great.
- 29:11SPEAKER_01: Well, I'm running out of time,
- 29:12SPEAKER_01: but I'll ask one more question,
- 29:14SPEAKER_01: which is the classic question I always end the show with,
- 29:16SPEAKER_01: which is where would you like to see digital extremes in,
- 29:20SPEAKER_01: I'm going to say five years?
- 29:22SPEAKER_00: Five years.
- 29:24SPEAKER_00: Yeah, I mean, we're definitely on the road.
- 29:28SPEAKER_00: This is the five year plan looks pretty close to what we're doing right now,
- 29:32SPEAKER_00: which would be to have,
- 29:34SPEAKER_00: you know,
- 29:34SPEAKER_00: Warframe and Soulframe thriving that,
- 29:38SPEAKER_00: you know, the company has, you know, Not double where we are now.
- 29:44SPEAKER_00: Maybe we've added a couple hundred people,
- 29:47SPEAKER_00: but we're at the stage where we have two big live service games that people play
- 29:54SPEAKER_00: as their hobby that they love.
- 29:56SPEAKER_00: That's the thing that they do is they play our games.
- 29:58SPEAKER_00: And if you're into the science fiction,
- 30:02SPEAKER_00: space ninja, crazy stories, then you're going to go to Warframe.
- 30:05SPEAKER_00: And if you're into fantasy and...
- 30:08SPEAKER_00: Avenging nature and you're going to play Soulframe.
- 30:12SPEAKER_00: That's that is our vision.
- 30:13SPEAKER_00: That's our five year vision is to have both those games,
- 30:16SPEAKER_00: you know, neck and neck with totally different audiences.
- 30:19SPEAKER_00: Brilliant.
- 30:20SPEAKER_01: Well, good luck with it.
- 30:20SPEAKER_01: Sheldon, thank you for your time and hope you have fun at TennoCon.
- 30:24SPEAKER_00: Thank you so much, Chris.
- 30:26SPEAKER_01: Thank you to Sheldon there.
- 30:27SPEAKER_01: That is it for this week's edition of The Game Business Show.
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