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Sunday, April 28, 2024

Interview with Runic Games President Travis Baldree

It’s been almost a year and a half since

“Torchlight” looted gamers’ hearts on the PC.

And now, the game will be available Tuesday on

the Xbox 360 for 1200 points ($15).

Earlier this week, I spoke with Runic Games

President Travis Baldree about the porting process, the effects of

the “Torchlight II” delay and the challenges of an action-RPG

MMO.

"mso-bidi-font-weight: normal;">First of all, could you give a

brief introduction of who you are and what you do at Runic

Games?

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My name is Travis Baldree. I’m the president,

one of the co-founders, project director and one of the

engineers.

"mso-bidi-font-weight: normal;">You’ve been in the gaming industry

for some time, and you’ve been a part of several successful games

like “Fate” and “Torchlight.” What are some of the moments that you

look back on and take pride in?

Getting done with something as a team is

pretty rewarding. That’s pretty much the best part of it, honestly.

Working with people you like working with.

"mso-bidi-font-weight: normal;">How long has the Xbox version of

Torchlight been in development?

I think the port was started … right around

PAX last year, whenever that was.

"mso-bidi-font-weight: normal;">How many people worked on

it?

For the first three months or so, it was just

the group that we had porting it. And then we hopped on — Marsh

Lefler, Greg Brown and I — in, I want to say, early October. Toward

the end, mostly it was just Marsh and I wrapping it up. We finished

right after Christmas, more or less.

"mso-bidi-font-weight: normal;">Why did you guys decide to make a

console version?

We’ve always been interested in trying it out

on the console. In theory, it was just going to be a port project

that would go on in parallel [to "Torchlight II,"] but I don’t

think it ever really works out that way. We ended up hopping on to

help get it out the door.

Mostly, we wanted to play it on the

console.

"mso-bidi-font-weight: normal;">What was the hardest part of the

game to port?

Cramming it into the memory limits of the 360

was a bit of a challenge. Since it’s a randomly generated game,

it’s kind of hard to get around the bounds of all that.

The other really large challenge was

converting UI into something that is useable on a controller and on

a television. We tend to have a lot of text, and making that

readable and navigable was kind of a big pain. [laughs]

"mso-bidi-font-weight: normal;">Did you guys think about adding in

some of the new content, like co-op or new character classes, into

the 360 version?

Not really. In general, we try and only take

on one or two new challenges at a time. It was a big enough

challenge for us shipping something on console for the first time

without having done so, without adding on multiplayer and a Live

service and rebalancing all the content for the newer classes.

We figured we would use it as our first

project to get our toehold before we went more ambitious on the

console.

"mso-bidi-font-weight: normal;">When you guys announced that

“Torchlight” was coming to the consoles, you said that it was

hopefully coming out to both Xbox Live Arcade and the PlayStation

Network. What happened there?

It was early on, and we were considering both.

But honestly, given as much work as it took to get on the 360, I

don’t think there’s any way we could’ve done both consoles in that

timeline.

We finished our discussions and signed a deal

with Microsoft first. Actually, it was a real pleasure to ship it

with them. They were actually incredibly helpful, and it just

happens to be the way that it worked out.

"mso-bidi-font-weight: normal;">Even though the release date for

“Torchlight II” wasn’t sent in stone, the delay led to engine

optimizations, like memory management and better load times for the

game. Would that make it easier to port “Torchlight II” to the

360?

All of the work that we did would make it

easier, and we have a functional engine on the 360 that actually

works, which is something we didn’t have a few months ago.

“Torchlight II” is built on the back of

“Torchlight,” so the systems are pretty similar. That was kind of

the point of doing the smaller-scale console project first, so that

if wanted to do something more ambitious, we have the groundwork

laid.

"mso-bidi-font-weight: normal;">Would you guys port “Torchlight II”

in the future if the console “Torchlight” is

successful?

If it does well on the console, I think we all

have got a lot of interest in doing a game specifically for the

consoles.  We don’t know,

if and when we port “Torchlight II” to the 360, if it will be

identical to the PC version, or if we’ll make more departures to

cater more to the specific limits of a console.

There’s a lot of things that I think we

would’ve rather redone from scratch than ported over when we were

bringing “Torchlight” to the console, because we think that it

would be more interesting to cater to that control scheme.

"mso-bidi-font-weight: normal;">What would you have added to

“Torchlight” had you specifically designed it for the

console?

I think if you look at things like skills, we

probably would’ve built the skills differently. A lot of the basics

of the design of “Torchlight” were generally around a

point-and-click interface where your target could be anywhere on

screen at anytime.

We definitely tried to adapt the control

scheme to the 360 to still give you a high degree of control. But

knowing that you have an analog control scheme, where you can

actually varying your speed and where you’re driving as opposed to

point and clicking, I think you can build your skills and abilities

more specifically for that.

"mso-bidi-font-weight: normal;">Have you ever considered branching

out to the handhelds? I think a save-anywhere action-RPG would be

amazing on a handheld.

We definitely thought about it. We considered

an iPad port of “Torchlight,” possibly iPhone. I think in general

we need to do a real redesign specifically for those devices.

"mso-bidi-font-weight: normal;">Since Runic Games was founded,

there’s been a plan to create an action-RPG similar to “Mythos.”

Which action-RPG genre conventions transfer well to an MMO, and

which ones do not?

Honestly, after playing around with “Mythos,”

a lot of them transfer pretty well.

Especially if you stick with an isometric

perspective, there’s a lot of limitations on what you can see, so

it’s a lot easier to do high unit counts.

There’s certainly difficulties in doing it.

Most of them have to do with having an active collision system

where you have missiles that are in flight and can collide with

anything at anytime, as opposed to kind of a more deferred … combat

model that’s typical with MMOs.

For us, the biggest challenge is keeping

randomization and still having a sense of place. We like randomized

games, but if you want randomized games for an MMO, you generally

have to do a lot of instances. Striking a balance between how much

is instance and how much is shared is kind of one of the biggest

things … we have to worry about.

"mso-bidi-font-weight: normal;">Can we expect to hear more about

the MMO this year?

Probably more as we get closer to the ship of

“Torchlight II,” and we can pull our heads after that.

 

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