首頁 新聞 戰艦:1999年和SoulFrame的目標是展示應該如何完成現場服務遊戲

戰艦:1999年和SoulFrame的目標是展示應該如何完成現場服務遊戲

作者 : Adam Feb 18,2025

Warframe的開發人員,Digital Extremes,揭示了Warframe的令人興奮的更新:1999年和SoulFrame

Digital Extremes是受歡迎的免費戲劇射擊遊戲的背後的工作室,在2024年Tennocon展示了令人興奮的新內容,其中包括即將推出的擴展 Warframe的遊戲演示:1999 以及他們的幻想MMO MMO, SOULFRAME

WarFrame:1999年 - 複古科幻冒險

Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done

  • Warframe:1999 *擴展將玩家陷入1999年的複古環境中,將光滑的Orokin技術交易為肮髒的,出沒的霍爾瓦尼亞市。玩家控製著十六進製的領導者亞瑟·夜鶯(Arthur Nightingale),駕駛了一個原裝 - 這是主遊戲戰框的前身。遊戲演示展示了激烈的動作,包括原子賽,與原始侵害敵人的戰鬥以及與90年代男孩樂隊的令人驚訝的相遇!

The Hex, a team of six unique characters, is central to the narrative. While only Arthur is playable in the demo, a novel romance system allows players to build relationships with other Hex members via "Kinematic Instant Message," potentially leading to a New Year's Eve kiss. Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done To further enhance the experience, Digital Extremes is collaborating with The Line animation studio on an animated short film set within the *Warframe: 1999* universe, launching alongside the expansion. Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done **Soulframe – A Deliberate Fantasy MMO** Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done The *Soulframe* devstream offered a deeper look into this open-world fantasy MMO, introducing players to the Envoy, tasked with cleansing the Ode curse from Alca. The Warsong Prologue showcased the game's slower, deliberate melee combat style. Players will utilize their Nightfold, a personal Orbiter, for crafting, interacting with NPCs, and even petting their wolf mount.

該遊戲以祖先,強大的精神盟友為特色,具有獨特的遊戲效果,以及尼姆羅德(Nimrod)和布羅米斯(Bromius)等強大的敵人。目前處於封閉的alpha階段(SoulFrame Preludes),SoulFrame計劃於今年秋天更廣泛的發布。

Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done

數字極端首席執行官關於現場服務遊戲的壽命

Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done

數字極端首席執行官史蒂夫·辛克萊(Steve Sinclair)對主要出版商過早放棄現場服務遊戲的趨勢表示擔憂,這是由於最初的表現焦慮。他強調了長期承諾和社區建設的重要性,將戰機長達十年的成功與諸如Anthem,Syned和Crossfire X之類的遊戲的壽命相比。這種經驗為他們的 SoulFrame 的方法提供了幫助,旨在避免過去的錯誤。

Warframe: 1999 and Soulframe Aim to Show How Live Service Games Should Be Done