Wednesday, March 22nd 2023

Redfall Developers Working on Removal of Single-Player Always Online Restriction

Arkane Studios will be working on the removal of the single-player always online restriction from its upcoming Redfall first-person shooter game. This follows significant backlash expressed by gamers, after the presence of this function was brought to light in February 2023. In an interview conducted by Eurogamer, game director Harvey Smith has revealed that the Austin, Texas-based branch has taken the negative feedback seriously. The development team is active in making changes to Redfall's underpinnings, so that an offline single-player experience becomes a possibility.

Smith acknowledged that modern games are intrinsically linked to online services, but these should offer functionality when offline circumstances occur. He imagined situations from the perspective of being a potential Redfall player: "They could say: 'Oh, my God, you're always online. If you get on your Steam, and it's not online, you freak out. If you get on your Xbox, and you can't get the latest patch, or see what your friends are doing, you freak out. You want to be always online!' But that response, I think, lacks empathy."
"There are people who live in places where there are outages or their broadband is shitty, or they're competing with their family members, because their mum's streaming a movie or their brother's on another device. And so I think it is a legitimate critique." He reaffirms that Arkane Studios Austin will try to act on gamer community requests, even at late stages in a game's development: "We do take it with a lot of empathy," Smith said. "We listen. And we have already started work to address this in the future. We have to do some things like encrypt your save games and do a bunch of UI work to support it. And so we are looking into - I'm not supposed to promise anything - but we're looking into and working actively toward fixing that in the future."
The always online nature of the game was a key design choice according to Smith, but he was quick to confirm that microsanctions and an in-game store are not part of the equation. He says that their systems will be focusing on player analytics - automated feedback is key to finding and making fixes once the game goes live: "It allows us to do some accessibility stuff. It allows us for telemetry, like - if everybody's falling off ladders and dying, holy shit that shows up. And so we can go and tweak the ladder code. There are reasons we set out to do that that are not insidious."

It is interesting to note that Smith makes no mention of the single-player always online restriction being annulled in time for the game's launch on May 3. It is somewhat ironic that the changes could be patched via an online channel - be it Steam, Epic Games Launcher, or the Xbox Live Dashboard.


Harvey Smith started his games development career at Origin Systems in the mid-nineties, and has contributed to a number of highly acclaimed titles since then, with tenures served at several award-winning studios. A couple of these games count as all-time fan favorites: System Shock (1994), Deus Ex (2000), Thief: Deadly Shadows (2004), Dishonored (2012) and Prey (2017).
Sources: Eurogamer News, Harvey Smith Eurogamer Interview
Add your own comment

10 Comments on Redfall Developers Working on Removal of Single-Player Always Online Restriction

#1
TechLurker
On one hand, I understand the ideal behind having a single-player game connect to a server for updates and patches; prevents things like legacy PS1/PS2/early PC games going live with gamebreaking bugs that may or may not be bypassed.

On the other, it really shouldn't be anything more than at startup, checking for the latest patch and trading error codes, and only when saving, if cloud saves are enabled. But otherwise, if no network is detected, just goes straight to the main menu, and offline saves will be backed up on the next startup. There's no need for a mandatory always-on component in a pure single-player game outside of optional cloud save/patch update functions.
Posted on Reply
#2
AGlezB
Awesome! Now get rid of Denuvo and I'm game.
Posted on Reply
#3
unwind-protect
Players of single player games sometimes want to not use a new patch. This is not a MMO.
Posted on Reply
#4
chrcoluk
Yeah always online is bad enough, but I also hate the game is a service model where there is a patch every week for eternity where the dev is never satisfied with the state of the game.
Posted on Reply
#5
Calenhad
Yeah, having a game that actually works without internet is always a good thing. I hope they get that sorted.
Posted on Reply
#6
ir_cow
"Working" Right. Just don't have it. Can't be that hard just not to program it in lol.
Posted on Reply
#7
DeathtoGnomes
Devs still didnt learn from City:Skylines fiasco, but its good to see its being corrected. Prolly wont see this update for 6 months.,
Posted on Reply
#8
Unregistered
TechLurkerOn one hand, I understand the ideal behind having a single-player game connect to a server for updates and patches; prevents things like legacy PS1/PS2/early PC games going live with gamebreaking bugs that may or may not be bypassed.

On the other, it really shouldn't be anything more than at startup, checking for the latest patch and trading error codes, and only when saving, if cloud saves are enabled. But otherwise, if no network is detected, just goes straight to the main menu, and offline saves will be backed up on the next startup. There's no need for a mandatory always-on component in a pure single-player game outside of optional cloud save/patch update functions.
Well-said.

While I have no interest whatsoever in this game, I do want to applaud the company for taking the feedback from gamers seriously. This is the kind of thing that will at least build some good-will with potential customers.
Posted on Edit | Reply
#9
unwind-protect
Yeah, the question is why it is such a big deal to remove this requirement, presumably for their programmers. Should be as simple as commenting out some section of the code.

Chances are that they are working on aggressive copy protection.
Posted on Reply
#10
chrcoluk
Closest comparison I can think of for a game I have played is lightning returns.

Officially you didnt need to be online to play it on the consoles, but they did have online exclusive features that after a year were abandoned. The eventual PC release had the online code gutted out, the consoles supposedly had it disabled but can tell playing it many years later today they kind of only partially doing it lazily.

Loading the game today on console even if you online it will report an unknown error when trying to connect to the online servers, if you are actually offline when you launch it will disable the DLC, so they decided to keep some kind of DRM server online. But will let you play on without penalty if you go offline whilst playing. The PC version doesnt have the online requirement for DLC items, or the unknown error, as they seem to have properly removed it in that version.
Posted on Reply
Dec 19th, 2024 06:59 EST change timezone

New Forum Posts

Popular Reviews

Controversial News Posts