What we can learn from Warframe
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This is the first in a series of articles examining what the industry can learn from single topics, such as games, research and trends.
Warframe is a cult loot shooter that is simultaneously remarkable for what it's achieved and unremarkable in embodying many trends of recent years. Digital Extremes' game is symphonically AAA and lean, PC and free-to-play, bewilderingly complex and immensely popular. It simply does not conform to norms, yet manages to be beautifully playable and endlessly fascinating.
Launched by Unreal co-creators Digital Extremes in -- as the Canadian studio's last ditch attempt to save itself -- Warframe was met with a mediocre reception. Over the last six years, however, it has grown quietly, layering features while porting to PlayStation 4, Xbox One and, most recently, Nintendo Switch.
According to estimates provided by SuperData, Warframe's revenue has grown an average of 27% year-on-year, reaching $ million in digital revenue across -- a figure that is comparable to the significantly higher profile Destiny 2, which has an estimated $ million in digital revenue for
Warframe's slow, silent growth, with no release fanfare, allowed it to slip by so many of us. This stealth success means we may have missed the important lessons we can gain from such a unique game.
1. Run the marathon
Digital Extremes embraced lean principles for Warframe, with lead designer Scott McGregor calling the initial release "the smallest thing we could get out." GameSpot gave it a disappointing score of six out of ten at launch, but following years of constant improvement the review team recently upped the verdict to an eight. This rescoring draws attention to ostensibly the most notable lessons from Warframe; developing service games is a long grind of constant improvement. At least, it is for those that are successful.
In fact, much of Warframe's success can be traced not only to the quality of its releases, but also the speed and frequency. New content and new gameplay has kept players coming back (and spending) for over half a decade already. This makes good business sense too, as keeping existing players is much more cost effective than acquiring new ones.
But light launching also gave Digital Extremes insight into the wants and needs of its players, letting the team build only features that are both wanted and needed, avoiding costly and unnecessary development. This player-developer integration also builds a grassroots community with a sense of involvement and ownership over the product, which for Warframe has granted life-giving virality.
2. Grow your community to grow your game
"We wanted to be in the thick of it in alpha We wanted to see where the problems were It had us glued to the forums" -- Rebbeca Ford, live ops and community director.
Digital Extremes' symbiotic relationship with its player base has been present from early in Warframe's life, with the team fostering discussion with players through forums, streamed Q&A and via email. This close bond resulted in one of Warframe's most iconic features: The parkour-like movement. Players had found an exploit that broke jumping and allowed a player's Tenno (their avatar) to ping great distances across the map. This movement became popular, but was open to abuse and needed patching.
"Warframe simply does not conform to norms, yet manages to be beautifully playable and endlessly fascinating"
Rather than simply patch the exploit, the Warframe team listened to players and decided to bring a more controlled implementation of the movement into the game. It revolutionised the way playing Warframe felt, but it also made the community feel heard. During this same period, Digital Extremes was experiencing difficulty getting coverage from a PC gaming press reluctant to cover free-to-play games, but goodwill from the community spilled over to YouTube, where influencers began talking up the title.
This early YouTube buzz created a viral impact that has been the backbone of Warframe's ongoing growth. Simply put, nurturing a community that supports your work and feels involved in your game will result in evangelism and influencer endorsement that feels genuine. Therefore, hiring experienced community professionals and orienting development to be influenced by community feedback is a worthwhile investment with big upsides.
3. Leverage procedural content
Warframe's early development featured a skeleton staff that understood the need to maintain a service game with lots of content. The team made a smart decision: build levels procedurally. Each mission inside the game is randomly generated from a tile-set, with each set depicting an environment and supporting unique features. This approach gives greater replayability depth, as the same mission can feel different each playthrough. It allows for mechanics that encourage players to revisit content without it feeling like mindless grind.
When designed well, "proc gen" can let small teams build games that feel vast. It can also allow for emergent gameplay as unintended mechanics bump up against each other, resulting in unexpected scenarios. The king of this approach is Dwarf Fortress, a title that creates epic gameplay scenarios despite a development team of two.
Even as Warframe gained traction and the dev team grew into the hundreds, procedural approaches were maintained. Dynamic difficulty scaling and balancing approaches are used liberally, highlighting Digital Extremes' continued adherence to lean principles even at vast team sizes.
4. Don't shy away from complexity
"People are smart They look at Warframe, they see that complexity, and they smell that the game will require mental energy" -- Steve Sinclair, game director
Another similarity to Dwarf Fortress is the unflinching embrace of complexity. Released to the backdrop of an exploding mobile market driven by simplicity and accessibility, Warframe heaped on sprawling, overlapping mechanics with abandon. To compound the inaccessibility further, common gameplay terms were ignored -- Tenno instead of avatar, or Warframe instead of skin.
This makes playing Warframe daunting to a majority of players, but for some it's a dog whistle. The initial exposure to complexity signals (rightly) that there's a lot of strategy at play, but you'll need to work to understand it. This quickly self-selects a subset of highly engaged players and, despite Digital Extremes' efforts to improve onboarding, excludes everyone else.
"The success of Warframe highlights that now, more than ever before in our industry, there are near infinite paths to success"
There are many other examples of this approach, including the infamously bewildering but successful Game of War and its spinoffs, EVE Online, and many of Asia's top grossing titles. For the right audience complexity is not a hindrance to enjoyment, but a reason.
5. Do pay to win -- but do it correctly
One common sentiment from Warframe's community is that it "does free-to-play right." As a veteran free-to-play product manager this makes me flinch a little bit, thinking the game has a soft approach to monetisation. But from deconstructing Warframe's model, I've discovered two things: monetisation is incredibly deep, and it is pay to win.
Warframe offers players the ability to purchase items -- such as premium skins known as Prime Warframes -- that offer strict competitive advantage. This is commonly seen as a big 'no' in PC and console free-to-play titles. How does Warframe not only get away with it, but also appear player friendly?
There are a few answers to that question. Despite some PvP options, Warframe's primary focus is on collaborative PvE, meaning that players are never in direct competition. One player spending does not directly put another at a disadvantage. Secondly, it features a player-to-player economy that allows time rich players to grind for materials that can be sold to cash rich players, making nearly every item available to those willing to graft. Finally, Digital Extremes is highly attentive to player feedback, having rescinded several profitable mechanics due to player backlash. Again, this results in the generation of goodwill towards the game.
So, moving away from zero sum gameplay, allowing reasonable grind to gain content, and observing player feedback allows you to charge for competitive advantage and maintain positive player sentiment. Which in turn allows for greater content depth and appeal than cosmetics alone could ever offer.
6. Be MMO-ish
Warframe is not what most would consider an MMO but -- in keeping with the lean theme -- Warframe has built an MMO-like structure on top of its core game over the last six years.
Clans, hub-worlds, customisable private spaces, and raid-like missions all add the important social aspects that create deep bonds between players and generate long-term retention. It also makes the game feel alive and, most importantly, gives players their own audience. This audience -- as described in the excellent research paper Alone Together? -- drives a great deal of player behaviour, including the peacocking of cosmetics, the will to compete, and the impetus to grind content.
Being an MMO isn't a binary option. Smartly picking and choosing MMO-inspired features, while stopping short of building a fully persistent world, will give your game a longevity that it wouldn't otherwise have.
