Digital Extremes Answers All of Our Soulframe Questions, Including Warframe Tie-Ins and More

Digital Extremes Answers All of Our Soulframe Questions, Including Warframe Tie-Ins and More

Soulframe, an over-the-shoulder fantasy MMO, is the latest game from Warframe developer Digital Extremes. With slick action, otherworldly customization options, and thick lore, Soulframe is undeniably a Warframe sister project, but it’s also something completely different. Where the 2013 sci-fi game leans into industrial settings and breakneck action, Soulframe takes a more methodical approach with an emphasis on nature, ancestry, and slower combat.

IGN attended a press presentation ahead of TennoCon and the inaugural Soulframe dev stream to get a better look at the studio’s plans. During an open Q&A session, the team explained that Soulframe’s starting island is about twice as big as Warframe’s first open-world area, The Plains of Eidolon. The studio also promised that Soulframe will feature a Mastery Rank system not unlike Warframe’s, adding that it shares some similarities with the Operator Focus School system. While TennoCon 2024 offered a peak behind the Soulframe curtain, we had to know more.

We caught up with Digital Extremes CEO Steve Sinclair, Creative Director Geoff Crookes, and Community Manager Sarah Asselin to learn more about how Soulframe will evolve over the coming years. Our chat revealed more information about potential Warframe crossover content, how Digital Extremes plans to maintain its community-driven approach to game development, and so much more. There’s a lot of work to do, but the team is ready to prove that it’s making something a lot more than just Warframe with a palette swap.

IGN: Tell me about your work on Soulframe and how the idea for the game started.

Steve Sinclair: We wanted to make a very confusing game, so we called it Soulsframe. Then we realized it should be Eldenframe, which would be less confusing.

Dark Eldenframe Souls.

Sinclair: Dark Eldenframe of the Wild [laughs]. This idea had been brewing for a while. We had, I don’t know, two or three people working on it for, like, a year in the shadows. Maybe more than that?

Geoff Crookes: Yeah, about a year. It was tough because Steve and I still very much loved Warframe and working on it. This absolutely didn’t come about from attrition. There was still a lot of excitement we had for where Warframe was going. Maybe we’re even all jealous of where it’s going now, but you know, the studio was at a point where we have great retention at the company, it’s a great studio to work for, and we had a lot of senior people, and it just seemed like a good opportunity to try this. To try to grow the company with another game. That being said, Steve and I are very cautious people, and we’re still very insecure in a lot of ways too. I think, Steve, you might have been cooking the fantasy twist first. I think you presented that.

Sinclair: I had to convince you.

Crookes: You did.

Sinclair: Because it’s a very full genre. It’s kind of one of the fullest ever, right? So, trying to squeeze out a little space in there, my pitch was like, ‘I don’t think there’s a lot happening in the way Warframe evolves and changes and updates and is community-focused as much in the RPG space.’ Obviously, MMOs are a huge angle of that, but the action RPG stuff tends to be in the domain of Path of Exile or Diablo, and that different perspective. I was a Dragon’s Dogma fan, and I was like, ‘I wonder what a Warframe, co-op-y approach to that world would look like.’ I think blending in the Miyazaki stuff was where you wanted to go, Geoff, and the themes of nature and restoration, and the importance of ancestral connections, and the value of the elderly in societies that we don’t have in modernity. So, once I started cooking better themes to present to Geoff, then he was like, ‘Oh, OK, I do like this.’

Crookes: With how we worked on Warframe, we try to find hooks that excite us. That’s what I was looking for when we started talking about this. I think it was when we hit that idea of ancestry and even just how that could form into a multiplayer cooperative game, and how ancestry can be important to players you meet, and how that can affect the game and have some kind of influence, things started to get exciting for us there. Thematically, like we were saying, we were talking about the same things. I know we might not look like it, but we’re around the same age, Steve and I, so we share a lot of inspirations from when we were younger. We started talking about the retro influences we have, and I hope you see a bit of that in how the world is presented. You know, some of those old ’80s fantasy movies and whatnot. The more we talked about that the more bought-in we got, the more excited we got, and then we worked with longtime collaborator Keith Thompson. We quick call pitched him this idea, he whipped up some drawings, and then we were sold. He sent us some ideas of the Envoy and established the conflict we were talking about in the world and we were like, ‘Let’s do this,’ and we committed.

Warframe celebrated its 10-year anniversary last year. After so much time spent in building that game with the help of its community, what lessons that the team learned from that approach, and how is that knowledge being applied to Soulframe?

Crookes: Everything. Steve, feel free to jump in too, but I would say how we started was a big impact. I think a lot of studios would have just doubled the studio scope and gone silent for two to three years to make something. I think it is a factor of our insecurity, where we’re like, ‘Warframe’s development worked for us.’ That progressive formation of this identity that we grew with the community. We learned how important that community involvement was to the identity of the game as it grew. So, I think the question we asked each other was, ‘Can you still do that in this day and age? We don’t know, but we think so, so let’s try.’ It’s what we know. I think that’s how we started it, right, Steve?

Sinclair: And we kind of stumbled, didn’t we?

Crookes: [Laughs] We sure did. We couldn’t break our current habits of Warframe. You’re right.

Sinclair: We stumbled because we started taking longer between releases, and going dark for longer. Then we just kind of woke up and were like, ‘OK, holy shit. We gotta release something every month and act on what people are enjoying and give them more of that and less of the things that aren’t working.’ Speed is a big part of it. I’m not sure what you would say, Sarah, about how the community stuff is working.

