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Titan Quest Dev Chat: 07/13/06

Titan Quest Developer’s Chat

July 13, 2006

Return to the Xfire Titan Quest page

 

 

[Xfire] matteox: Ok Xfire Users....welcome to the Titan Quest Chat with Iron Lore Entertainment!

 

[Xfire] matteox: We are very lucky to have the lead guys who made the game here with us today

 

[Xfire] matteox: We will get started now with intros and go right into the questions

 

[IL] ~V~: Howdy - I'm Mike Verrette and I'm the producer here at Iron Lore

 

[IL] Scott Morton: Hello, I'm Scott Morton, Composer/Sound Designer

 

[IL] Tom Potter: Hey I'm Tom Potter lead content designer

 

[IL] Brian Sullivan: Hello everyone! I am Brian Sullivan, the Lead Designer of Titan Quest

 

[IL] HulaShad: Heya, I'm Michael Sheidow. I'm the Art Director.

 

[IL] Medierra: Hi, I'm Arthur Bruno - Lead Gameplay Designer

 

[IL] Brian Sullivan: Gogogogoggogogogogo!

 

[Xfire] matteox: question time!

 

[IL] ~V~: Question: What are the first sales result for Titan Quest across the world?

Answer: While we are still waiting for the first round of numbers to come in we have seen some of the charts from around the world. GameSpot had us listed at #3 in sales last week and I believe we hit #1 in Germany and Spain.

 

[IL] Scott Morton: Question: TAW_Gamefreak [WW]: What are your three favorite RPGs of all time? Any love for Planescape or Fallout? ;)

Answer: [IL] Scott Morton: Oblivion.

Answer: [IL] Tom Potter: I love Fallout - I haven't played it in ages but it's a classic. Then Lunar for Sega CD.

 

[IL] ~V~: Question: As the modding community is getting active, this question will interest them. Will it be possible to add custom models, sounds and music to the game through the editor later on?

Answer: It is actually possible to add custom sounds and music to the game right now using the art manager and the editor. We hope to follow up with support to create and export new models into the game.

 

[IL] Medierra: Question: Kharan: In the Demo I had to port back to the City every 2 minutes or so to sell stuff, will it be the same in the full game?

Answer: Your inventory will expand greatly as you progress and gain more inventory bags, however, if you continue picking up items at the same rate - you're gonna be going to town a lot. The key is being selective about what you pick up. It isn't necessary to pick up everything you see as most items have relatively low value, while double magical, rare, an

 

[IL] HulaShad: Question: Alienware m('.')m: Michael, What age did you start developing your artist skills and what made you decide that you wanted to spend the rest of your life in art?

Answer: ...Well I have always been interested in art. It probably wasn't until high school that I truly considered going to college for it. I was raised to believe that you should do what you love.

 

[IL] Brian Sullivan: Question: Teh_Mac: Since Brian S. had been working for Ensemble Studios, and helped make Age of Empires (one of my favorite games), will Iron Lore make an RTS based in the ancient world with civilizations similar to Age of Empires? You have refreshed the RPG genre, and the RTS needs refreshment just as bad.

Answer: I agree, the RTS genre does need a refresh, but for now we are going to be focused on RPGs. We had a blast making Titan Quest and are looking forward to moving RPGs to the next level.

 

[IL] Tom Potter: Question: Gorkk: Do you plan to release some free mods in the future, in the way BioWare did for Neverwinter Nights (and maybe add new content through patches like they did)?

Answer: Because we releasd the editor with the game, there is already a thriving community of mod-makers playing around with the editor. I've seen some of the work so far and it's impressive. I'm sure if you do a search online you can find forums where people are already working together to make great mods

 

[IL] ~V~: Question: ????†§: Is the team at Ironlore maybe thinking of doing another version for home consoles or will the game stay PC-only? Did Oblivion have any influence on the game?

Answer: We are constantly investingating possibilities for future products although we are not ready to talk abou tany details yet. We had developed most of the game before Oblivion was released so it really did not have much influence on the game. A bunch of us have been playing it around the office though

 

[IL] Medierra: Question: TAW_Gamefreak [WW]: Are any of you all in online clans? If so, which ones? :)

Answer: Hehe, well I haven't been in an online clan since the original the Age of Empires and Ultima Online but a few really old people may remember me as IX_Medierra...