7. Forge your own path
For me, the biggest lesson from Warframe is how Digital Extremes found success outside of convention; perhaps by necessity, but definitely from the strength of its own convictions. The game fits no traditional mould: an independently created, unrelentingly complex, weird sci-fi, free-to-play, AAA, PC MMO-like shooter. It's ostensibly a mess, but it's brilliant.
The success of Warframe highlights that now, more than ever before in our industry, there are near infinite paths to success. This silent hit should encourage us as game makers to build products that observe trends as much as break traditional wisdom. But most of all, Warframe should inspire us all to be bolder in our creative visions, and make games that confound expectations.
Destiny 2 player count how many people play Destiny 2?
Last updated: February 28,
Featured image ©Essentially Sports
Destiny 2 is one of the most popular games on Steam in Which games is Destiny 2 competing against and has the game won any gaming awards since the release? Is the Destiny 2 player count dropping or rising as we speak? How many people play Destiny 2 in ? Stay tuned, and we’ll answer all those questions and more.
Check out the latest video game statistics on TechACake.com in There is so much going on in the world of gaming that we simply can’t have enough. Because of the coronavirus pandemic, people have started to play video games more often and some unexpected games have tripled in popularity. Is this the case of Destiny 2? Wait and see. Here’s a quick peak at the latest Destiny 2 statistics if you’re curious:
TOP Destiny 2 statistics (editor’s choice):
- Around , people play Destiny 2 daily in
- Destiny 2 ranks #13 on Steam and #31 on Twitch.
- Over 31 million people in total have played Destiny 2 since the release in
- Over 21 million people have already played Destiny 2 on PS4.
- Most Destiny 2 players come from the US and Russia.
- In , Destiny 2 was the 4th most popular game for Xbox Series X/S.
Awesome! Now we can dive in and learn more about the Destiny 2 player count OMG, we have so much to talk about today, let’s get going:
How many people play Destiny 2?
Destiny 2 is one of the best games on Steam in How popular is the game four years after the release? Are there many Destiny 2 Twitch viewers and is the game still popular on Twitch? Let’s answer all the questions and more (spoiler alert, #2 will surprise you, read on):
1. In February , the daily number of Destiny 2 players was around 1,,
(Source: MMO Populations)
More than 1,5 million people play Destiny 2 daily in The online-only multiplayer first-person shooter video game set in a mythic sci-fi world was developed by Bungie and published by Activision. It was released back in Four years later, here we are and the game is still super popular.
2. In February , Destiny 2 ranks #13 on Steam.
(Source: Steam Charts)
Actually, Destiny 2 used to rank #7 on Steam. What happened? The game fell down a couple of positions after being at the top 10 for quite a long time. After the massive popularity of Valheim hit the public like a shovel, Destiny 2 went down the Steam Charts and is now at # Steam’s biggest new hit Valheim even went as high up as #2 for a while, thus making Dota 2 only the third most popular game on Steam. (In February , Valheim was the top selling game on Steam. Check out the latest Valheim player count - it's unbelievable!)
3. The all-time peak of Destiny 2 players on Steam was ,
(Source: Steam Charts)
In October , almost , people played Destiny 2 concurrently on Steam. In February , the peak number of concurrent Destiny 2 players on Steam was , The game is currently free-to-play on Steam and on Bungie’s official Destiny 2 website. The Steam player count for Destiny 2 varied between 44, and , + players since the Steam release in
4. In February , Destiny 2 ranks #31 on Twitch.
(Source: Twitch Tracker)
The popularity of Destiny 2 is still well-deserved. New players emerge every day and as you see, the game is among the most popular video games in (FYI, Valheim ranked #10 at the time.)
5. In February , people watched million hours of Destiny 2 gameplay on Twitch.
(Source: Twitch Tracker)
Let’s put things into perspective, shall we? According to the latest Apex Legends player count, the game ranked #5 on Twitch and in the same period people watched million hours of Apex Legends gameplay. On the other hand, Grand Theft Auto 5 currently ranks #2 on Twitch and in February , people watched million hours of GTA 5 gameplay. (Check out the latest GTA 5 players count statistics — they are quite amazing!)
6. The hour peak of Destiny 2 players on Steam is 69,
(Source: Steam Charts)
Destiny 2 is one of the most popular games on Steam in In November , the release of Destiny 2 Beyond Light doubled the Destiny 2 Steam Charts players in no time.
7. The total player base of Destiny 2 is estimated to be over 31,, players.
(Source: MMO Populations)
Over 31 million people have played Destiny 2 as of February The number is estimated based on the number of subscribers and online sentiment.
8. In , most Destiny 2 players come from the US and Russia.
Most Destiny 2 players come from the US which is not a surprise based on the fact that most video gamers come from the US in general. The Russian gaming community is also very strong. So, % of Destiny 2 players are Americans, % — come from Russia, 6,80% — from Germany, % — from Brazil, and % — from the UK.
Destiny 2 stats
We saw how the game is doing in Now, let’s have a bit of a background check and have a look at less current stats and put things in perspective. How was Destiny 2 doing after the release? Was it nominated for gaming awards? How many people play Destiny 2 on PS4? And more. Let’s have a look:
9. As of November , a total of 21,, people had already played Destiny 2 on PS4.
The Destiny 2 player count on PlayStation 4 is increasing over the years. As of November , more than 15 million people had played Destiny 2 on PS 4 and a year later, that number was 21 million. (That’s 7 million more Destiny 2 PS4 players for a year.)
In , Destiny 2 was the eight most popular game for PlayStation 5.
PlayStation 5 was released on November 12, , so in the final month and a half of the year, Destiny 2 managed to enter the top 10 favorite games of PS5 owners. The games before Destiny 2 in the chart are none other than Astro’s Playroom, Call of Duty: Black Ops Cold War, Marvel’s Spider-Man: Miles Morales, NBA 2K21, Call of Duty: Modern Warfare, Demon’s Souls, and GTA 5. You can check out our list of the most anticipated video games of if you want to find out more about new releases in Your next favorite game might be just around the corner.
As of November , Destiny 2 was the fourth most popular game for Xbox Series X/S in the US.
Xbox Series X/S came out on November 10, (two days before the release of PS 5 — see stat 10), and Destiny 2 quickly became one of the favorite games to play on the new gen Xbox. In the top 5 we see games like Call of Duty: Black Ops Cold War, Call of Duty: Modern Warfare, Assassin’s Creed Valhalla, Destiny 2, and Forza Horizon 4.
In June and then again in November , Destiny 2 ranked #5 on Steam with more than , concurrent players.
Destiny 2 never went higher than #5 on Steam. And that only happened twice — in June and November Depending on the new releases (yes, I’m still thinking about Valheim and the sudden , concurrent players on Steam — the game entered the top 5 most played games on Steam), games change positions on Steam, but the best video games are always at the top. In the last year or so, CS:GO was (almost) always #1 on Steam, and Dota 2 — #2.
In , Destiny 2 was nominated for a Steam Award in the category ‘Game of the Year”.
(Source: Steam Awards)
In , Destiny 2 finally got nominated for a Steam Award and in the category ‘Game of the Year’ at that. It was a big deal and the competition was strong: Devil May Cry 5, Resident Evil 2, Sekiro: Shadows Die Twice, and Star Wars Jedi: Fallen Order. Destiny 2 lost to Sekiro: Shadows Die Twice, but it was still good to have a Steam Award nomination. (Find out more about the Steam Awards !)
