I do not comment on animations often, but I am very fond of two in Torchlight. The Destroyer does not walk; he stomps. He stalks. He is a large, angry beast of prey, and not a subtle one like a great cat. To pull a line from the book I’m currently reading, “I’m leaving. The first three creatures — man, woman, or sub — that get in my way, they die. Right here on the floor. Die.” The second is Medea’s entry with her troops. This lasts for a few seconds per game, so enjoy it. Her troops, little versions of her, are in perfect parade march. She is less formal, sauntering behind them without a care, completely at home. Why not give one of the bosses a little sway?
In Torchlight, you can retire a character who has completed the game. Retired characters pass on one item, which gets upgraded stats and lower requirements to equip it, and items can be passed down several times to become ridiculous. Later-generation characters also start with more fame, effectively free skill points. You can also toss your items in the shared stash, but your new level 1 will be a long ways from using that level 50 equipment. (There is also an infinite dungeon for characters who will not be retiring.)
In Kingdom of Loathing, you can ascend with a character who has completed the game. Ascended characters pass on one skill, so players accumulate many skills over time. All non-quest items go into ancestral self-storage, and they can be reclaimed at different times depending on your difficulty setting. Some smaller bonuses also accumulate across the generations or just by merit of having been playing for years. (There is also an infinite dungeon for characters who will not be ascending.)
In Dungeons and Dragons Tiny Adventures (not DDO), any character reaching the level cap automatically retires. Retiring characters pass on one item, which can be equipped at level 1. Many classes, modes, and abilities are opened based on the number of characters retired, no matter what you retire.
What would you think about a MMO that offered something like this? All of the above are single-player games with limited interaction. D&D Online had a steady stream of hate about the design decision to give your first character a lower stat total than later ones, which I think was reversed. This would be more extreme: every successive character receives some improvement. That sounds potentially painful in a game with a level cap and PvP, where being the best would involve having mulched a dozen capped characters already. Balance could be difficult, hitting that window between “not worth it” and “absolutely required,” particularly as the game ages and you need to decide whether the new boss is balanced against newly capped characters or 10th-generation characters.
It could be the worst grind ever. It could also be an exciting way of re-visiting content and mixing the Explorer and Achiever perspectives.
Update: I should note, this is well-worn territory for the MUDers. But the populations, if nothing else, are rather different between MUD grognards and WoW players.
(yes, the Lesdanaday -is- a unit of measurement)
It’s got tons of little things, some more little than others, that make it utterly impossible to go back to Diablo II (or any other dungeon crawl isometricky cRPG) with any sense of satisfaction. Wouldn’t be surprised if D3 ends up lifting some of this stuff from Torchlight. In no order of importance:
Continue reading First < day with Torchlight
If Torchlight doesn’t become wildly successful then I don’t know anything anymore. What a wonderful game.
Via Bio Break I came across the upcoming Torchlight, bound to appear sometime next week, and was very pleasantly surprised. Can’t go wrong with Diabloesque gameplay, and Torchlight seems to deliver in spades.
Not to mention Runic Games seems to have a few rather awesome people making the game. To wit.
Grats Runic. You got yourself another customer.