Technology of Torchlight

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Technology of Torchlight

Postby Xander » Tue Jun 30, 2009 10:44 am

Many of us already realize that guns (at least in the form of pistols) are making their way into the game; however, how far does Torchlight delve into technology? Enough to even bridge in some science fiction weapons?

In most cases, I've found more laid back and older style firearms fit in nicely in a fantasy setting; however, more technologically advanced weapons were confusing and theme defying. They often felt odd in the hands of an avatar who combats enemies that barely wield sticks and rocks, let alone machine guns. Sacred is a prominent examples in which ancient and often science fictional elements were added to the game (with laserguns a typical item and a race dedicated to this technology). The gameplay felt frankly cheesy with these weapons and race prancing around battling with wolves or what-have-you.

Execution, however, has a huge impact on the presentation of technology in this kind of genre. Dungeon Siege is another game series containing tech in a more stylized form, leaving players with steam-punk style weaponry to dispatch enemies. This felt appreciably rewarding, as the storyline pushed players through a goblin factory - something that felt well rounded and designed for this setting - and only found these items in the hands of the slightly industrialized race.

So, what would you prefer as a player? Are you cool with laser guns and such making their way into a primarily Fantasy setting?
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Re: Technology of Torchlight

Postby Wonder » Tue Jun 30, 2009 11:26 am

Good thread start! One thing I will say is that when we were hashing out the idea behind Torchlight, we wanted a "frontier" vibe - not as in a western, but as in, on the fringes of civilization, and still transitioning between old school weapons (swords, say) and newer, experimental forays into technology, with magic still being figured out. It makes it really fun and unusual, and different classes would approach their styles differently because of it. What kind of weapons and whatnot would you expect to see? Barring lasers, of course. ;)
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Re: Technology of Torchlight

Postby Xander » Tue Jun 30, 2009 11:41 am

Wonder wrote:Good thread start! One thing I will say is that when we were hashing out the idea behind Torchlight, we wanted a "frontier" vibe - not as in a western, but as in, on the fringes of civilization, and still transitioning between old school weapons (swords, say) and newer, experimental forays into technology, with magic still being figured out. It makes it really fun and unusual, and different classes would approach their styles differently because of it. What kind of weapons and whatnot would you expect to see? Barring lasers, of course. ;)


I was hoping for muzzle loaders and weapons of that style, such as Deringers (which is basically what I've seen in screenshots). Perhaps some rifles could make it into the game if they were stylized well. A laser-gun would be interesting as a unique item, if it were simply the only one or part of a set. I just wouldn't like to see them pop up on goblin corpses everywhere. I like the period of evolution in weaponry you are suggesting. Lightning guns or even some old-style flamethrowing gun might be able to fit into that scheme, I can almost imagine a Jacob's ladder-barrelled gun in the game's wacky style.
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Re: Technology of Torchlight

Postby risingson » Tue Jun 30, 2009 1:02 pm

Wonder wrote: What kind of weapons and whatnot would you expect to see? Barring lasers, of course. ;)

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Re: Technology of Torchlight

Postby WingedKagouti » Tue Jun 30, 2009 1:55 pm

Wonder wrote:What kind of weapons and whatnot would you expect to see? Barring lasers, of course. ;)

A magic powered (rapid fire) gun. After seeing guns in action, mages would likely try to make something similar, but with magic instead of technology, to prove the superiority of magic in all fields. Easy to use ranged weapons that have the same (or even better) performance as technological guns, without requiring the same level of maintenance. Their only limitation to being adopted by most military forces would be their production speed.

An acid projector. Combat alchemists would likely be seeking out some way to maximize their chances of hitting groups of opponents with dangerous substances. Take one acid and arrow proof sack, an acid proof tube, a pump of some sort and put it all together with straps. With some adjustments it could also be used to make an improvised flame thrower.