Destiny 2 was nominated for three awards at The Game Awards
(Source: The Game Awards)
Destiny 2 was one of the best video games of and it got nominated at the prestigious Game Awards The three categories for which Destiny 2 was nominated were Best Art Direction, Best Score/Music, Best Audio Design. Unfortunately, the game didn’t win in any category that year. FYI, the Game of the Year award was won by Legend of Zelda: Breath of the Wild.
In September , Destiny 2 ranked #6 on Twitch.
This is the highest Destiny 2 Twitch ranking since the release of the game. Twitch viewer counts vary in a very interesting way after the release of each game — some games are just irresistible for gamers, and they play them as well as watch them. Destiny 2 has gone down the Twitch charts of most watched games, but it’s still in the top Unlike games like Titanfall, for example. According to the latest Titanfall player count statistics, the game currently ranks # on Twitch.
Destiny 2 vs Warframe
When it comes to comparing video games, people always have mixed feelings. We already compared Paladins vs Overwatch and GTA 5 vs Watch Dogs — there is no right answer of course, but we’d like to have a look at the differences and similarities between the games anyway.
Both games are free-to-play and that’s one of the reasons it’s OK to actually compare them. (In the case of Paladins vs Overwatch we have one free-to-play and one pay to play game and that’s not a fair comparison to begin with.) Since the release of Destiny 2 on Steam for free, the game took some players out of the Warframe fan base.
Warframe is one of the most successful games of the developer and publisher Digital Extremes — the game was released for PC and PS4 back in and by there had been 50 million Warframe players. We saw several Warframe expansions since the release (The Second Dream , The War Within — , Plains of Eidolon — , The Sacrifice — , Fortuna — , Empyrean — , The Old Blood — , Heart of Deimos — ). Each expansion came with a new open-world map, content patches, or new weapons, a new storyline, or a new quest. Destiny 2 also gets regular extensions which keeps the fan base coming back for more. (Scroll down if you want to see more about Destiny 2 expansions.)
In terms of game characters, Destiny 2 sports almost 50 playable characters. From Guardians and Gods, to mysterious vendors and fallen mob bosses — there’s a wide array of choices. There are a lot of characters in the Warframe universe as well — some of them you can encounter in events, others — on quests and missions.
Last but not least, let’s talk about gameplay. The general opinion is that Warframe has a steep learning curve and newbies definitely prefer the easier to play Destiny 2. However, Warframe is more diverse in terms of plot and the variety of combat is just to die for. (Wink!)
In a nutshell:
- Both games are free-to-play.
- Both games get consistent content releases.
- Players can enjoy a wide variety of playable characters in both games.
- Destiny 2 is easier to play than Warframe.
- Warframe offers more game diversity.
Image ©News Xbox
Destiny 2 expansions
Post-release content is what keeps the players coming back to the game and exploring the new features, characters, weapons, maps, and events. Season passes come with a price though and Xbox owners can purchase an Xbox Game Pass in order to enjoy all the new content.
Now, Destiny 2 is famous for its expansions — consistent content releases are important in a game and in the case of Destiny 2 people can’t complain of lack of new content. The developers for Bungie add new content on a quicker rate than they did for the original Destiny installment.
Here’s a tour around the Destiny 2 expansions. There is one coming in and another one already announced for Here’s a brief history of Destiny 2 expansions:
- Curse of Osiris () — set on Mercury, new Lost Prophecy weapons, the Infinite Forest addition
- Warmind () — new planet — Hellas Basin, new story campaigns, Escalation Protocol
- Forsaken () — weapon system overhaul, Gambit mode introduced
- Shadowkeep () — new planet — Moon, the Garden of Salvation raid, new exotic weapons
- Beyond Light () — new planet — Europa, Stasis (a new subclass introduced)
- The Witch Queen () — announced for , postponed
- Lightfall () — announced
The Watch Queen has been recently postponed by Bungie. The new release date is said to be early because of the coronavirus pandemic.
Now, let’s answer the questions that many gamers are asking in
Is there going to be a Destiny 3?
Is there going to be a new installment of the Destiny franchise? Is Destiny 3 happening? What we know for sure is that in Bungie is not planning a new release. Instead, they are adding more content to the existing Destiny 2 universe. Moreover, due to the coronavirus pandemic, many releases have been postponed and game development is going slower than usual. We’ll have to wait and see what lies in the future of the video game industry.
How many people play Destiny 2 in ? Destiny 2 is one of the Steam most played games of all time. According to the latest Destiny 2 stats, more than million people play the game every day in Destiny 2 is a sci-fi adventure set in a mythical realm where characters meet with enemies and the hostile environment in the form of first-person shooter gameplay. Are you a Destiny 2 player? You have to try the game if you haven’t done so yet — it’s awesome, they add more content every year and the Destiny 2 fan base is still quite numerous.
The game is well-received among the Twitch community — more than million hours of Destiny 2 gameplay were watched in February The Destiny 2 player count is not showing any signs of dropping soon. Yay!
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free-to-play RPG shooter
Storefront artwork, featuring four of the game's various playable Warframes, including Excalibur, Ember, Loki and Rhino respectively from left to right
|Genre(s)||Action role-playing, third-person shooter|
Warframe is a free-to-playaction role-playingthird-person shootermultiplayeronline game developed and published by Digital Extremes. Released for Windows personal computers in March , it was ported to the PlayStation 4 in November , the Xbox One in September , the Nintendo Switch in November , the PlayStation 5 in November and the Xbox Series X/S in April Support for cross-platform play and cross-save, as well as ports to mobile devices, are planned for the second half of The game is in open beta.
In Warframe, players control members of the Tenno, a race of ancient warriors who have awoken from centuries of suspended animation far into Earth's future to find themselves at war in the planetary system with different factions. The Tenno use their powered Warframes along with a variety of weapons and abilities to complete missions. While many of the game's missions use procedurally-generated levels, newer updates have included large open world areas similar to other massively multiplayer online games as well as some story-specific missions with fixed level design. The game includes elements of shooting and melee games, parkour, and role-playing to allow players to advance their Tenno with improved gear. The game includes both player versus environment and player versus player elements. It is supported by microtransactions, which lets players purchase in-game items using real money, but also offers the option to earn them at no cost through grinding.
The concept for Warframe originated in , when Digital Extremes began work on a new game titled Dark Sector. At the time, the company had been successful in supporting other developers and publishers, and wanted to develop their own game in-house. The game suffered several delays and was eventually released in , having used some of the initial framework but far different from the original plan. By , in the wake of the success of free-to-play games, the developers took their earlier Dark Sector ideas and art assets and incorporated them into a new project, their self-published Warframe.
Initially, the growth of Warframe was slow, hindered by moderate critical reviews and low player counts. Since its release, the game has experienced positive growth. The game is one of Digital Extremes' most successful titles, seeing nearly 50 million players in 
Set in the future, players control members of the Tenno, a race of ancient warriors who have awoken from a century-long cryosleep as they awake again on Earth, with their memories about the Old War lost for the moment. In the Solar system, they find themselves at war with the Grineer, a matriarchal race of militarized and deteriorated human clones built upon metal, blood, and war; the Corpus, a mega-corporation with advanced robotics and laser technology built upon profit; the Infested, disfigured victims of the Technocyte virus; and the Sentients, a race of self-replicating machines made by a long-dead transhuman race known as the Orokin. The Lotus guides the Tenno through difficult situations, as well as gives hints which help the player defeat enemies. To fight back, the Tenno use bio-mechanical suits, the eponymous Warframes, to channel their unique abilities.
