Each Frontier has its own goals, monsters, and most importantly items, but when you switch to a new Frontier, in some respects, your adventure begins anew. The world is made up of different “Frontiers.” In each Frontier you level up and progress normally. We’ve also introduced what we are calling horizontal content. We have also created a world that has a good mix of public open spaces, where you’ll have random interactions with others, as well as private adventures for you and your party. On a more traditional level, we’ve created a deep loot game, and introduced some fun new mechanics like our Relic Weapons, which players level up over time to unlock new abilities. To this end, we’ve developed more of an account-based system, where players can have multiple characters all sharing a private Fort, where they can play with various mechanics, but also provide a base where all players’ characters can develop their own identity and share accomplishments. This is also a game we intend to keep building and developing for a long time. They had great replay options, but it was all designed around that linear journey Torchlight Frontiers has to provide a much longer, richer overall experience, but capture that moment-to-moment excitement as well, from the first day of release. Those were relatively linear adventures that could be finished in roughly 10-20 hours. The previous Torchlight games provide us the inspiration, setting, look, and feel that our fans expect. In an effort to innovate within this beloved genre, we’ve incorporated many of the social elements one might commonly find in an MMO to create a new hybrid shared-world experience. The heart of the Torchlight series is very much an Action RPG. Q: Thanks for taking the time to answer our questions! Considering Torchlight Frontiers is an MMO this time around, how might gameplay be different from previous Torchlight games? The former Blizzard Entertainment director explains how they’re building the game’s vibrant, animated world, which strays from the more drab and dreary aesthetics other games in the genre tend to lean on while detailing the innovative measures the company is using to develop the highly anticipated action RPG. To find out how Echtra Games transitioned to UE4 to build their most ambitious game yet, we interviewed CEO and founder Max Schaefer. The San Francisco, CA-based studio is confident that these changes will allow them to experiment with novel gameplay concepts further on down the road, and they’re doing all of this with Unreal Engine 4, a first for the series. The game also has multiple Frontiers, which act like mini self-contained worlds that provide unique challenges and attributes for players to engage with. With a studio comprised of former Blizzard developers who worked on Diablo I and II in conjunction with the first two Torchlight games, Frontiers employs fun, unique character designs and emphasizes gear progression over forcing players to traditionally level up. By Jimmy Thang With Torchlight Frontiers, developer Echtra Games isn’t only evolving the Torchlight franchise, which consisted largely of solo experiences, but they’re innovating to push action RPG MMOs forward.
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