A full investigation by Jason Schreier about Redfall:
here
"Development of
Redfall began in 2018. At the time, ZeniMax — the large, privately held owner of Bethesda Softworks — was looking to sell itself. Behind the scenes, the company was encouraging its studios to develop games that could generate revenue beyond the initial sales, a popular trend dubbed “games as a service,” which was taking off in the late 2010s thanks to lucrative hits like
Overwatch and
Fortnite.
According to people familiar with the process, ZeniMax was strongly urging developers at its subsidiaries to implement microtransactions — that is, recurring opportunities within games for players to spend real money, say, outfitting their characters. Although this wasn’t an absolute mandate, several ZeniMax franchises such as
Fallout,
Doom and
Wolfenstein would soon release new versions incorporating online multiplayer and monetization options.
At Arkane’s headquarters in Austin, Harvey Smith and Ricardo Bare, respected industry veterans, were tapped to serve as co-directors of
Redfall. Following the commercially unsuccessful release of its sci-fi shooter
Prey a year earlier, leadership across the company wanted to make something more broadly appealing. What eventually emerged was the idea to make a multiplayer game in which users would team up to battle vampires and perhaps pay for occasional cosmetic upgrades."
"Since its founding in 1999, Arkane had become known for games called “immersive sims,” single-player experiences in which players strive to overcome obstacles in multiple ways, from combat to stealth maneuvers. Yet from the start,
Redfall was pitched to staff as a “multiplayer Arkane game,” which some team members said they found confusing. Whether the sort of gameplay that the studio specialized in would be technically possible in a multiplayer environment was an open question.
Developers under Smith and Bare said the two leads were outwardly excited but as the project progressed failed to provide clear direction. Staff members said that, over time, they grew frustrated with management’s frequently shifting references to other games, such as
Far Cry and
Borderlands, that left each department with varying ideas of what exactly they were making. Throughout the development, the fundamental tension between single-player and multiplayer design remained unresolved. Smith and Bare did not respond to requests for comment."