Max Schaefer In The Torchlight
6:00 AM | Cord Kruse | Comment on this story
G4TV has posted a new interview with Runic Games CEO Max Schaefer about the company's upcoming action RPG, Torchlight The game will give players the chance to choose a character and venture from the safety of the town of Torchlight into randomly generated dungeon levels. Once inside they will find a variety of monsters, a large selection of loot to find, and quests to complete.
G4: With Mythos and Torchlight, I know they're different games, but it's a similar style. What's so appealing of that Diablo-style of game that you want to keep going back to it?Visit the website below for more of the interview.
G4TV: Torchlight Interview
Schaefer: It's got a couple of things that we really like about it.
One, it's simultaneously easier than WASD [Editor's Note: A standard control setup for first-person games, referring to the W, S, A and D keys] and then [you get] free mouse look -- you need a little less coordination, which is important for people like me. It's also…it lends itself to a little bit more of a visceral game. You click on a monster and he swings and it's immediate and it just feels more like you're doing things than you're piloting a guy around a universe. It feels like you're actually doing the actions in a weird sort of way. So we really try to run with that. We make everything visceral in the game. Just picking up a potion and putting it back down should sound good and feel good. We really [pushed], throughout the game's design, [that] everything should feel satisfying, and when you hit a monster, it should land with a thump and it should be responsive to your mouse click and you should get a lot of feedback from that. The item game is kind of similar, too; it's a slot machine mechanic. You're getting little bonuses, little jackpots as you go and then medium jackpots every now and then big jackpots every few hours. It's kind of a feedback system and style that we've just latched on to right from the early Diablo days.
G4: The art style for Torchlight is definitely unique -- very stylized. Can you tell me a little about where that was born out of?
Jason Beck: It was building off of what we thought we were honing in on with Mythos and definitely analyzing what we thought worked, what didn't work, getting around the pipeline that we had for Mythos. It's definitely a lot more efficient and effective for the tools we have now for Torchlight. The biggest thing was, we tried to experiment with a few things out [and] by a tiny coincidence, the D3 [Diablo III] stuff came out and we said "well, we can't go that route." We'd already built on the somewhat casual look, so it just pushed us more towards the classic animation-type setup where you've got these painterly backgrounds and really crisp, stylized, almost comic book-style characters on the top of it. Again, our art team shares a certain sensibility about what we link and it did seem like a pretty natural fit for us.
Recent Mac Games News
Tuesday, October 13, 2009
Monday, October 12, 2009
Friday, October 9, 2009
Thursday, October 8, 2009
Wednesday, October 7, 2009
Search for other Mac games news stories or browse our Mac Games News Archive.