Difference between revisions of "Torchlight"
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[[Category:Games]] | [[Category:Games]] | ||
+ | [[Category:Computer Games]] | ||
+ | [[Category:Computer-based Roleplaying Games]] | ||
+ | [[Category:Action Games]] | ||
[[Category:Needs work]] | [[Category:Needs work]] | ||
[[Category:Game Stub]] | [[Category:Game Stub]] | ||
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[[Characters]] | [[Characters]] | ||
− | A main story line provides a [[ | + | A main story line provides a [[Predetermined Story Structures|Predetermined Story Structure]], while the [[Side Quests]] provide [[Optional Goals]] |
[[Randomness]] in used to create the various Dungeon [[Levels]] in the game. | [[Randomness]] in used to create the various Dungeon [[Levels]] in the game. | ||
Line 27: | Line 30: | ||
[[Traps]] | [[Traps]] | ||
− | One special case is the ''Mimic'', a [[Enemies|Enemy]] disguised as a chest which first surprise attack can be seen as a [[Trap]]. | + | One special case is the ''Mimic'', a [[Enemies|Enemy]] disguised as a chest which first surprise attack can be seen as a [[Traps|Trap]]. |
Line 37: | Line 40: | ||
[[Kiting]] | [[Kiting]] | ||
− | Torchlight has three selectable [[Classes]] for the players' [[Characters]]: Destroyer, Vanquisher, and Alchemist. Choosing the class determines the overall play style, so it can be seen as an initial [[Internal Conflicts|Internal Conflict]] for the player but also provides [[Varied Gameplay]] and [[Replayability]]. | + | Torchlight has three selectable [[Character Classes]] for the players' [[Characters]]: Destroyer, Vanquisher, and Alchemist. Choosing the class determines the overall play style, so it can be seen as an initial [[Internal Conflicts|Internal Conflict]] for the player but also provides [[Varied Gameplay]] and [[Replayability]]. |
[[Character Development]] | [[Character Development]] | ||
− | The players' [[Avatars]] have [[Companions]], either a cat or dog. Sometimes the group is expanded by an additional [[Companion]], e.g. Brink. | + | The players' [[Avatars]] have [[Companions]], either a cat or dog. Sometimes the group is expanded by an additional [[Companions|Companion]], e.g. Brink. |
[[Algorithmic Agents]] | [[Algorithmic Agents]] | ||
− | The pet can return to town to sell all things in its [[ | + | The pet can return to town to sell all things in its [[Inventories]]. Although this saves players from [[Excise]], it is a form of [[Risk/Reward]] choice since the pet while for a while no longer help in [[Combat]]. |
Summon additional [[Companions]], e.g. Skeletons or Golems. | Summon additional [[Companions]], e.g. Skeletons or Golems. | ||
Line 52: | Line 55: | ||
− | [[Red Queen | + | [[Red Queen Dilemmas]]. However the [[Enemies]] do not scale so there is no [[Dynamic Difficulty Adjustment]]. |
The town contains several [[NPCs]] that both provide services such as [[Trading]], providing [[Quests]], and those dealing with equipments (enchanting them, transmuting several items into one, destroying items to retrieve gems, destroying gems in slots to free those slots in an item). | The town contains several [[NPCs]] that both provide services such as [[Trading]], providing [[Quests]], and those dealing with equipments (enchanting them, transmuting several items into one, destroying items to retrieve gems, destroying gems in slots to free those slots in an item). | ||
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Enchanting items is a way to [[Converters|Convert]] money into [[Improved Abilities]] but with a certain [[Risk/Reward]] associated, since there is a small chance (that grows with each previous existent enchantment) that the item will lose all enchantments. | Enchanting items is a way to [[Converters|Convert]] money into [[Improved Abilities]] but with a certain [[Risk/Reward]] associated, since there is a small chance (that grows with each previous existent enchantment) that the item will lose all enchantments. | ||
− | Short [[ | + | Short [[Cutscenes]] are used to tell the story or point out where [[Boss Monsters]] are located. |
− | In addition, [[Levels|Level]] number 27 consists besides some irrelevant player movement only of one [[ | + | In addition, [[Levels|Level]] number 27 consists besides some irrelevant player movement only of one [[Cutscenes|Cutscene]]. |
[[Drops]] | [[Drops]] | ||
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− | Both the players' [[Character]] and the pet [[Companions]] has [[ | + | Both the players' [[Character]] and the pet [[Companions]] has [[Inventories]] and [[Sockets]]. |
− | The [[ | + | The [[Sockets]] are helm, armor, boots, shoulders, gloves, belt, 2 rings, amulet, and left and right hands for the [[Characters|Character]], while the [[Companions|Companion]] only has slots for 2 rings and an amulet. |
− | [[Tools]] are categorized as normal, enchanted, rare, unique, and those belonging to [[ | + | [[Tools]] are categorized as normal, enchanted, rare, unique, and those belonging to [[Sets]]. |
As with many RPGs, [[Resource Management]] of items found is an important part of the gameplay. | As with many RPGs, [[Resource Management]] of items found is an important part of the gameplay. | ||
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− | In one sense Torchlight is an [[Unwinnable Games|Unwinnable Game]] since there exists an ''infinite'' dungeon that can be explored after the main [[ | + | In one sense Torchlight is an [[Unwinnable Games|Unwinnable Game]] since there exists an ''infinite'' dungeon that can be explored after the main [[Predetermined Story Structures|Predetermined Story Structure]] is finished. |
However, the [[Achievements]] encourage players to play again with other [[Characters]], by having [[Achievements]] which reward retiring existing [[Characters]] and creating new ones, e.g. ''Hat Trick'' (complete the game with all three classes) and ''Passing the Torch'' (retiring a [[Characters|Character]]). | However, the [[Achievements]] encourage players to play again with other [[Characters]], by having [[Achievements]] which reward retiring existing [[Characters]] and creating new ones, e.g. ''Hat Trick'' (complete the game with all three classes) and ''Passing the Torch'' (retiring a [[Characters|Character]]). | ||
Latest revision as of 08:33, 3 September 2016
Contents
Brief
Torchlight is a computer RPG in the same style as Rogue, NetHack, and the Diablo series.
