Torchlight Q&A - Post-Launch and MMO Plans

by on Nov 03, 2009

Released last week, Torchlight is a single player, dungeon crawling, mod-friendly action RPG from Runic Games, a Seattle-based studio that boasts a cast of developer from critically-acclaimed...

Released last week, Torchlight is a single player, dungeon crawling, mod-friendly action RPG from Runic Games, a Seattle-based studio that boasts a cast of developer from critically-acclaimed games such as the Diablo series. In two short years (give or take), Torchlight will become an MMORPG that carries much of the story into a persistent online experience. It might seem like a long time to wait, but Runic has given us plenty of cool stuff to do in the meantime.

We spoke with Max Schaefer, Travis Baldree, and a great cast of Runic developers regarding some of the ins and outs of Torchlight, post-launch plans (including when we might see the highly anticipated Preditor level editor and the Mac OSX version), and some initial plans for the Torchlight MMORPG.

From the interview:

Ten Ton Hammer: In the single-player game, combat is pretty frantic. Will you have to slow it down to allow for group dynamics and that sort of thing?

Travis: The aim is to keep it as fast as possible; as close to what we have in single-player as possible. There will necessarily be some things that have to change. Some skills, for example, might be too brutal for PvP combat, we might have to have PvP specific rules.

It's all in this in-depth post-launch Torchlight Q&A with the Runic Games team.


Last Updated: Mar 29, 2016