 

[IL] Brian Sullivan: Question: Wolf the Widowmaker: Is this game a tribute to Diablo or a new Diablo?

Answer: This game is certainly inspired by Diablo - one of our favorite games! We did work hard to bring action RPGs to the next level, though, with our combination class system, full 3D graphics, incredible editor, and a lot of other areas.

[IL] HulaShad: Question: imalittleteapot: Do you think this the best game you guys created

It's pretty damn good looking. ;)

 

[IL] ~V~: Question: {SE}Church: how long did it make to make the single player mode?

Answer: Titan Quest was in full production for about two and a half years. We started building the team in March of 2004 after we partnered with THQ.

 

[IL] Tom Potter: Question: |ÐoW| Kurzon Samulatis: How much time did you put into creating the environment/level/areas?

Answer: We were in full production mode for about 2.5 years. A lot of that time was spent making level prototypes and eventually working on the actual gameplay levels. Many of the levels that were created at the start of the project were totally reworked later in the project after testing.

 

[IL] HulaShad: Question: merGe: Do you guys like pizza?

Answer: mmmm...donuts

 

[IL] Brian Sullivan: Question: Ceissa Desiste: Will IL/THQ be looking at the player made mods? & Will the ever consider using players to create official mods like some of the other companies out there?

Answer: We will definitely be looking at player created mods. After playing our levels non-stop for the last year, we are dying to play something new! We would certainly look at any great modders when we are next looking for a content designer, and if anyone creates the next Counter Strike, we would certainly try to make it o

[IL] Scott Morton: Question: What part of making a game do you enjoy the most?

Answer: I really enjoy working with a team of really talented people and watching something really big come together into one creative vision. It's really rewarding and there's nothing more fun than being able to give something you've created to gamers and allow them to enjoy it too.

 

[IL] HulaShad: Question: Kharan: Are you satisfied with the game as it is now?

Answer: I'm really happy how the visuals turned out. We really tired to set a pretty high standard with the graphics with this type of game. Iron Lore has an amazing art team. We created thousands of unique pieces of art.

 

[IL] Brian Sullivan: Question: Crazy Pyromaniac: On the Titan Quest forums, the developers have stated in the "Dead Horse Issues" that you couldn't have a better character storing support with the resources you had; does it mean that we can hope Secure Storage in the future?

Answer: We will definitely try to get secure character storage in any future game we do.

 

[IL] HulaShad: Question: Wolf the Widowmaker: Is there any job in your company that doesn't need multiple years of job experience?

Answer: If you are a great artist with modeling and texturing ability, I'd take a look.

 

[IL] Tom Potter: Question: |ÐoW| Kurzon Samulatis: How much modeling skill do you need to create environments/levels/areas like the ones in TQ?

Answer: We took great pains in making the editor very accessible to virtually all types of gamers/modders. The editor is essentially a sculpting tool combined with a paintbrush program. You don't need to know any traditional 3D skills (like Max or Maya) to make a level with our editor. We use a height map system so you just raise and lower the terrain

 

[IL] ~V~: Question: How did you guys get into game developing and the team you are in now? Were there any hitches along the way?

Answer: The Iron Lore team was built over the last three years. One of the hardest things about building TQ was building the team at the same time. I think we've got a great team here now and I am really looking forward to working with these guys on future games.

 

[IL] Brian Sullivan: Question: |cecub3 {{PwH}}: will there be a TQ2 or an expansion of sorts if this games sells sell?

Answer: At this point we cannot comment on any future products, although if Titan Quest sells well, I am sure you will see something at some point.

 

[IL] HulaShad: Question: NachoCheese: what was the hardest part of developing TQ?

Answer: Trying to develop and create art while the game engine was being created. It's like trying to put a bicycle together and ride it at the same time.

 

[IL] ~V~: Question: Was your first idea for the game the same as it ended up being?

Answer: I think its common for some things to change in a normal development cycle. There are always features that will need to be cut or altered for any number of reasons. I would say that with TQ our end product was pretty close to what we set out to do. I think there were a few things we had to give up along the way, but we still ended up with a great game.

[IL] HulaShad: Question: DME_Baron VC: Will any of the original art for around for auction or purchase?

Answer: I would love to auction some of the art. I could use some extra cash. Unfortunately for me, THQ owns all of the art assets.