All of the factions encountered in the game, including the Tenno, were created by or are splinter groups of the old Orokin Empire, which the Tenno learns was an ancient fallen civilization and former reigning power in the Solar system. Although most of them are long dead by the time of the Tenno's awakening, their lingering presence can be still be felt throughout the Solar system. Before their fall, the Orokin had attempted to conquer the galaxy and sent out colony ships through the Void, a trans-dimensional space that enabled fast travel between stellar systems. None of these residential ships returned, and those they had loaded with Sentients returns with the Sentients now decided to wipe out the Orokin, leading to the Old War, the creation of the Tenno, and finally, the collapse of the Empire.
In the game's "The Second Dream" quest which was introduced in December , the player discovers that the Lotus is a Sentient, rebelling against the others to protect the Tenno knowing of their importance. The Lotus' father, Hunhow, sends a vengeful assassin called the Stalker to Lua (the remains of Earth's moon), which the Lotus had hidden from normal space, to find its secret. The Lotus dispatches the Tenno there to stop the Stalker, arriving too late as the Stalker unveils the entity that the Lotus had protected: a human child known as the Operator, who is the real Tenno controlling the warframes through the course of the game. The Operator is one of several Orokin children that survived the passage of the Zariman Ten-Zero residential ship through the Void, the adults having all gone mad from its travel. When the ship returned to the Orokin Empire, the children had all been put to sleep for thousands of years, outlasting the fall of the Empire, to be found by the Lotus and becoming the Tenno (Tenno short for the "Ten-zero" of the ship's name). The power of the Void gave these children the power of Transference to be able to control the Warframes from afar, making them the powerful weapons in battling the ongoing forces in the Solar system. From this point forward, the player can then engage in quests both as the Warframe and the Operator.
Warframe is an online action game that includes elements of shooters, RPG, and stealth games.
The player starts out with a silent pseudo-protagonist in the form of an anthropomorphous biomechanical combat unit called 'Warframe' possessing supernatural agility and special abilities, a selection of basic weapons (primary, secondary and melee) and a space ship called 'Orbiter'. With one Goal at this point to explore the Star chart and Only later, in the course of the game, the player gains direct control of the 'Operator', which is the true Tenno protagonist in physical form (and no longer silent). The Operator is able to physically manifest themselves in the environment by projecting out of the Warframe, and disappear by resuming control of it (a process called 'Transference'), and possesses abilities of its own. Subsequent to that, the Operator is able to Transfer into a larger, purely mechanical combat unit called 'Necramech', which is the technological precursor to Warframes. Players can engage in space-bound combat using an auxiliary combat platform called 'Archwing', mounted on a Warframe, which comes with a new set of abilities. Necramechs and Archwings (in space combat) don't use Warframe weapons, but heavy ranged weapons called 'Archguns'. However, the player can make an Archgun wieldable even by Warframes. Late in , an update named Empyrean was introduced to the game letting players pilot and manage a distinct space ship called 'Railjack', which is a combat vessel unlike the Orbiter. This was designed as a co-op experience with up to four people working together, doing different jobs to keep the ship operational while destroying enemy ships. A Railjack-focused update is planned for mid, including expanded content and a new skill tree aimed at making solo play more accessible.
Through the Orbiter's console, the player can select any of the available missions to them. The main set of missions requires players to complete certain missions across planets and moons in the solar system, to be able to access junctions that they can progress to other planets or locations, and complete storyline quests. Other missions rotate over time as part of the game's living universe; these can include missions with special rewards and community challenges to allow all players to reap benefits if they are successfully met. Aboard the ship, the player can also manage all other functions for their Tenno, including managing their arsenal of equipment, customizing their Warframe and weapons, crafting new equipment, and access the in-game store. Missions can be played alone or with up to four players in a player versus environment cooperative manner. Each mission is given a ranking that indicates how difficult the mission is. Missions are generally played on randomly generated maps composed of "tiles" of map sections. Missions have various objectives, such as defeating a certain number of enemies (Exterminate), collecting data from terminals without activating alarms (Spy/stealth), rescuing prisoners (Rescue), or defending points on the map for set periods of time (defend). Later updates have added three large open-field environments where numerous bounties can be completed.
Players can use their weapons, special abilities, and a number of parkour style moves to navigate through and overpower forces within the mission. Downed players may choose to revive themselves up to a maximum of four times, or can be revived by other players an infinite number of times. Once complete, players are rewarded with in-game items, as well as in-game currency and items picked up while exploring the map; failure to complete a mission causes these rewards to be lost. In addition to cooperative missions, the game includes player versus player (PvP) content through the multiplayer "Conclave", which also rewards the player for placing high in such matches.
Players and their equipment also gain experience and level up from missions; equipment with higher levels support more 'Mods', abstracted upgrades (presented as cards in the game's UI) that can be slotted into the equipment to change its attributes or provide passive or negative bonuses and abilities. Mods are dropped by enemies during missions and may be part of the rewards, and are generally given out following a rarity distribution, with more powerful mods being more elusive to acquire. The most advanced weapon mods called 'Rivens' have randomized stats, based on a prefix/suffix system characteristic of ARPGs. Alongside mods, players have other means of improving their equipment, including conditional upgrades called Arcane Enhancements and, in some cases, fusing an item with another of its kind to get a superior version. Another type of reward is equipment blueprints, which can be used to construct new Warframe parts or weapons; blueprints and their resulting equipment may also be purchased directly using in-game money called Platinum, a premium currency that can be traded for with other players for rare items in-game, or be purchased via microtransactions. Players need to have specific quantities of construction materials (found from missions and their rewards) to build these items.
Warframe is designed to be free-to-play, and has avoided using pay to win elements; all Warframes, weapons, and other non-cosmetic equipment can be acquired in-game over time through normal gameplay, which may involve grinding. Spending the in-game currency can simplify and quicken the process. New weapons, Warframes, equipment, blueprints to construct such equipment and cosmetics like skins and capes (called 'Syandanas') can be purchased in the market, using either Credits, which are earned in-game, or Platinum. Some cosmetic items can only be obtained through in-game payments. However, some indirect upgrades can only be bought with platinum, such as arsenal slots for Warframes, weapons, and certain other equipment.
Dark Sector as a precursor
The origins of Warframe came out of Canadian studio Digital Extremes' original vision for their previous game Dark Sector. Prior to that point, Digital Extremes was known as a work-for-hire studio, working alongside other studios to help complete development; this included working with Epic Games for Unreal Tournament () and its sequels Unreal Tournament and Unreal Tournament . Epic had looked to bring Digital Extremes into their studio, but found there would be issues with the Canadian government that interfered with the merger, and the studios agreed to go their separate ways.
Wanting to establish themselves as a lead studio, Digital Extremes came up with the idea of Dark Sector, which they first announced in February , describing the game as combining "the intense action elements of Unreal Tournament with the scope and character evolution of a persistent online universe". In early interviews, Digital Extremes said that the gameplay for Dark Sector would have had players as bounty hunters and assassins in a dark science fiction setting, with each character having a bounty on their head, making them targets for other players.
