Torchlight has the responsive gameplay, great graphics and sounds, loot, skills, stats, and quick paced ARPG action that fans have been waiting for since Diablo II. It is an incredible game.
- I love this genre.
- I love this game and have said so multiple times. (and still think it is the best value of the year for the money)
- I should be addicted playing it right now.
- I want to be addicted to this game right now.
- Why then… can’t I bring myself to play it?
What the heck is going on?
First off, many of you will say duh, the answer is obvious… it doesn’t have multiplayer. Multiplayer increases the replay of almost any game. While this may be an issue, most of my friends play single player games. One of them just finished all of the Heroes 5 campaigns and I have all the Dragon Age Origins Achievements done already. So a lack of multiplayer is not the only reason. We have all been addicted to single player RPGs before. So I ask the question again… What the heck is going on?
To find the answer to this question, I posed the following question to the friends I either bought Torchlight for, or convinced to buy it:
Question: What, other than lack of multiplayer, are the main reasons that you are not playing Torchlight right now?
Answers: Click on the Spoiler tags for my friend’s answers.
As you can see, my friends have mixed reactions to Torchlight. I think their critiques of Torchlight can be organized around the three main motivations that people play single player RPGs for: A sense of progress, exploration, and problem solving. After each critique, I have put my suggestions for tweaks in spoiler tags.
Core Motivation #1: A Sense of Progress… that delivers the goods, but lacks the stamina for long term satisfaction.
Character development, the staple of almost every great fantasy book series and RPG ever made. Cliché, but it has worked over and over again. The perception of growth affirms some innate human need inside of ourselves and makes us continue to play games… sometimes even at the expense of real life goals. Here Torchlight delivers the mechanisms for growth that we have come to expect: skills / spells, levels, stats, items, quests, and changing dungeon areas. The development starts off strong, but unfortunately fizzles out after the first couple play-troughs.
Skills / Spells – “I sunk 10 levels into flame trap and all I got was this stupid tshirt.”
As I listened to my friends, I was surprised that several of them did not like the skills / spells. I think the spells are a lot of fun. I was even more surprised when one of them said that he was having trouble seeing the action… that it was kind of muddy. This forced me to think more critically about the skills. While ultimately, I think the skills / spells in Torchlight are great, they are not optimal:
- Skills: I really like a lot of the skills. Flechette trap, for instance, is done brilliantly. There are several problems, however, that ruin sense of progress with skills
- Issue #1: Skills are too powerful. Everyone likes to kick ass with their character… but we want to feel like we earned that right. One problem with skills in Torchlight is that we start kicking ass from the get go. Even in very hard more it is way too easy with the right skills. Where is the motivation to try new combinations of skills if my newbie Vanquisher friend was able to beat very hard mode on the first go with little trouble? Maybe this is just a problem with certain skills, but several of my friends complained the game was too easy (one in normal mode and one in very hard mode), and they are not usually the types of people to complain about that.
- Issue #2: Summons are too weak. Summons in general are way too weak at high levels. Where is the payoff of putting points in summoning builds if monsters go straight for the caster? The main purpose of summons is to provide a meat shield and this strategy does not work. Summoners have always paid the price for this uberness by having to move slow and babysit a bunch of monsters. Also, with high end gear they usually are not as good. My friend who mainly loves summoner builds quit playing because of this issue.
- Issue #3: Shared Passive skills limit replayability. All my friends hate shared passive skills. No one seems to like this feature at all. I think this comes down to the fact that it is nice to see a difference with every point you spend. That way each level is a big milestone. Putting a point into a generic passive skill just doesn’t feel like much of an achievement. They also limit my desire to try different classes if I feel like I have to put 10 points into both critical strikes and armor handling for both a Destroyer and Vanquisher. Class specific passive skills are great. Shared ones are not as fun. (As a side note, I completely dislike the barter and adventurer skills).
- Issue #4: Particle effect density is too high. Part of what makes people feel like they are getting more and more powerful is increased particle density over time. While Torchlight does this some, I think the particle effects start off way too high and then scale up way too fast. The end result (combined with floating damage numbers) is a screen that is more difficult to see than it needs to be and that characters lose their sense of visual progress.