A steam powered chainsaw. Because chansaws are cool.
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Re: Technology of Torchlight

Postby Bechhold » Tue Jun 30, 2009 2:38 pm

Wonder wrote:Good thread start! One thing I will say is that when we were hashing out the idea behind Torchlight, we wanted a "frontier" vibe - not as in a western, but as in, on the fringes of civilization, and still transitioning between old school weapons (swords, say) and newer, experimental forays into technology, with magic still being figured out. It makes it really fun and unusual, and different classes would approach their styles differently because of it. What kind of weapons and whatnot would you expect to see? Barring lasers, of course. ;)


So... SteamPunk type of atmosphere?
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Re: Technology of Torchlight

Postby trickyhits » Tue Jun 30, 2009 4:06 pm

I think it would be kind of cool to have some weapon(s) that could project light/laser with the harnessing of magic or the elements. Dunno was thinking of some kind of sun ray that in theory, takes the Sun's energy and projects it towards targets like a laser, etc. Now this would be kind of lame seeing as how their will be dungeons with no light, but that can be part of the "ammo" either pay playing in open environments to charge or by finding "solar bolts/bottles". You could probably pull this off with all the elements Lightning, Snow, Rain,....Hurricanes? (Im from the Gulf Coast, so I know the power of those beasts)

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Re: Technology of Torchlight

Postby permaximum » Tue Jun 30, 2009 4:38 pm

Then i want a Ferrari Enzo as my mount. ;)

@Trickyhits

You should add WANTED to the avatar :D
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Re: Technology of Torchlight

Postby Webbstre » Tue Jun 30, 2009 6:43 pm

How about a magically powered continual splash damage flamethrower?
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Re: Technology of Torchlight

Postby trickyhits » Tue Jun 30, 2009 7:30 pm

permaximum wrote:Then i want a Ferrari Enzo as my mount. ;)

@Trickyhits

You should add WANTED to the avatar :D


Just created the account today and wanted a "fun" picture to grab real fast....i might just do that....or draw like a mustache and glasses on him :)
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Re: Technology of Torchlight

Postby Rob » Tue Jun 30, 2009 9:37 pm

I feel a photoshop'd Baldree avatar trend is on the horizon.
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Re: Technology of Torchlight

Postby Sojyn » Sat Jul 04, 2009 5:10 am

Bechhold wrote:So... SteamPunk type of atmosphere?


SteamPunk-type atmosphere is the combination of magic+technology that seems to work best to me. Steam technology isn't that far of a reach from the magic fantasy world. Examples that come to mind Dungeon Siege (the bots), SilverFall, and Neo Steam.


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Re: Technology of Torchlight

Postby WingedKagouti » Sat Jul 04, 2009 5:34 am

Sojyn wrote:
Bechhold wrote:So... SteamPunk type of atmosphere?


SteamPunk-type atmosphere is the combination of magic+technology that seems to work best to me. Steam technology isn't that far of a reach from the magic fantasy world. Examples that come to mind Dungeon Siege (the bots), SilverFall, and Neo Steam.


Cheers

You seriously need to go play Arcanum if those are the best Magic + SteamPunk games you can think of.
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Re: Technology of Torchlight

Postby Xander » Sat Jul 04, 2009 12:24 pm

WingedKagouti wrote:
Sojyn wrote:
Bechhold wrote:So... SteamPunk type of atmosphere?


SteamPunk-type atmosphere is the combination of magic+technology that seems to work best to me. Steam technology isn't that far of a reach from the magic fantasy world. Examples that come to mind Dungeon Siege (the bots), SilverFall, and Neo Steam.


Cheers

You seriously need to go play Arcanum if those are the best Magic + SteamPunk games you can think of.


Ahaha, I thought about mentioning it in my first post but was curious about familiarity with others. It was quite a step for that kind of universe.
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Re: Technology of Torchlight

Postby JBeck » Mon Jul 06, 2009 1:10 pm

I know this won't be a complete answer, but I think we can define some of the tech in Torchlight without giving anything away.

First off...we -really- try to avoid any straight labels. It's not "steampunk", it's not "high-fantasy", it's not "classic D&D style", nor is it "sci-fi".
So, victorian-looking steampunk, high-elf sorcerers, half-orc fallen paladins, or goblin laser infantry just aren't present in the Torchlight world.
So with those things in mind...what we -are- trying to do is bring to life some of those more specific themes, looks, and playstyles into an IP that starts from a point of being undefined by comparable worlds, fantasy universes, etc.
Just because other fantasy games have rangers, paladins, and druids...or elves, dwarves, orcs, and gnomes doesn't mean that this world -has- to. We may decide to present our take on some of these things, but hopefully we're presenting alternate options that will prove to be fun and memorable...and ultimately help Torchlight stand apart from others in this genre.