 

[IL] Brian Sullivan: Question: dollyxxx: If Titan Quest is supposed to be similar to Diablo2, then why doesn't Titan Quest have some common items from Diablo2. (For example: Gems)

Answer: Titan Quest is not suppose to be similar to Diablo 2. We used the core action RPG gameplay that was basically defined by Diablo, and tried to create a fun and new game on top of that, while innovating somewhat with the gameplay in areas such as combination classes and skill families.

 

[IL] Scott Morton: Question: How is the music chosen for the game?

Answer: We did some initial research into each ancient culture and wrapped in elements of their instruments and overall sound when we wrote the score. So it's kind of a combination of authentic musical influences mixed with standard RPG orchestral tendencies. Then we used this music in different capacities like boss battles, ambient music, and themes for different towns and areas you explore.

 

[IL] Tom Potter: Question: HHg|1GA|Ef.Velevskiy: Why are there no pants?

Answer: Because we prefer shorts

 

[IL] Medierra: Question: Ceissa Desiste: What inspired you all to develop games as a career?

Answer: I played games fanatically growing up but never considered the possibility of game design as a career. Rather, I was playing Age of Empires competitively and after achieving a high rank in the ladders was noticed by Ensemble Studios. After doing work for them on a strategy guide I used the connection I made to get my foot in the door and eventually got a position as a designer.

 

[IL] ~V~: Question: What's your opinion on the shuttle launching despite there being obvious safety hazards?

Answer: Long Live NASA

 

[IL] HulaShad: Question: #???i??²`Shrapnel: Did you do any background searching on Ancient History? How much?

Answer: [IL] HulaShad: We have a few book cases FULL of reference material.

Answer: [IL] ~V~: And we watched Clash of the Titans :)

 

[IL] HulaShad: Question: merGe: If i win one of 5 games, I swear ill pay lots of donuts to HulaShad.

Answer: Nice. Krispy Kreme plz.

 

[IL] ~V~: Question: What programs did you use to create the game?

Answer: [IL] ~V~: The main tool set we used was the Editor and Art manager which shipped with the game. On the audio side we did most of the work on a ProTools workstation. The artists worked in 3D studio max and photoshop.

Answer: [IL] Tom Potter: the editor and art manager are proprietary

 

[IL] HulaShad: Question: Thundercleese: Is any of the developing or art team married or have a "better-half"?

Answer: A few of us have married some very understanding women. :)

 

[IL] Scott Morton: Question: Will the original soundtracks be released?

Answer: It could be a possibility in the future. =)

[IL] ~V~: Question: When is patch 2 coming out and will it have new features?

Answer: We are currently working on the second patch. Some things we are looking into are the crash issues some folks are having problems with. We are also starting to look into some balance tweaks. We'll post more info as we get closer to releasing the patch.

 

[IL] Brian Sullivan: Question: gamefreek0001: In my personal view, and as i've heard from other people, it appears that gamers overall are now "hungry" for more creative and invention games, my question is Brian, in the future what if any plans do you have to develop more entertaining games, or what does ironlore plan to do to keep up with other games such as the next big titles, Spore, Too Human,and Conan?

Answer: We think there is always a great place for creative and innovative games.

 

[IL] Tom Potter: Question: Lucifer!!: Who were you supporting in the World Cup?

Answer: Germany

 

[IL] ~V~: Question: ALEX: i happen to own 3 computers at home that are able to lan games, AM i allowed to use the same cd key for everyone?

Answer: You should be able to play on multiple machines on LAN with the same CD key. This will not work over multiplayer however.

 

[IL] HulaShad: Question: Wolf the Widowmaker: Did you end all of your working days by playing the beta-version of the game, like Westwood Studios?

Answer: Hell Ya. God we played the game almost every day. It was great to be playing a game that is so fun. I'm not just saying that because I worked on the game. I've worked on a lot of games that were not fun. I'm pretty proud of how TQ turned out.

 

[IL] Brian Sullivan: Question: imalittleteapot: Why didn't you put the game of the when the Romans Ruled

Answer: We have to save something for future products!

 

[IL] Scott Morton: Question: What type of characters do the Devs like playing in the game?

Answer: Warfare and Earth. Melee-focus.

 

[IL] Brian Sullivan: Question: Lucifer!!: What are your favourite genres of games?

Answer: I like all the best games in RTS, RPG and shooters.

 

[IL] ~V~: Question: merGe: It's called Titan Quest because you all are huge right?