- Issue #5: Skills don’t scale enough with skill level. Let’s look at Flame trap… At level 10 it does about 50% more damage and lasts twice as long… Was that really worth 10 points? I believe that each point should feel a lot more meaningful than that… 50% per point wouldn’t be ridiculous.
- Issue #6: The trees are not bloated enough. Part of this is because of time constraints, but overall there aren’t enough good unique skills that don’t overlap function. Part of what makes people want to replay a game like this is the constant thought of “what if I did that instead?” Unfortunately, it is fairly easy to cherry pick the best skills of a build fairly early in your leveling process. This fails because the quest for total build awesomeness is more fun than the attainment.
- Issue #7: Skills don’t scale with gear well enough: Weapon skills are great in that they scale with gear. This provides another measure of progress. Level skills and stat skills do similar things for their respective measures. Ultimately, though, all of these should be combined so that any upgrade will directly affect a player’s skill. Of primary importance to an MMO, level based skills will not work in the long term. Every MMO that I have played that has used level based skills (Druid in Wow, Monk in EQ) has had to eventually change them to be tied to equipment.
- Issue #8: Skills ascend too early: If the maximum level is 100, there should probably be some type of skill that cannot be maxed until 100. That way people are faced with the choice between retirement or continuing to level to see how awesome their skills become. It gives high level people something to look forward to.
- Issue #1: Skills are too powerful. Everyone likes to kick ass with their character… but we want to feel like we earned that right. One problem with skills in Torchlight is that we start kicking ass from the get go. Even in very hard more it is way too easy with the right skills. Where is the motivation to try new combinations of skills if my newbie Vanquisher friend was able to beat very hard mode on the first go with little trouble? Maybe this is just a problem with certain skills, but several of my friends complained the game was too easy (one in normal mode and one in very hard mode), and they are not usually the types of people to complain about that.
- Spells: The spells are a great idea, but there are a few problems that keep them from being as fun as possible.
- Issue #9: Buff / Summon timers are ludicrous… Several of my friends griped about this point. Summon and buff duration are ridiculously low. My personal opinion is that any buff or summon that lasts less than 10 minutes is needlessly grindy. What is the point of making them last less? Just to make the character have to stop playing and cast more often? A 30 second buff with a 30 second recharge? Ridiculous. With timers like this, using a spell feels more like a punishment than a privilege.
- Issue #10: Spells are too weak. What is the point of fireball? Why put an awesome skill like this in the game and then nerf its recharge? If non-support spells like this are going to be in the game, I think they should be as good as skills for some situations… better yet… remove their spell status and put them in a skill bar.
- Issue #11: The method for spell gathering is un-fun. I am going through the dungeon and a ton of spells drop, but that doesn’t do anything for me. Why? Because I am limited to 6 active spells and unless I find an upgrade to one of those, spell drops become meaningless. Bring back Diablo’s method of spell leveling. Give me a grimiore and allow me to increase the levels of all my spells one book at a time then swap spells in town. And remove spells from the vendor… no one wants to farm a vendor over and over to find the right spell. That is boring and removes a sense of progress.
- Suggestions to maximize a sense of achievement with Skills / Spells for the MMO.
Stats – “What the heck is defense?”
Statistics are a measure of a characters innate ability. In this regard, it is nice to be able to visualize what it means for a character to have a high stat in one area. Torchlight does statistics mainly right, but I think there are couple issues here
- Issue #12: What is defense? I can visualize someone who is very strong (Arnold Schwarzenegger). I can visualize someone who is dexterous (Jacky Chan, Gene Kelly). I can even visualize someone who has high magical power (Gandalf, Anime martial artists etc). I can relate to all of these stats on a personal level and can feel an artificial sense of accomplishment envisioning my avatar having one of these stats. Defense does nothing for me? What is it? Why did it replace vitality? I don’t get a sense of accomplishment when I put points in defense…. It feels like punishment.
- Issue #13: Stats do not affect skills enough. Many skills do not scale with stats at all. All they really do for some builds is decide what equipment is.
- Issue #14: Stats do not affect enough secondary stats… Why doesn’t magic effect mana? Why isn’t there a vitality stat that adds to hit points? Why doesn't dexterity add to defense or attack? Secondary stats are some of the main reasons statistics are fun!