The studio used their vision of Dark Sector to try to secure a publisher, but this only led to more offers for work-for-hire. The company remained quiet on Dark Sector for about four years, re-announcing in early a revised Dark Sector, now to be a stylish, science-fiction single player experience with stealth elements inspired by the Metal Gear Solid series, and a story they considered a mix of Metal Gear Solid and The Dark Crystal set in space, within a larger setting like that of Frank Herbert's Dune universe. Much of the game's art style was informed by the French artist Jean Giraud, aka Moebius. The player-character, belonging to a race called the Tenno, and enemies would wear high-tech suits that would give them unique abilities. This re-announcement included a scripted demo to show their vision of the game's gameplay and graphics. The game was announced just as both the first consoles of the seventh generation, the Xbox and PlayStation 3, had been teased, and Digital Extremes started to look for a publisher to release the games on these platforms. The game received a good deal of attention from its video, including coverage by CNN on the upcoming console generation.
Digital Extremes' creative director Steve Sinclair spent about a year on the road following the re-announcement of Dark Sector to find a publisher, but most rejected the idea; Sinclair said most publishers were not impressed with the science fiction setting, and instead encouraged them to change the setting to modern-day, within World War II (which was popular at the time due to the Call of Duty series), and even the American Civil War. When Sinclair returned to the studio, they tried to rework the setting, even trying a superhero genre, without luck. Matters were complicated as they were also attempting to develop their own engine, the Evolution engine, to support the game and the new consoles, switching away from the familiar Unreal Engine. Ultimately, Digital Extremes dropped most of the science fiction elements, and moved the gameplay towards a more Resident Evil survivor-horror approach. Digital Extremes did keep one element of the original concept for the released game, that being the protagonist named "Tenno". The Dark Sector released in was far different from their original vision. Dark Sector received average reviews, and was not a major financial windfall for the studio, leading them back to doing work for hire over the next four years, including BioShock, BioShock 2, Homefront, and The Darkness 2.
Around , Digital Extremes were finding themselves struggling for work-for-hire contracts. While the studio had been forced to issue some layoffs, they were still at about people at this time. Looking again to develop their own IP and to try to take advantage of the growth in free-to-play games, Digital Extremes looked back to the original Dark Sector concept from and looked to develop it as a free-to-play game. This decision was made in early and required the team to create a prototype within one to two months, as Sinclair and Digital Extremes' CEO James Schmalz were going to shop the game around to publishers at that year's Game Developers Conference in March  They took several assets from the abandoned concept, and developed this as Warframe. At GDC, Sinclair and Schmalz found publishers still cold on the idea: Western publishers were not keen on the science fiction setting, while a large unnamed Korean publisher warned him that they would "fail" as Western developers did not know how to properly support free-to-play games with quality content. Another concern raised by these publishers was that Warframe was based on player-versus-environmental gameplay, which differed significantly with other free-to-play titles at the time that were mostly player-versus-player. Disheartened, they returned to the studio and decided that they would publish Warframe on their own. They built out a playable version of the game, at the time known as Lotus in about nine months. Alongside this, the studio developed the necessary server architecture to support the game and the microtransaction system they had envisioned for it.
Warframe was publicly announced in June  with its closed beta launched in October  Player feedback helped to refine the game's structure. An early change in the beta in early was their monetization scheme to avoid pay to win scenarios. For example, initially, each Warframe had a skill tree that the player could unlock completely through missions and gaining experience. An extended version of the tree was available if the player augmented the Warframe with an in-game item, then only purchasable through microtransactions. When players complained about this feature, they stripped the pay to win elements and adopted the mantra of keeping the game as free to play, requiring that players did not have to spend any money to get an item within the game. To support the game, they borrowed the idea of offering for sale "Founder's Packs" that would grant in-game items and currency, an idea that had been successfully used on Kickstarter projects.
Digital Extremes found it difficult to get attention from the press as around –, free to play games were typically shunned by game journalists. Unfavorable comparisons had been made to Destiny, a highly anticipated title due out in , that also tarnished Warframe's presence. Coupled with low player counts, Digital Extremes were not sure how long they could continue supporting the game. However, Digital Extremes found they had a small but dedicated group of players that latched onto the title, buying into the game through Founder's Packs, telling their friends about the game, and interacting with the developers to provide feedback which was integrated into the game's design. Further, they discovered that when popular streamers like TotalBiscuit covered the beta, they drew more players to the game.
The open beta for Warframe launched in March for the Windows platform, with the game available from their own server systems.Warframe was released at the same time that the studio was also completing development for the April Star Trek game to tie into the release of the film Star Trek Into Darkness. The Star Trek game was critically panned, leading to financial hardships at the studio and forcing them to layoff developers.Warframe itself was not a critical hit with gaming publications, receiving average reviews; as IGN reviewed in , the game was "fun, but a little bland".
Digital Extremes was planning to release Warframe for the PlayStation 4 as well, but that console was not available until November , so to try to get more players, they decided to offer the game on Steam, which further grew the player base. Some days after the Steam launch, Digital Extremes had been able to start drawing in enough funding to maintain the viability of the studio. The PlayStation 4 version was released at the console's launch in November , The Xbox One version of the game launched on September 2,  The PS4 version was ported to Japan on February 22, , followed by the Xbox One version on September 2, 
See also: Perpetual beta
Once the game turned profitable, Digital Extremes found themselves in the position of needing to generate content for the game to maintain its audience. Because they retained their person staff throughout this process, they were able to expand upon content quickly, and soon hired in another developers for Warframe. Community input was critical for Digital Extremes for new content and improvements. One major change after release was an update to the game's movement system, titled "Parkour ", that was released in They had found before this, players discover ways to rapidly traverse levels by a trick known as "coptering" using specific weapons, Warframes, and upgrades. Though Digital Extremes had considered these movements to be game-breaking and considered removing the abilities altogether, they realized players liked to have exotic moves like this available to them, and thus created the Parkour system that, while reining in how extensive these moves could be, fully supported the type of ninja-like movements that players wanted. Another example was a short-lived feature that allowed players to spend a small amount of the premium in-game currency Platinum to get a random color that they could use for customization. Players reacted negatively to this, as some found it would take a large amount of Platinum to get the color they wanted. Digital Extremes removed this random factor and instead added means to purchase such customization options directly. The company has also avoided the use of loot boxes that other free-to-play games are often criticized for.
The studio had found it important to release new content regularly to keep a stream of income from the game. They were also faced with the problem that to understand all of Warframe's systems required some commitment by the player, and players that felt it was too much would wash out after a few hours. This led to them investing more into the player community to keep them up to speed while helping players understand what the game's systems offered. This included starting a weekly video games development "Devstream" on YouTube hosted by community manager Rebecca Ford (who also voices the in-game character Lotus), starting a fan convention called TennoCon, and working with Twitch as a partner to promote certain streamers and offer Warframe rewards within the game.
In , Digital Extremes was acquired by the Chinese investment company Leyou. Leyou since provides necessary funding for Digital Extremes to grow, but has little influence on the direction that the developers take Warframe.
The developers are intending to keep the game forever in a beta state.
