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.
Arkane was also perpetually understaffed, said people familiar with its production. The studio’s Austin office employed less than 100 people— sufficient for a relatively small, single-player game like
Prey but not enough to compete with multiplayer behemoths like
Fortnite and
Destiny, which are developed by teams of hundreds. Even additional support from ZeniMax’s Wisconsin-based Roundhouse Studios and other outsourcing houses couldn’t fill the gaps, they say.
Morale at Arkane suffered. Veteran workers who weren’t interested in developing a multiplayer game left in droves. By the end of
Redfall’s development, roughly 70% of the Austin staff who had worked on
Prey would no longer be at the company, according to people familiar as well as a Bloomberg analysis of LinkedIn and
Prey’s credits
.
Filling vacancies became a challenge. Within the industry, ZeniMax had a reputation for paying lower than average salaries, and convincing some progressive or moderate video game developers to move to Texas could be difficult due to the state’s conservative social policies. Since
Redfall wasn’t yet announced, the studio couldn’t describe its details to prospective employees — a predicament that exacerbated the staffing issues, sources familiar with the process said. Arkane wanted to hire recruits with experience on multiplayer shooters, but the people who applied were by and large looking to work on single-player immersive sims.
Meanwhile, on September 21, 2020, Microsoft
purchased ZeniMax for $7.5 billion. It was an ambitious move that gave Xbox control over lucrative franchises such as
Doom and
Fallout as well as the upcoming
Starfield, a role-playing game from the makers of the wildly popular
The Elder Scrolls V: Skyrim. Although adding Arkane’s portfolio wasn’t the main goal, it was potentially a nice bonus for Microsoft — particularly if
Redfall turned into a hit.
The acquisition gave some staff at Arkane hope that Microsoft might cancel
Redfall or, better yet, let them reboot it as a single-player game, according to sources familiar with the production. Instead, Microsoft maintained a hands-off approach. Aside from canceling a version of
Redfall that had been planned for rival Sony Corp.’s PlayStation, Microsoft allowed ZeniMax to continue operating as it had before, with great autonomy. Microsoft’s Spencer would later say in the
Kinda Funny interview that Xbox “didn’t do a good job early in engaging Arkane Austin.”