So, with that out there...back to the question at hand.
We lovingly refer to our level of technology as being "EmberTech"(tm) :D

We have muskets, blunderbusses, flintlockes, and other early/low-tech ranged gunpowder weapons (rifles and pistols) as well as longbows and crossbows.
We also have magic-infused/enhanced versions of said weapons.
Some of the inhabitants of Torchlight will have dabbled in merging technology and magic...via the ember.
There are things that could be described as "mechanical" in the game.

And lastly, we don't have lasers. We do have beam attacks, but they're magical in nature.

Hope this helps :)
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Re: Technology of Torchlight

Postby Jaknet » Mon Jul 06, 2009 2:12 pm

JBeck wrote:And lastly, we don't have lasers. We do have beam attacks, but they're magical in nature.


Sorry it was just too tempting to ignore but you cannot hide behind the screen of "magic" ;) :D

I believe it was Arthur C. Clarke who commented that "any sufficiently advanced technology is indistinguishable from magic". :mrgreen:

Just joking by the way.
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Re: Technology of Torchlight

Postby WingedKagouti » Mon Jul 06, 2009 2:42 pm

JBeck wrote:Just because other fantasy games have rangers, paladins, and druids...or elves, dwarves, orcs, and gnomes doesn't mean that this world -has- to. We may decide to present our take on some of these things, but hopefully we're presenting alternate options that will prove to be fun and memorable...and ultimately help Torchlight stand apart from others in this genre.

As long as you remember that those options aren't bad just because others used them, things will likely turn out fun.
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Re: Technology of Torchlight

Postby Xander » Sun Jul 12, 2009 5:16 pm

JBeck wrote:I know this won't be a complete answer, but I think we can define some of the tech in Torchlight without giving anything away.

First off...we -really- try to avoid any straight labels. It's not "steampunk", it's not "high-fantasy", it's not "classic D&D style", nor is it "sci-fi".
So, victorian-looking steampunk, high-elf sorcerers, half-orc fallen paladins, or goblin laser infantry just aren't present in the Torchlight world.
So with those things in mind...what we -are- trying to do is bring to life some of those more specific themes, looks, and playstyles into an IP that starts from a point of being undefined by comparable worlds, fantasy universes, etc.
Just because other fantasy games have rangers, paladins, and druids...or elves, dwarves, orcs, and gnomes doesn't mean that this world -has- to. We may decide to present our take on some of these things, but hopefully we're presenting alternate options that will prove to be fun and memorable...and ultimately help Torchlight stand apart from others in this genre.

So, with that out there...back to the question at hand.
We lovingly refer to our level of technology as being "EmberTech"(tm) :D

We have muskets, blunderbusses, flintlockes, and other early/low-tech ranged gunpowder weapons (rifles and pistols) as well as longbows and crossbows.
We also have magic-infused/enhanced versions of said weapons.
Some of the inhabitants of Torchlight will have dabbled in merging technology and magic...via the ember.
There are things that could be described as "mechanical" in the game.

And lastly, we don't have lasers. We do have beam attacks, but they're magical in nature.

Hope this helps :)


Thank you for clarifying JBeck, I like the way the team is handling it under this description! I'm certainly not trying to label the game any sort of way, I simply wanted to get a gist of the game's design by making some contrasts with other games that have taken a more traditional route. From the very little of what I have seen of Torchlight, the game does suggest themes of a fantasy genre, which is where my comparisons are brewed from - regardless of their uniqueness in TL. I like that Torchlight is going for a very stylized and of-its-own setting with features to pull itself apart from traditional fantasy.

The different perspective in Dungeon Siege is what personally made those goblins (a fairly boring and over-used traditional creature) something that stuck out in my mind. You don't often imagine such a creature making rounds with a flamethrower, after all. I imagine Torchlight is going to present a similarly fresh and welcome experience with its own renditions of some traditional fantasy hallmarks.

Out of brave curiosity, is it even called "magic" in torchlight?
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Re: Technology of Torchlight

Postby leoleez » Wed Jul 15, 2009 9:22 am

I would like to see a tesla cannon. It fires unpredictably, but delivers a punishing blow.
Heck a cannon would be nice too, the character just carts the thing around and boom, there goes a goblin army. But it would be clutch if you didn't take down the target
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