Switch and ninth generation consoles
A Nintendo Switch version was announced in July and was ported by Panic Button, and was released on November 20,  The various versions of Warframe do not support cross-platform play, as Digital Extremes said they currently lacked the capability to keep all platforms updated simultaneously. However, with each console release, Digital Extremes provides a temporary window to allow players on Windows to copy and transfer their accounts to the console version; these become separate accounts that progress separately on Windows and on the console.
As of December , Leyou. has been bought by the Chinese company Tencent for a $ billion deal meaning that Digital Extremes is now owned by the Chinese company which also has stakes in Epic Games, Activision Blizzard and Ubisoft. Within the community of Warframe voices of concern were outed by the acquisition and the possible meddling of Tencent in the continuation of the game. Digital Extremes published a statement explaining about the deal and the consequences and reassuring that the new ownership will not impact the game whatsoever.
Digital Extremes announced that they will bring Warframe to the PlayStation 5 and Xbox Series X and Series S upon their release in 
With the planned release of The New War expansion in the latter half of , Digital Extremes stated that they will have cross-platform play functionality across all computer and console platforms with support for cross-save functionality to allow users to play their same character on any version. In addition, they will also plan to release mobile versions of Warframe at the same time.
Since release, Digital Extremes has supported Warframe with patches and expanded the game through major updates. These updates have included major gameplay overhauls, such as its "Melee " combat system to give players a wider array of combat moves, additional planets and missions, story elements, limited-time and seasonal events, and new gameplay modes, alongside regular addition of new Warframes, weapons, and other equipment to procure.
The Second Dream
In December , Digital Extremes released Warframe's first cinematic story quest, "The Second Dream". This quest features prominent characters from the game and introduces a new faction, the dreaded Sentients. Also, and most importantly, The Second Dream serves as an "Awakening" to the Tenno's true nature, as more than a mere Warframe, "more than human, but once a child, like any other". Completion of this quest grants access to a new game mechanic named Focus and allows the player to enter the battlefield as themselves, temporarily, through Transference. During Transference, the Warframe is temporarily deactivated (Provided the player isn't using Excalibur Umbra), and a spectral form of the Tenno themselves enters the battlefield, channeling one of five Focus Abilities, depending on which of the five Focus Schools the player chose during the quest's events.
The War Within
In November , Warframe's second cinematic quest was released, titled "The War Within". This quest sends the player on the chase for Teshin, the master and overseer of the Conclave, as he is seen suspiciously searching the pods of the newly awakened Tenno. Tracking Teshin across the solar system leads to the discovery of the Kuva Fortress, a massive asteroid under Grineer control where the (so far only known as a legend) Twin Grineer Queens reside. The Queens are shown to have their origins as far back as the Old Empire, and Teshin is revealed to be a Dax Soldier, meaning he was under their command due to them being of Orokin origin thus gaining the ability to wield the Kuva Scepter. The Queens cause an overload on the connection between Tenno and Warframe, forcing the Tenno to seek them out themselves, slowly discovering their Void powers. On the mission's climax, the Tenno unlocks Transference (which replaces Transcendence), an ability which allows them to roam independently of their Warframe at will, weakens the Elder Grineer Queen and has the option to kill her or "Let her rot", since all Grineer bodies decay over time due to excessive cloning. This quest also introduces an Alignment system to the game, with possible options being Sun, Neutral and Moon. This alignment has so far not had any consequence in gameplay, leaving its purpose unknown.
Plains of Eidolon
An update to the game in November , titled "Plains of Eidolon", added an open-world area to the game. The Plains are a semi-open world, initially accessible through a "hub" named Cetus, a settlement on Earth where a people named the Ostrons reside, then directly through the player's ship. As the game describes them, the Ostrons are "A tight-knit band of hucksters and merchants." This expansion added Warframe's first open-world experience to the game, the ability for the player to gain reputation with the Ostrons, side-activities of fishing and mining, a Bounty system, consisting of five missions of ascending difficulty, where the player can choose to play any mission they would like regardless of whether the previous ones have been completed, a new quest named Saya's Vigil which rewarded the blueprint for the Warframe Gara, more customization options for the Tenno's combat pets, Kubrows (dogs) and Kavats (cats/ocelots), and the ability for the Tenno themselves to wield their own modular weapon, called an Amplifier (or Amp, for short) as well as another modular blade called a "Zaw". Finally, the "Plains of Eidolon" offer a new series of boss fights to the game: the titular Eidolons. These Sentient-origin titans require extreme gear and in most cases teamwork to take down for unique rewards.
An update to the game in June , titled "The Sacrifice", added the third cinematic story to the game. Following on the events of Warframe's previous cinematic story quests, The Second Dream and The War Within, The Sacrifice sends the Tenno on a hunt across the solar system for a rogue Warframe known as Umbra. This quest provides insight on Umbra's past, the ability to gain Umbra into arsenal after the quest's climactic point, and information on the origins of the Warframes themselves, answering multiple questions, but creating even more. The Sacrifice also features the Alignment system introduced in "The War Within".
The expansion "Fortuna", was released on PC on November 8, The update focuses on the titular Fortuna Solaris Debt Internment Colony, which serves as a hub for the game's second open-world map, Orb Vallis. The people of Fortuna (known as the Solaris) were enslaved by a Corpus known as Nef Anyo which uses ancient Orokin devices that made gallons of coolant for the Workstation and trade center on Venus. The area expands upon concepts introduced in Plains of Eidolon, along with new activities, and the ability to obtain a hoverboard-styled vehicle known as a K-Drive. This update also adds more modular items such as a plasma pistol called a "Kitgun", and a robotic companion called a "MOA".
The "Empyrean" update was revealed during TennoCon in July of that year and released on December 12,  The update allowed players to construct a Railjack, an upgradeable spacecraft inspired by FTL: Faster Than Light. Players will be able to gain non-playable characters to populate the ship, customize the ship, and add upgrades. The Railjack can then be used in larger space-based missions, including space battles with enemy forces. Additionally, the game was planned to gain a system similar to the Nemesis system in Middle-earth: Shadow of Mordor, and feature boss characters that the player would fight multiple times, with the boss changing its armaments and tactics based on the past fights with the player. Empyrean update was released in 3 phases, with the first phase released on the PC on December 12, 
The Old Blood
Warframe's planned nemesis system was launched October 31, as the second phase of Empyrean, with the Nintendo Switch launch delayed to November 19,  This update revealed the Nemesis as a "Kuva Lich" - A once-ordinary Grineer grunt, turned super-soldier through infusion with a mystical resource named Kuva. This enemy establishes their influence over one or more planets in the solar system, builds a following of "Thralls" which can be defeated to reveal information on how to defeat the Lich permanently, steals resources from the player if they finish a mission in Lich territory and has unique personalities, weapons, appearances, semi-randomly generated names and weaknesses, resistances and immunities to different types of damage. A Lich can be generated in missions against the Grineer faction by performing an execution on a special enemy named a "Kuva Larvling". Said executions are performed with a newly introduced special weapon named the Parazon - a small blade attached to a rope equipped on the Warframe's wrist. The Parazon is also used to execute Thralls and specific enemies, for the game's Hacking minigame, and visually in some cutscenes. The Old Blood also introduced Grendel, the game's 42nd Warframe, together with his signature weapon. Two earlier Warframes, named Vauban and Ember, were adjusted to better function in the game's current state. Additionally, the game's "Melee " system had its release completed.