“Of course, it all begins with our community. That is why it’s possible.

Sarah Asselin: Of course, it all begins with our community. That is why it’s possible. It’s our community that, I feel, is giving us the chance to build something new, and with Soulframe Preludes, which is what people are currently playing in, it’s a chance to build that beside them. It’s been really cool seeing everyone’s feedback on these really early days, and being like, ‘OK, a lot of people miss Tuvalkane,’ which I heard they still are. So after TennoCon, that’s my priority number one.

Sinclair: I guess some of the things that we would do differently… We’re sharing technology, we’re sharing the back-end servers, we’re trying to make it so that, the way the game is built, generally, you could move between the two teams within DE, and that’s been happening. So that’s been good. That’s like a Dobis business nonsense answer, but when we started and took it seriously, Geoff, I remember we drew a line and we wrote Warframe on this side, and we said ‘Fast, industrial, bleak, apocalyptic, sci-fi, glow-y, cynical,’ right? And then on [the other side], we just kind of wrote the opposites of those: slower, natural, romantic, optimistic, no celebration of gore, and stuff like that. I mean, we did add a little bit more gore last month, but that’s more about the game design and not about chasing the nastiness. So yeah, we did have a mirror and did a reflection of Warframe so that we wouldn’t be just repeating ourselves. We still seem to make mistakes or forget those lessons. On my side, I contributed a lot to the early design of Warframe, and some of those regrets kind of surrounding complexity, and things like that. So, trying to make a simpler kind of game. Sure, it’s gonna have upgrades and all that stuff, but can we boil it down to its most simple essence? I love the modding in Warframe – I made it. I mean, other people have obviously run with it, but some of those things we’re just trying to do differently and just keep ourselves on our toes.

Soulframe has been described as a sister project that will exist alongside Warframe. Like you said, there’s a lot different between the two, but is there any potential for crossover content or stories? Is that something that the team has discussed or is open to?

Crookes: Yes. Nothing we can commit to yet, but we’ve definitely talked about fun ways to see if there are ways to tie these worlds together. See if we can plant seeds that, people who are fans of DE and played DE games, would notice and call out.

Sinclair: Like this company does [points to shirt featuring Disney’s Monsters, Inc.].

Crookes: [Laughs] Like that company does. Yeah, exactly.

Sinclair: There was a two-week window, where it was like, ‘Is this Tau?’ If you know Warframe lore, it’s like, ‘Is this the alternate world that the players have never been to?’

Crookes: It won’t be. We talked about it.

Sinclair: We did talk about it. Some of those decisions, I think, are about avoiding strong coupling dependencies so that the Warframe team can cook and we can cook, vice versa.

Crookes: We do take our world-building very seriously. We try to create rules that we really stick to. I think that’s the thing: if we ever do talk about that and get to the point, we want to make sure it’s something that can fit within those rules we establish.

Asselin: If you know that Ignis Wraith in Warframe, we recently put something in called Ignus Wroth [laughs]. It’s these little, silly ways, sometimes. Maybe it’s a little cheesy, but I think it’s great.

Warframe for a lot of people, myself included, has a pretty steep learning curve. Is that something that the team is considering while developing Soulframe? Is it going to be, maybe, easier to get into, or is it more for people who have played Warframe and know that there’s a lot of these systems that they’re going to have to learn and manage?

Sinclair: At least the first few – knock on wood – years of Soulframe, we will be trying to go simpler. I mean, even Warframe was simple. It was like a Dead Space mod system in the ancient days. Of course, we had to change it because you had a fixed number of permutations, and that’s great for a single-player game, but for a game that someone is going to sink 500 hours into, going, ‘I’m done,’ is just not engaging over the long term. So, we talk a big game about making Soulframe simpler [laughs], and I think we’re just trying to keep a lid on it, but it’s boiling and we’re like, ‘Come on, don’t make it more complex than it needs to be!’ But we are making a slower game. A game that, I think, is less twitchy if you want it to be. If you’re into the melee combat, there’s parry windows, and there are dodge i-frames, but it is not a Soulsbourne type of game. It’s more in the spectrum of something like Ghost of Tsushima or Breath of the Wild. It’s not quite that far. We do love action, and we do love combat, but as we develop the game, we’re going to also be creating a larger space for people that don’t have those great timing skills and can’t beat the Godskin Duo without help. There’s gonna be that kind of spectrum of a casting type, you know, bow mains that might want to sit back and be using support abilities. I think it’s sort of going after a slightly different audience there.

Crookes: There is a power fantasy in Warframe. We want to still keep a taste of that in Soulframe.

Sinclair: Yeah, where you can sort of grind and overcome anything if you’ve got to crank it up. Warframe has that, of course, in spades. We were talking about this yesterday after looking at our two demos. It’s like, Warframe enemies live for, like, a few seconds. Maybe not. We call it popcorn, right? In Soulframe, our biggest challenge on the design and presentations side, which has been a massive uphill battle for us, is how long a single enemy lives on screen. How to make that look good. There’s new pressure on animation, on where their head is turned, because you have all this time to soak it in. Things that, you know, Nintendo and Fromsoft or Sucker Punch know well, but for us, it’s like, OK, usually, those guys are on the other end of a machine gun. Now, we’re dueling and slowly waiting, and he’s tiring out. So, that’s been our biggest challenge, but I think that affords, maybe, a little slice of a different audience, I hope.