For more details, see the web site for the game[1] and its' Wikipedia entry[2].
Main Gameplay Design Patterns
Gameplay
A main story line provides a Predetermined Story Structure, while the Side Quests provide Optional Goals
Randomness in used to create the various Dungeon Levels in the game.
One special case is the Mimic, a Enemy disguised as a chest which first surprise attack can be seen as a Trap.
Testing Achievements
Achievements
Grinding Achievements
Goal Achievements
Torchlight has three selectable Character Classes for the players' Characters: Destroyer, Vanquisher, and Alchemist. Choosing the class determines the overall play style, so it can be seen as an initial Internal Conflict for the player but also provides Varied Gameplay and Replayability.
The players' Avatars have Companions, either a cat or dog. Sometimes the group is expanded by an additional Companion, e.g. Brink.
The pet can return to town to sell all things in its Inventories. Although this saves players from Excise, it is a form of Risk/Reward choice since the pet while for a while no longer help in Combat.
Summon additional Companions, e.g. Skeletons or Golems.
Gems can be put in slots to further provide advantages.
Red Queen Dilemmas. However the Enemies do not scale so there is no Dynamic Difficulty Adjustment.
The town contains several NPCs that both provide services such as Trading, providing Quests, and those dealing with equipments (enchanting them, transmuting several items into one, destroying items to retrieve gems, destroying gems in slots to free those slots in an item).
Enchanting items is a way to Convert money into Improved Abilities but with a certain Risk/Reward associated, since there is a small chance (that grows with each previous existent enchantment) that the item will lose all enchantments.
Short Cutscenes are used to tell the story or point out where Boss Monsters are located.
In addition, Level number 27 consists besides some irrelevant player movement only of one Cutscene.
Experience and fame points are gained through killing monsters and finishing quests.
1 point to invest in Skills and 5 points to invest in Attributes.
Fishing
Both the players' Character and the pet Companions has Inventories and Sockets.
The Sockets are helm, armor, boots, shoulders, gloves, belt, 2 rings, amulet, and left and right hands for the Character, while the Companion only has slots for 2 rings and an amulet.
Tools are categorized as normal, enchanted, rare, unique, and those belonging to Sets.
As with many RPGs, Resource Management of items found is an important part of the gameplay.
One of the NPCs functions as a Converter in that he provides the service of transmuting Ember and certain other items, e.g. skulls, into better forms.
Stashes function as Containers.
When a character is killed, players have three options: Spawning at the some point but lose money and experience points, Spawning at the start of the level and only losing money, or Spawning at the town without losing anything.
In one sense Torchlight is an Unwinnable Game since there exists an infinite dungeon that can be explored after the main Predetermined Story Structure is finished.
However, the Achievements encourage players to play again with other Characters, by having Achievements which reward retiring existing Characters and creating new ones, e.g. Hat Trick (complete the game with all three classes) and Passing the Torch (retiring a Character).
When a Character is retired and a new started, the game allows one item to be inherited and this item is thereafter treated specially as an Heirloom.
Some Achievements are Grind Achievements, e.g. completing 200 quests, collecting 250 000 gold, or catching 50 fish, while others encourage players to explore the game system, e.g. installing mods or using the in-game gambling system.
Developer
Runic Games
Publisher
Runic Games, Encore, Inc., JoWooD Entertainment. Also available through Steam.
References
Cite error: <ref>
tag with name "achievements" defined in <references>
is not used in prior text.
Contributions
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