Heart of Deimos
Warframe's third open-world update was announced via the game's official YouTube channel on July 20, and was released on August 25, for PC, PS4, and Xbox One, and on August 27, for Nintendo Switch. It is the game's first expansion to receive a simultaneous release across multiple platforms. The update adds Deimos, one of the two moons of Mars, as a new playable location within the game's solar system. Deimos includes the Cambion Drift, an Infested open-world area that is smaller on the surface than the other two open-world areas but features procedurally generated underground tunnels. Much like the "Fortuna" and "Plains of Eidolon" updates, Deimos also contains a social hub called the Necralisk that houses the Entrati, an Orokin-era family known for creating the first technologies that could harness the power of the Void. Alongside Deimos came the introduction of the Helminth system, which adds the functionality for players to "infuse" new abilities on Warframes, including abilities from other Warframes. Additionally, the Heart of Deimos introduced Necramechs to the game, which are mech suits built and controlled by the player that feature their own unique abilities. Lastly, this expansion brought some improvements to the game's new player experience, mainly consisting of a reworked tutorial that includes a new cinematic intro film directed by Dan Trachtenberg, which first premiered at TennoCon The film was produced by Digic Pictures using a combination of motion capture and CGI.
Warfame'sDeimos expansion was released on November 19, for PC. It adds new weapons, a new Nechramech "Bonewidow". It was also planned to release with Lavos, an alchemist warframe but was delayed due to Covid. It also added numerous quality of life changes and new setting options.
Warframe's second Deimos expansion was released on December 18, for PC, then was released on January 21, for Console. This was a one month event following the Tenno's victory and the Sentients' defeat in Operation: Scarlet Spear, Erra and the Sentients have retreated and gone into hiding. The second Sentient invasion in the Origin System thus begins, and the Orphix Sentient Units return, but this time they have been taught to override Warframes by deploying weaponized pulses cleverly designed to disable them, leaving the Necramechs as the Tenno's last option.
During the Operation, Natah transmits messages to the Tenno, revealing that she was the one who taught the Orphix to disable Warframes. Her messages about deploying the Orphix series, containing a letter followed by a number, reveal a code from ordering the numbers, which says: "I AM DYING"
Father in the Necralisk on Deimos will have a shop where players can spend their earned Phasic Cells, including a brand-new Warframe, his helmet, and his weapon, new Necramech mods and cosmetics, and items.
The Corpus Promixa expansion was released on March 19, It aimed to simplify the Railjack component of the game by making it easier to acquire a ship with fewer components, eliminate the need to have a clan dojo, and the ability to buy a completed Railjack from the game's stores. It also included additional Railjack missions through additional sectors/planets for missions these missions. Players could also recruit members for their railjacks to maintain their guns or maintain the ship while the player is away, as well as train them for specific tasks and give them their weapons. Three new proximas were added to the Railjack system: the Pluto, Neptune, and Venus Proximas.
Lotus, a guide to the player, appears as a spirit in Super Smash Bros. Ultimate that can be enhanced into Natah. Lotus was also a costume that was bidded to be released in Fall Guys: Ultimate Knockout, however it did not make it.
Warframe received "mixed or average reviews" on the PlayStation 4, Xbox One, and PC, while the Nintendo Switch and PlayStation 5 versions received "generally favorable reviews", according to the review aggregation website Metacritic. GameZone's Mike Splechta said of the PlayStation 4 version, "If you already enjoy games like Monster Hunter which require you to farm for items in order to craft better ones, Warframe follows that very same formula, except with much more satisfying and faster-paced combat." However, as of PC Gamer said that "Warframe's growth doesn't resemble a well-tended plant—it's more like a mutant science experiment. Game systems are haphazardly stitched onto one other in ways that are sometimes incoherent, but oddly charming all the same."
The game is one of the most-played games available on Steam. Digital Extremes attributes the success of the title to the frequent updates they are developing for the game and the game's fanbase. Digital Extremes describes the game as a "rogue success", as the game is able to secure and sustain a large number of players without gaining significant attention from other people. More than 26 million players had played the game since launch by April , and by March , five years from its open beta, had reached 38 million players. The game had nearly 50 million players by the time of its sixth anniversary. In July , Digital Extremes launched its first Warframe-dedicated convention, "TennoCon", in London, Ontario, drawing players, where they announced news of upcoming features and updates to the game. Digital Extremes have been running the event annually ever since.
The game was nominated for "Best Ongoing Game" at The Game Awards , and won the People's Voice Award for "Action" at the Webby Awards. It was also nominated for the "Still Playing Award" at the Golden Joystick Awards, and for "Fan Favorite Shooter Game" and "Fan Favorite Fall Release" with Fortuna at the Gamers' Choice Awards. At the Webby Awards, the game again won the Peoples Voice Awards for "Action Game" and "Best Sound Design". It was nominated for "Best Game Expansion" with Empyrean and for the "Still Playing" award at the Golden Joystick Awards.
Community manager Rebecca Ford, who has become known as "Space Mom" for her presence, was named onto Forbes' 30 Under 30 category for Games for her efforts to keep the community engaged with Warframe and leading the establishment of TennoCon.
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Destiny 2 vs 2019 warframe
7 Ways Warframe Is Better Than Destiny 2 (& 7 Why Destiny 2 Is Better)
Warframehas held a significant spot near the top of the relatively fresh looter-shooter genre in video games. Not many titles have challenged it until games like The Division or Destinyand their sequels came along. Of the mentioned competitors, Destiny 2gets compared the most to Warframesince they're both sci-fi.
RELATED: Destiny 2: 10 Builds You Need To Try In Beyond Light
It also just so happens that Destiny 2seems to be competing heavily against Warframeespecially when the core game became free to play last year. Hence, for the two games, the biggest investment needed is primarily the players' time. Which of the two deserves more of that time? This comparison ought to help.
Updated December 9th, by Charles Burgar: Multiple content updates for Warframe and Destiny 2 have made these two games the definitive juggernauts of the looter-shooter genre. With so many players trying out one or both of these games, it can be hard to choose which game is worth the time and monetary investment. With how large these games are, we have added extra reasons why you should give either game a fair chance.
14 WHY WARFRAME: QUESTS
Quests serve different purposes in Destiny 2 and Warframe. While both games use quests as a medium of rewarding players with unique loot, Warframe does a much better job using quests as a springboard for exploring the game's lore. Nearly every quest in Warframe is well-written and provides a captivating story from start to finish, whether that be focused on a Warframe's origins or a character's motivations. Better yet, Warframe also uses its main quests as a clever way of introducing new gameplay systems such as Focus or Riven Mods.
Destiny 2's quests, in comparison, feel much more transactional, focusing on completing a set of quest steps to earn a piece of loot. That doesn't mean Destiny 2's quests don't have their moments—the Hawkmoon quest was certainly a highlight for Season of the Hunt—but they don't reach the heights of Warframe's "Chains of Harrow" or "The Sacrifice."
13 WHY DESTINY 2: LORE
Destiny's lore is some of the best in the genre. Bungie might struggle to represent the franchise's deep and compelling lore in-game, but the writers certainly know how to explore this unique universe through Grimoire cards and lore entries.