- Issue #15: How stats are used to effect equipment is clunky. I can’t use half the stuff that drops for me because it requires a stat I don’t have. Why does some plate mail require magic? This may be personal preference, but I prefer the old way of all armor requiring strength and weapons requiring strength or dex. Some wands requiring magic would be ok. Better yet, remove requirements altogether. Then I would not feel compelled to save a bank of 50 stat points in reserve in case I get better stats.
- Issue #16: Splitting resistance into 4 categories is not fun. Both EQ and WoW started with resistance and they quickly realized that it was not fun. What is the point of finding a good item if you can’t use it because dungeon A requires fire resistance gear and dungeon B requires cold resistance gear? WoW basically removed resistance as a factor for gearing your character and EQ just added resistance to every item you get. Both outline its uselessness. I think it is better to just have physical and magical resistance and leave it at that.
- Suggestions to maximize sense of achievement with stats.
Items – “Painters mix tints to form vibrant colors, but too many colors mixed together always forms the same dirty brown.”
Item hunting is perhaps the most defining aspect of the ARPG genre. Items need to be memorable and a power path for leveling needs to be clear. Torchlight seems to deliver on this front, but suffers from a few serious problems that break the sense of achievement.
- Issue #17: Enchanting adds a ridiculous number of attributes. The human brain can only really process 3-7 (depending on the person) pieces of information at once. More than 3 stats is risky, more than 7 is ridiculous. At that number items start blurring together and it becomes increasingly difficult to measure whether one item is better than another. This destroys the sense of item advancement.
- Issue #18: Players can buy or enchant better items than they can find in the dungeon. This makes finding dropped gear from bosses anticlimactic.
- Issue #19: There is a lack of truly cool and unique properties. Diablo II had skill increasers at low level (the Tarnhelm), bows that shot fireballs and things that processed (proc in MMO lingo) cool abilities like Dracul’s grasp and life tap. Skill adders like wands and scepters were actually fairly common. Torchlight does not have anything this cool.
- Issue #20: There is a lack of low level iconic unique items. In Diablo II an early unique usually has interesting properties that cannot be matched by normal items (i.e. the Tarnhelm or a dwarf star, etc). Torchlight lacks this diversity.
- Issue #21: The method of requiring stats limits player’s ability to equip items. In Diablo II, you really only had to pump strength and maybe a little dexterity and could equip almost anything, in Torchlight things you find that may be good for you could use 2 or 3 different stats that you are not really pumping. It makes finding good items less exciting.
- Issue #22: Some Unique Items that have completely random stats are not fun. People play games partially because the real world is so overwhelming and chaotic. We want patterns we can recognize. Rare items are bad enough (I dislike them), turning a unique item into rare is even worse. One to three varying stats is fun. More than that is not fun. Ok, this is only a few unique items here… but I wanted to voice my dislike of rare items somewhere.
- Issue #23: Gems are annoying. They are hard to distinguish and combining them together is not fun. This is a part of Diablo 2 that is bad to implement... I find WoWs gem system is much more fun and less grindy, especially for an MMO. Perhaps if the gems looked better and we had an inventory tab for them, this would be less of an issue
- Suggestions to make items have a bigger sense of achievement
Meta-game – “The Meta-game is the main reason that people play games over and over.”
Meta-game is difficult to pull off in a single player game since the motives of competition, community and cooperation drive a lot of meta-games. Guild Wars vanity armor highlights this principal in its basic sense. People are willing to farm for an incredibly long time, just to look more prestigious than the average peon playing the game. That being said, some meta-game components do translate to the single game and I will mention them here.
- Issue #24: Enchanting hurts the item hunt mechanic. Part of the reason people delve over and over into dungeons is to find the perfect item. The fact that enchanted items blow any drops out of the water degrades this motivation. The lack of truly interesting iconic unique items with stats that can only be found on that unique doesn’t help.
- Issue #25: Lack of achievements in all versions. Not everyone likes them, but for those who do, achievements form a huge motivation. This would not be as big an issue if achievements were easily moddable. That being said, achievements have been released on the Steam version so players who really want them have that option.
