Erich Schaefer, Brock Jones, and Wonder Russell answer our questions   about Torchlight for 360 (achievements!), Torchlight 2 (new pet!), and   what to do with PC gaming doomsayers.   
CS:  For anyone that hasn’t heard the news - Torchlight is coming  to Xbox  360. How long has that been in the works and when will it hit?   
RG:  We’ve been working on the new game since Fall of 2010, and  are very  happy that it will be launching on Wednesday, March 9th 2011.   
CS: What about Torchlight makes it a good game for a move to console?   
RG:  Xbox doesn’t have a game like Torchlight; the Action-RPG  market is  really underserved. Tons of fans told us they wished they  could just  play Torchlight on the couch instead of curled over their PC,  and we  agreed. The fast paced combat and the fact that it’s  save-anywhere are  just two reasons Torchlight is really well suited for  the console.   
CS: Can you tell me about what the process of getting the game on the console was like?   
RG:  Technically, it was a big process of figuring out how to  translate the  gameplay from a mouse and keyboard to a controller. We had  theoretical  plans for how that would work that seemed great on paper,  but when we  began implementation, there were many elements that just  didn’t feel  right. We iterated a lot on new theories for things like  attack skills,  skill trees, and UI to feel cohesive and like they had a  natural flow.    
CS: How much was done outside Runic Games, and what sort of things did you have control over?   
RG:  Runic had control over the whole project. We worked in part  with a  contractor, World Domination Industries who also helped on our  Mac  port, but the entire project, start to finish, is a Runic project.   
CS: What will PC gamers who also want to play the game on their 360 notice that’s different?   
RG:  Gamers will notice a difference in UI, in skill trees, in  potion  stacking, and especially a difference in combat. One of the best   examples are the Vanquisher’s ranged attacks. Depending on how you   automap the skills, traps will be thrown either at a fixed range or a   range determined by how long you hold down the button. There were also   changes to AoE attacks. And, there are three new armor sets for each   character and a new pet.   
CS: How did the process of Torchlight on 360 affect the development of Torchlight II?   
RG:  We learned a lot of lessons in making Torchlight for Xbox  that are  being implemented into Torchlight II, so it was a great process  for us  internally. Some of those things are the skill trees, UI, and  combat,  that we found just worked better, simpler, and were more  intuitive. A  lot of engine optimizations also carried over. Torchlight  II has  multiplayer and updated graphics, but we hope it will run at  least as  well as the first Torchlight.   
Also, Xbox system specs made us  focus even more on efficiency,  and we’re implementing a lot of that in  Torchlight II. Specifically,  better memory management and loading  optimizations.   
CS: What can you tell PS3 gamers wondering if they’ll get a shot?   
RG: Right now, we have an exclusive publishing agreement with Microsoft.   
CS: What are some of the Achievements in the 360 version?   
RG:  There are 12 achievements, with a total of 200 points, which  is the  maximum for an XBLA/downloadable game. Achievements include  defeating a  few of our bosses, successfully enchanting an item 5 times,  and  transforming your pet.   
CS: Any plans for DLC?   
RG: We have no current plans for DLC – the best ideas we have from now on will go into Torchlight II.   
CS: How are plans for the MMO progressing?   
RG: The plans are still there but are just that: plans. Right now, we’re focused 100% on Torchlight II.   
CS: Has the possible 2011 release of Diablo III impacted any of your plans for Torchlight II?   
RG: Nah. Not much we can do except make the best game we can. And, we’re looking forward to playing it, eventually!   
CS: Can you talk some about the pets in Torchlight II? Any additional abilities and options?   
RG:  The new pet in the Xbox LIVE version is called the Chakawary;  it’s a  sort of a cassowary + frilled lizard hybrid. It pretty much has  the  same abilities as all the others: combat, inventory, spell-learning.  We  have some cool new ideas, but nothing implemented yet.   
CS: Torchlight 2 multiplayer online - have you settled on a how many players?   
RG: Not yet – we’re still shooting for between 4-8.   
CS: About how long will the Torchlight II campaign be?   
RG:  We’ll have to see what makes the final cut, but it looks like  it's  shaping up to be about twice Torchlight's, which we estimate at 8  to 10  hours!   
CS: Anything on PvP?   
RG: Yep, we’ll have some form of PvP. But we’re all adults here so it will be….how do I put this? Consensual.   
CS:  You’ve revealed the Railman class, a tank-engineer combo, and  the  Outlander, a magician suited to ranged combat. What about the other  two  character classes?   
RG: We’ll be revealing them. Eventually.   
CS: What do you think of the “PC gaming is dead” doomsayers?   
RG: Nonsense. They haven’t played Torchlight, I guess!   
CS:  You guys follow a different model - can you talk a bit about  what led  you to create a comparatively modest game at a lower price  point than  most?   
RG: We know we wanted to be a small team.  People work  better and  just have more fun when they're more than a small cog in a  giant  machine.  Our small size means that we have to stay realistic  about the  scope of the games we make.  We leverage things like  randomized levels  and loot to let us make great games with a small  team.  Furthermore, we  don't have vast cash reserves to fund  development, so we have to work  fast or we won't be able to pay the  rent.  We set our price at a point  where we hope that the value is  obvious to our customers and will make  it easy for them to recommend it  to their friends.   
We consciously made a 'modest' game as our  first project, and  from the very beginning we intended to charge a fair  price for it. We  want to deliver high value for the buck. This  decision was supported by  external factors like piracy prevention - why  steal it when it's only  $10 on Steam? - and our increased revenue  share model with electronic  distribution.   
CS: What games distract the Runic Games team?   
RG:  Minecraft – that was a huge timesuck for us! Such a great  game. It  isn’t uncommon for us to “call in sick” the day a big game  releases –  we’re gamers, after all!   
CS: And finally, still planning an April-May release for Torchlight II?   
RG:  We don’t have a launch date yet. We haven’t set one yet but  we’re  getting closer. Probably not Spring, though. Maybe Summer, but  since  it’s still in development, we’ll see. We're on a good pace.   
Thanks again to Brock, Erich and Wonder!