Nearly every Destiny fan that is into the franchise's lore can recite parts of the Books of Sorrow, explain the origins of Thorn, or talk of how Saint bested entire armies of Fallen with only his fists and his trusty shotgun. The sheer number of well-told stories in Destiny 2 are too high to count. Whether it's from armor pieces or lore books found in-game, Destiny 2 has a rich universe that is begging to be explored.
12 WHY WARFRAME: CUSTOMIZATION
Few games can compete with Warframe's customization options. From the way your Warframe looks to the hundreds of Mods available, player choice permeates nearly every aspect of Warframe's design.
Warframes can wear capes, shoulder armor, chest plates, knee guards, change their body and head shape through unique skins, wear emblems named Sigils, and project energy effects around themselves named Ephemeras. Every one of those items can be colored with hundreds of color choices. And that is only what your character looks like. Warframe and weapon builds also include this degree of customization thanks to the game's Mod system. For those that love to fine-tune how their character looks and behaves, Warframe is one of the best games in the genre currently.
11 WHY DESTINY 2: CONSISTENT CONTENT RELEASES
Calling Warframe's content roadmap inconsistent would be generous. There are times where Digital Extremes can release major content patches or balance overhauls back-to-back, only for the game to suffer through a year-long content drought.
Bungie had this same issue during the first Destiny after releasing The Taken King expansion. To prevent that from happening again, Destiny 2 has adopted a seasonal model that releases a new game mode every three months complete with new guns, armor, and Exotics to chase. Warframe has dabbled with seasonal content in the form of Nightwave, but many veteran players can attest that Nightwave has been less than consistent thus far. Fans of looter shooters that want a consistent content release schedule in their games will likely enjoy Destiny 2 more than Warframe for this reason.
10 WHY WARFRAME: FREE SINCE LAUNCH
Warframe's developer, Digital Extremes, has gone through some tough turbulences just to keep Warframealive and free since It's at its highest point now and is thriving with a strong community that keeps coming back for more.
RELATED: Warframe: 10 Essential Warframes To Have, Ranked
It's also easier to come back to Warframesince it really doesn't cost any money. Expansions are also free and the game's premium currency, Platinum, can also be earned through enough effort and economic smarts. Ultimately that makes it more affordable than Destiny 2.
9 WHY DESTINY 2: EASIER TO LEARN
While Warframeis lighter on the pockets, Destiny 2is less taxing on the brain, especially for newbies. Warframe's intricate system of movement, Mods, and crafting could take more than hours to fully grasp or master.
Destiny 2's learning curve is less steep, making it more accessible to younger players or players looking for something more casual. Not to mention the controls ought to be more familiar since the game is in first-person.
8 WHY WARFRAME: BETTER GAMEPLAY DIVERSITY
Warframe's steep learning curve is a double-edged sword. While it can dissuade or even intimidate a lot of newbies, those who stayed will learn just how deep and varied Warframe's combat can be with the right inquisitive mindset.
There are billions of build combinations to try out thanks to the mod system and how they affect the Warframes themselves. The non-competitive mission types and reward tracks are also more varied in Warframeand there's even an open-world mode complete with mining and fishing.
7 WHY DESTINY 2: BETTER LOOT
Both games are top-tier looter-shooters in their industry but of the two, it would seem that Destiny 2is the more rewarding when it comes to actual loot. In Warframe, most loot consists of mods, resources, blueprints, and super rare cosmetics.
RELATED: Destiny 2: 10 Replacements For Pinnacle Weapons You Should Get
Destiny 2's loot system gives more memorable loot for players. The guns have better "personality" especially the exotics with each having their own name. They're more impactful than picking up weapon or Warframe blueprints which require a waiting time of 12 to 72 hours to craft.
6 WHY WARFRAME: BETTER SOLO CONTENT
While Warframewas built to be played with friends in co-op (and the same goes for Destiny 2), the joy of playing it solo is just better compared to Destiny 2. Players can easily progress on their own solo and that mode also provides a good challenge.
Additionally, Warframehas plenty of side activities like crafting custom guns and melee weapons or the aforementioned mining and fishing activities. Solo players in Destiny 2, by comparison, might find the game wanting.
5 WHY DESTINY 2: BETTER MULTIPLAYER
This is where Destiny 2outshines Warframe. The co-op experience in Destiny 2 is more refined with raids and endgame bosses allowing six or more players. Some of these missions can even take an hour to complete compared to Warframe's standard 5-minute co-op runs.
RELATED: Warframe: 10 Essential Mods To Have Regardless Of Your Warframe
Meanwhile, Destiny 2readily has something that Warframehas been struggling with for years now: PVP. It's more balanced and arguably more enjoyable or even competitive than Warframe's dusty Conclave.
4 WHY WARFRAME: BETTER LONGEVITY
With systems on top of systems for making unique Warframe builds, Warframe's length is something hardcore gamers will find pleasant. It simply allows for longevity better than Destiny 2. It's not something that lets players achieve the late-game content and satisfaction in just a few hundred hours.
It's all thanks to the plethora of gating options that reward players who have played longer. This can be anything from the unlocked planets, Mastery Rank, rare mods, prime equipment, and even story quests.
3 WHY DESTINY 2: BETTER ENDGAME
One of the small problems Warframehas had is giving its top players some thrilling and challenging content without making everything seem unfair. In that regard, late-game or the endgame in Warframeis a vague mish-mash of Sorties, prolonged survival missions, high-level missions with handicaps, and Riven Mods (more grind).
RELATED: 10 Things Everyone Completely Missed In Destiny 2: Beyond Light
Its endgame lacks a face or a solid representation such as a raid boss from Destiny 2. Taking on the aforementioned hour-long raids with several late-game players or even competitive PvP is more challenging and can feel less tedious than more solo grinding.
2 WHY WARFRAME: BETTER DEVELOPER INTERACTION
Warframe's community is something commendable in an industry full of opaque and secretive developer tactics. Digital Extremes goes as far as to treat their player base like a family, hosting developer streams every couple of weeks and giving out rewards in the process.
These streams are not just for transparency or introducing future content but also to gauge what the community wants in the game. They react well to players' suggestions and queries, thus improving the game. It's safe to say that a lot of developers and publishers wished they had this same kind of relatively harmonious relationship with their players.
1 WHY DESTINY 2: MORE POLISHED
Whenever new content is released in multiplayer games, bugs and balance issues tend to be prevalent and invasive enough to break game sessions. Of the two, however, Destiny 2is the more seamless or polished.
The developers do know how to make their game feel and play smoother whereas Warframemight need more trial-and-error or a list of community feedback to effect some improvements. This can lead to the game feeling less clunky or buggy especially since the playing field has evened out because of the free price tag.
NEXT: 14 Best Loot-Based aRPG Video Games Out Today, Ranked
Before making millions in Hollywood movies, Timothée Chalamet was customizing Xbox controllers on YouTube.
Read NextAbout The Author
Sid was born, did some stuff, then decided to become a writer. He finds respite in the sweet embrace of mass media escapism after having risked his life too many times as a journalist covering warzones and depressed areas. Nowadays he mostly risks his bladder as he tries to hold his urine waiting for those precious post-credits scenes at the movies or trying to kill Souls-like bosses. So far it's going well. Probably.
She went balls deep into Richie's ass, filling his rectum. When the penis left the unraveled hole, sperm began to slowly flow out of it. The gnomes eagerly caught the falling drops, and then carefully licked the prince's anus, sucking the rest of the semen out of it.
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