Redfall’s Multiplayer Structure and Lost Progress
The author shares a frustrating experience with Redfall, Arkane’s co-op vampire FPS, where they lost all their game progress. This setback was due to the game’s multiplayer structure, which only saved the progress of one player. While the loss of a few hours was not devastating, it highlighted a significant flaw in the game’s always-online multiplayer design. The author had hoped for a stellar co-op experience, staking vampires and collecting loot. However, the game’s wide-open multiplayer world diluted the impact of storytelling elements, such as finding a note about a family member’s loss, which felt less meaningful amidst the broad list of objectives to complete with friends. Arkane’s previous singleplayer games thrived on a narrow scope that allowed for a harmonious blend of design and storytelling, a contrast to the less impactful narrative in Redfall’s multiplayer setting.
Challenges in Redfall’s Development
The development journey of Redfall was fraught with challenges, as reported by Bloomberg. The game faced immense pressure from its publisher, ZeniMax, to incorporate microtransactions, which was a point of contention. Additionally, there were doubts about the viability of a multiplayer game from a studio known for its singleplayer titles. The development process was further complicated by a significant number of staff departures, which hindered the game’s progress.
The game’s launch was marred by a confusing marketing campaign that failed to clearly communicate what players could expect from Redfall. This confusion contributed to a lackluster release that was met with poor critical reception. To make matters worse, the game was plagued by numerous bugs at launch. One particularly humorous yet sad bug made enemies appear as if they were wearing Heelys, a type of shoe with wheels, which became a talking point on social media.
Redfall’s biggest bugs are hilarious and sad.
— Norman Jayden @NormanJaydenWr.Twitter (@NormanJaydenWr)
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Arkane’s Shift to Singleplayer with Blade
Following the turbulent experience with Redfall, Arkane Lyon, the other half of Arkane Studios known for their work on Deathloop, has embarked on a new project. This time, they are developing a game based on Marvel’s vampire hunter, Blade. The publisher, Bethesda, is now emphasizing that this upcoming title will be a strictly singleplayer game, a clear pivot from the multiplayer approach taken with Redfall.
This shift in focus comes after Redfall’s performance, which seemed to prompt a reevaluation of the studio’s direction. The Blade game represents a return to the singleplayer roots that have historically been Arkane’s strength. It appears that the publisher has learned from the Redfall experience and is now treating the game as if it never happened, only six months after its release.
The Struggle of Singleplayer Developers with Multiplayer Games
Transitioning from singleplayer to multiplayer game development has proven to be a difficult task for even the most successful developers. Naughty Dog, renowned for their narrative-driven game The Last of Us, faced setbacks while attempting to create a live service multiplayer game. After at least four years of development, the project known as The Last of Us Online was ultimately canceled. Naughty Dog stated that the ambitious scope of the project would require the studio to dedicate all its resources to post-launch support for years, which would severely impact the development of future singleplayer games.
Similarly, Creative Assembly, the developer behind the Total War series, experienced its own challenges with the online extraction shooter Hyenas. The game was scrapped just weeks after a closed beta, following Sega’s description of it as a “challenging title” during an investor Q&A session. The cancellation of Hyenas led to a “redundancy consultation process” at Sega, which may have resulted in job losses.
Here are some of the challenges faced by developers in this transition:
- Pressure to incorporate live service elements and microtransactions
- Extended development times due to reworking concepts
- Resource allocation that could detract from singleplayer game development
- Potential job losses following project cancellations
The Industry’s Push for Live Service Games
The gaming industry has seen a significant push towards live service games, which has had a profound impact on both the workforce and the types of games being developed. This trend is driven by the need for games to retain players and generate continuous revenue through seasonal models and microtransactions. However, this approach has led to a number of issues, including layoffs and the release of disappointing games that fail to meet the high expectations set by publishers and players alike.
Impact | Details |
---|---|
Layoffs | An estimated 6,500 workers laid off globally in the industry this year. |
Development Budgets | Massive budgets with a focus on games that require regular payments from players. |
Pressure on Developers | Developers are under pressure to create games with live service elements, often at the cost of innovation and quality. |
The result of this push has been the loss of jobs and the release of games that fall short of expectations, such as Redfall. The problem isn’t that singleplayer developers can’t inherently make good multiplayer games, but rather the mismatch between the developers’ strengths and the market demands imposed by publishers.
Ongoing Efforts to Improve Redfall and Industry Challenges
Despite the rocky start, Arkane continues to work on improving Redfall, releasing patches to address various issues and promising new playable heroes for the next year. However, there is skepticism about whether the game can achieve a turnaround similar to what was seen with Cyberpunk 2077. With a dwindling player base and a structure that seems to be held together by patches, the future support for Redfall remains uncertain.
The broader implications for the gaming industry are clear. There is a delicate balance between innovation and market demands, and the challenges faced by developers in this environment are significant. Publishers and developers alike must navigate these waters carefully to ensure that new and exciting games can be created without sacrificing the quality or integrity of the gaming experience.