Torchlight II Interview
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GB: Do you have a target release date?
MS: We really want to it to be soon, rather than the middle of the year. But we don't want to be pressured by a date because the release really should be based on when we're happy with the game and not because we made a commitment to a date.
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GB: Why do you stick with a $20 price for Torchlight II, even though it's bigger and has more features than the first one, like co-op multiplayer?
MS: We felt like Torchlight I's price point was a magic price point for that kind of game and we sold more than we anticipated. So there's a market for a $20 AAA game. Our idea was: let's just make games that feel like an AAA game and play like an AAA game, but strip away all the extraneous stuff and the expensive marketing campaigns and all that. Just offer the game for a $20 price point and then we think people will flock to that. They did it for Torchlight I and Torchlight II is so much bigger and so much better that I can't imagine that people will be disappointed when they pay 20 bucks for it. And what we want most of all are happy customers that tell their friends about the game.