Answer: Sure - we require all employees to be over 6 feet. JK

 

[IL] Scott Morton: Question: In the world of gaming there are very few female gamers...Do any of ur wives or other halfs play? If so what type of games?

Answer: I am slowly converting my wife to the "dark side." I got her to play WoW and she and I just beat Expert mode on Guitar Hero. She totally showed off in Best Buy the other day where they had a Guitar Hero set up. I'm proud of her. (She used to just roll her eyes at me but now she is beginning to . . . understand.)

[IL] HulaShad: Question: Thundercleese: What movies contributed to Titan Quest's aura of mythological society and culture?

Answer: [IL] HulaShad: Clash of the Titans, Gladiator, Troy, Alexander...

Answer: [IL] Brian Sullivan: Clash of Titans, Jason and the Argonauts and the Mummy were probably the big ones. The Gladiator and Braveheart also inspired us to do a historical epic.

 

[IL] Tom Potter: Question: Gorkk: Do you think creating a module generating randomly new maps like the Infinite Dungeon module for Neverwinter Nights?

Answer: We did consider this, which seems great in theory. However, when you get down to it, you make an enormous sacrifice in aesthetic quality when things are autogenerated. We felt the additional level of detail in hand made maps was a giant win overall.

 

[IL] Tom Potter: Question: sven8877: Is the editor going to be getting any enhancements or user-friendly improvements in the near future?

Answer: We are supporting the editor in future patches, so there may be enhancements!

 

[IL] HulaShad: Question: |ÐoW| Kurzon Samulatis: My passion is designing and creating environments/levels/areas of games and i'm currently doing a 3DBuzz course on modeling but what would you suggest i do to get a job in a company like yours doing the environments?

Answer: We are holding an art competition on CG Chat starting next week. We are looking for folks to model and texture a Pirate/NPC with a Siege weapon. Check it out. Many of the artists post and give feedback. We have hired some really great people from those competitions.

 

[IL] Brian Sullivan: Question: imalittleteapot: Were you inspired by the strategy game Age of Mythology

Answer: I was still at Ensemble Studios and helped kick-off AoM, but I had an idea to do a historical/mythologically based RPG way before AoM.

 

[IL] Scott Morton: Question: To the music team: I really enjoyed the soundtrack for this game, especially once I made it out of Greece. What videogame soundtracks had you worked on before TQ?

Answer: Both ~V~ and I contributed to the soundtrack; this is my first major title that I've composed music and done sound design for. I'm glad you are enjoying the soundtrack! =)

 

[IL] Brian Sullivan: Question: TAW_Gamefreak [WW]: Plain and simple: What is your personal favorite part of the game?

Answer: I personally like the Orient - it has some of the best looking levels and art.

 

[IL] ~V~: Question: What game does the development team play most right now?

Answer: There is a fair amount of Warcraft III that is still played around the office. Also currently playing some Battlefield 2. Last week we had a big game of Wolfenstein Enemy Territory running.

 

[IL] HulaShad: Question: merGe: Do you think gladiator is the best movie between those 3 choices?

Answer: without a doubt. Gladiator is a classic. The other movies had great costumes and architecture, but the movies themselves were not very good.

 

[IL] Medierra: Question: dollyxxx: What inspired Iron Lore to create a new version of Diablo 2, and what inspired them to have it set in the 'ancient' times?

Answer: We chose to create an action RPG because it seemed like a genre dominated by only one title: D2, while the RTS market (which many of us have a background in) was very crowded at the time. So it seemed like a great opportunity. Also, many of were big fans of D2 and wondered why no one had made another good game like it. D2 defined action RPG gameplay, so it is hard to help the similarities. If you consider the FPS - there is probably as much similarity between titles of that genre but there are many successful titles. In action RPG there has been one reigning title for so long it is hard not to think of new-comers as derivative.

 

[IL] Brian Sullivan: Question: merGe: Where do you guys live?

Answer: Iron Lore is based in Maynard, MA, a small town in the Boston area.

 

[IL] Brian Sullivan: Question: toireht: Do you guys plan to dive into Norse mythology in future expansion packs?

Answer: I would really like to get Norse mythology into a future game, as it is one of my favorites. A medieval area Titan Quest with Norse and Celtic mythologies, Camelot, Arabian Nights, etc. would be a lot of fun.

 

[IL] HulaShad: Question: Did you go through many months of concept creation or was the decision to make a Greek-based epic made quite swiftly?

