So there’s going to be a list of things that we didn’t get in that we’re going to want to be able to put in over the first months of the game. “But one of the cool things about a game as a service is that you actually get to do those things. “When you’re making an MMO, you come up with a billion design ideas and when you get to about this point in the project, you start cutting things because there just isn’t enough time,” he says. Two is to create a service game where, after we go live and we put it out and are with people, we can continue to develop the world of Torchlight with our community.”ĪBOVE: The review of Torchlight II.Schaefer sees a lot of creative possibilities in the games as a service approach to Torchlight. One is give you a piece of this world, make you a part of this developing and evolving world in a way that’s meaningful. You were just kind of an actor in it, and you were really mostly on your own.” He continues: “What we wanted to do with this one was two things. and you could play through it again, and you could level up, but you were never really a part of the world of Torchlight. “You were basically just a character in Torchlight 2. “What the first two Torchlights lacked, I think, compared to what we’re doing, is a sense of enfranchisement in the world,” says Schaefer. So it’s sort of been kind of a goal to get back to that stage ever since.” Why the shared world focus? Schaefer explains that he’s intrigued with the potential new dimensions an MMO-style approach adds. “Unfortunately it got caught up in the closing of Flagship and never went anywhere. The Frontiers project is a culmination of an ambition that goes all the way back to Schaefer’s time at Flagship, where he worked on an unreleased shared world RPG, Mythos. ABOVE: The announcement trailer for Torchlight Frontiers.The idea for a shared world take on the Diablo formula has been incubating in Schaefer’s mind for many years.
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