- Issue #26: Retirement doesn’t work with the current difficulty. Retirement is a fun principal and could serve as a useful meta-game. The problem is that there is really no challenge in the game that requires a retired character with heirloom items to beat. Luckily the game can be modded to make it more difficult. I believe the MMO, however, needs to have parts that are much more difficult than very hard mode in order to make this a valid meta-game criterion.
- Suggestions to make meta-game give players a bigger sense of achievement.
Core Motivation #2: Exploration
Exploration is the second core motivation that people play MMOs long term for. We like discovering new content and lore. Ultimately, I think Torchlight delivers for its price tag, but as we move to the MMO, several things should be modified here to make exploration more interesting.
Level Design – When 3D becomes 1D
The level designs of Torchlight are breathtaking and graphically outstanding. The different tile sets are interesting. Overland levels will add a lot to the variability of levels. There is one major issue that probably should be addressed, however.
- Issue #27: Dungeons are all too linear. The bigger chunks make for beautiful dungeons, but a byproduct is that they make each dungeon feel too similar in its linear form. It is ok to have some linear dungeons, but they all are. In Diablo 2, the Caves, Catacombs, Sewers, Arcane sanctuary and Maggot Lair all are incredibly divergent from each other. The big thing is that some are linear with high branching and some are true two dimensional maps. Sure, everyone hates the maggot lair, but it is definitely something we all love to hate. The end product of the current Torchlight formula is that I don’t feel like I am advancing to a new area. Instead I just feel like I am seeing a different tile-set.
- Ways to make the level design increase exploration
Quest Design – Too much random
Random quests are a great idea, but I don’t think anyone has ever done them justice. There are several problems with the Torchlight quest system that need to change for the MMO.
- Issue #28: Not enough quests variety: I wrote a separate article about quest types. Needless to say, Torchlight does not have enough of it.
- Issue #29: No iconic quests: In Diablo 2, there are iconic quests that people look forward to with great rewards that provide people with progress benchmarks. In Torchlight, I do not get that sense of progress. The quest rewards are typically random items, which is not nearly as fun as custom made rewards.
- Issue #30: Random quests are placed in the wrong area: If random quests are used, it is best that players find them on the dungeon where the quest is, right at the beginning. The player could then turn them in at the end of the dungeon.
- Ways to make the quest design increase exploration
Lore – The MMO will have more lore, so I will ignore this point.
Core Motivation #3: Problem Solving
Problem solving is another core reason people play games like this. We are trying to adjust our builds, items and strategies to conquer difficult parts or streamline our playing process.
Issue #31: Difficulty too easy overall?
A few of my friends said that the replay of the game was broken for them because they had no incentive to plan builds. If they were able to mow through everything with the first build they tried, what was the point? A part of this problem is that the passive skills are not fun to put points into, but the main problem is difficulty as a whole
I think part of the difficulty problem is that these friends always pick normal difficulty for any game they play. They want to clean up on normal, but they still want a challenge. Unfortunately, Torchlight’s normal mode is ridiculously easy until the last few levels. Pretty much everything dies in one hit, which is ok for minion monsters, but not ok if you are using a level 1 skill to do this. Even my friends who started on very hard (because they typically play games on very hard) complained it was too easy almost all the time and that easiness instantly changed to getting killed without seeing what was coming.
Issue #32: Potions and resource management.
Potions in Torchlight are incredibly powerful. Characters basically have unlimited health and mana as long as they can click potions fast enough. This causes a few problems. First, death by attrition is never possible. Second, resource management becomes a non-issue. Third, there are two more buttons to click. This is ok for a single player game, but resource management should be a factor in an MMO.
Suggestions for MMO
Ok that is it for now.=P I am going to stop on problem solving because I think I already covered most of the problem solving points in previous sections. Here is the conclusion.
Conclusion –
Torchlight is one of the best gaming values to be released this year. The art style and game-play are fantastic. There are some problems, though, which limit single player replayability. Although the MMO will have multiplayer as a strong motivating force, single player motivations are also a big part of MMO motivation. While many of design considerations can be fixed in the single player by modding, they should be re-evaluated as the MMO is designed.
Would I play the MMO if none of these issues are fixed? Most definitely. Will I be able to convince my friends to play with me if nothing changes? Probably, but I am not so sure.
- Jerich