Answer: The game was always intended to take place in the greek, egyptian, orient mythology. We have a number of flat files that are filled with concepts, and concepts were made throughout development.

 

[IL] Tom Potter: Question: dollyxxx: Will there be a downloadable map editor for Titan Quest? And if so, what will some of the features be? The game ships with the exact editor that we used to make the levels in the game.

Answer: We made an effort to make it intuitive for all skill levels.

 

[IL] Scott Morton: Question: What influenced the music score of TQ?

Answer: The ancient musical cultures of Greece, Egypt, and the Orient influenced the score, with a little bit of fantasy RPG and epic film score thrown in.

 

[IL] Tom Potter: Question: HHg|1GA|Ef.Velevskiy: Do you guys enjoy playn the game you create and other games? Or are you just in it for the cash $$?

Answer: Don't forget the women

 

[IL] HulaShad: Question: PrimalShadow: I'm Spartacus. Anyone influence by the movie Spartacus?

Answer: NO I'm SPARTACUS!

 

[IL] Medierra: Question: woostachris: the hack for PVP is using "-pvp" after the exe name in the shortcut on your desktop. not sure if everyone playing needs to start with that enabled

Answer: Actually its /pvp and its an "unsupported feature" ;) In order to host, see and join PVP games you need to have /pvp added to the command line at the end of your launch shortcut. The best way to use this is to create one shortcut for normal and another for when you want to pvp. P.S. I'm getting impatient waiting for people to put up pvp servers...

 

[IL] ~V~: Question: Wolf the Widowmaker: Have you ever been to Finland?

Answer: I actually have traveled to Finland. I spent the weekend in Helsinki once.

 

[IL] HulaShad: Question: merGe: Should i play the demo before playing Titan Quest?

Answer: Just go buy the game. It's worth it.

 

[IL] Brian Sullivan: Question: Wolf the Widowmaker: Why did you leave out the "Change your appearance"-functions and just went with "MALE or FEMALE"?

Answer: We wanted to get people in the game ASAP, and after about an hour or so, your character is so covered with equipment you wouldn’t be able to see much of your character. Instead, we spent the time creating over a thousand pieces of unique equipment, so there are many cool ways to customize your character with equipment.

 

[IL] ~V~: Question: Is it possible to add in dialogue options using the existing tool set?

Answer: You can add dialog to NPCs with the existing toolset. It is not currently possible to create dialog trees with dialog line options selctable by the player. We went with a more streamlined approach where NPCs delivered their info with a simpler interface.

 

[IL] Tom Potter: Question: Ghostey Wohstey: Do you guys like cheese?

Answer: Yes

 

[IL] Medierra: Question: ALEX: did you guyz drink alot of redbull or coffe to stay awake

Answer: We have 6 flats of redbull in the beverage fridge here but the answer is - no, we drink it for the flavor :) P.S. the best energy drink is "Chinese Rocket Fuel"!1!!

 

[IL] HulaShad: Question: merGe: Is Titan Quest demo a good idea of what the game will look like?

Answer: The Titan Quest Demo is basically the first 5ish levels of our game. Of course, the final game has a bit more polish in it. The graphics of the game start off looking very good and the levels continue to look better and better as you go. The levels in the orient are some of the prettiest game levels I have ever seen.

 

[IL] ~V~: Question: Any Metal lovers among IL?

Answer: Oh Yeah! We have several rockers here at the office. Set RockOn=True in the options file and go to the credits screen and you can check out the band that one of our programming leads plays in.

 

[IL] Scott Morton: Question: What started off your game addiction? Mario Bros? Pitfall? Pong?!

Answer: Being born.

 

[IL] ~V~: Question: Ceissa Desiste: Why seamless zone loading instead of hard loading like most RPGs out right now? Easier to code or just the feel you wanted?

Answer: We really wanted to create a seamless world without a lot of loading screens. It makes for a more immersive game play experience.

 

[IL] Brian Sullivan: Question: Bubasen/Bubas/J!m/Trobus: Why are the sound files in english but the text files are in german?(in the german version , i bought -.-)

Answer: When we started the game, the publisher THQ was not sure we would sell enough copies in other territories to justify full voice over. THQ and Iron Lore are both agreed that doing full voice over in every language would be the best. But Titan Quest seems to be doing really well in Germany, so I would expect any future TQ games to have full German language

 

[IL] Tom Potter: Question: Crafty: What game companys do you have the most respect for besides your own?

Answer: I really enjoy the games made by Treasure. I am a big fan of side-scrollers and they pretty much nail it every time.

 

[IL] ~V~: Question: imalittleteapot: How long did it take to create each piece of armor and are those real armor that would be used back then

Answer: Depending on the type of armor it can take anywhere from a half day to a couple of days. An armband may only take a few hours to complete but some of the more elaborate chest pieces can take over a day to complete.

 

[IL] HulaShad: Question: ????†§: So the game is similar to Psychonauts visually? It starts off not looking that good then towards the end it looks really good. Do you think that this is because you are trying to finish the game and your heart is firmly in the game?

Question: Well, I like to think that the beginning of the game looks very competitive to what is out there. Our artist just kept getting better as we developed the game.

 

[IL] Brian Sullivan: Question: |-ERS-|Pvt.^Chubgamer442^: What games did you guys look at for inspiration?

Answer: We are all big gamers, and play many games which all have some influence over our decisions. The big games for inspiration were Diablo, Diablo 2, Dungeon Siege, Age of Empires 1&2 (for art direction and high production values), WarCraft 3 and Age of Mythology (for editor ideas), World of WarCraft, I am sure there were more, but these are some of the big ones.

[IL] HulaShad: Question: |-ERS-|Pvt.^Chubgamer442^: Do you guys watch Chepelle's Show?

Answer: That is funny shit

 

[IL] ~V~: Question: Did IL supply the models to Blur or did they design them?

Answer: We sent concepts to BLur for the trailer and worked with them creatively but they did all the modeling and animation in the trailer.

 

[IL] HulaShad: Question: |ÐoW| Kurzon Samulatis: I have intermediate knowledge in 3D Studio max and I'm currently learning Maya and i'm going to be getting a grounding in XSI. Which would you recommend me to specialize in if i'm mainly interested in level/area/environment design?

Answer: Both programs are very good. I have used both. Basically if you know how to use one program very well, you'll have no problem learning the other. They do pretty much the same thing. It's just all about finding where the buttons are.

 

[IL] Scott Morton: Question: Was the music completely digital or was it produced in a live studio?

Answer: Most of the score was composed with digital samples but we did include a female vocalist into the score to add depth and bring it to life.

 

[IL] Brian Sullivan: Question: PrimalShadow: It all started out with Diablo I for me. That's the one game I just had to have and immediately went to buy when I first encountered it. I suppose those games that did it for you people are a bit older? Perhaps Curse of the Monkey Island? I am currently playing those to catch up.

Answer: Actually, I got into gaming with strategy board games from SPI and Avalon Hill. On the computer, some of the early games were Colossal Cave, Lucas Arts adventures, Empire, Command HQ

 

[IL] ~V~: Question: A lot of articles have been written about the "WoW Effect": namely, the theory that because of the time and monetary dedications of the millions of World of Warcraft subscribers, the PC RPG market is severely diminished. Do you all care to comment? Does this seem to be a problem for you all?

Answer: [IL] ~V~: I think the MMO market has had a huge impact on PC games however I think that there are things that you cannot get from a MMO and people are always going to be looking for those things in a game

Answer: [IL] Tom Potter: I think there are still many people that just want a good single player experience

 

[IL] Brian Sullivan: Question: netshark: What was the primary language used to code the game?

Answer: [IL] Brian Sullivan: The game is primarily coded in C++ with Direct X and GameSpy SDK.

Answer: [IL] ~V~: C++

 

[IL] HulaShad: Question: heretician: So, did you all get a big raise after the retail of TQ?

Answer: Not yet. Keep buying the game please. :)

 

[IL] ~V~: Question: Are you guys attending LANS for Titan Quest?

Answer: We have been known to drop into some random online games every once in a while :)

 

[IL] ~V~: Question: I don’t have Titan Quest yet, can any of you guys tell me if there’s a warrior class?

Answer: There are several different types of warrior classes in the game

 

[Xfire] matteox: 2 MIN TO GO :-), WE PROBABLY ONLY HAVE TIME FOR A COUPLE MORE ANSWERS HERE...

 

[IL] ~V~: Question: PrimalShadow: Alright time's almost up and it seems you guys are getting weary =D. Can you tell us a bit about your future plans (past the next patches for TQ)?

Answer: While we aren’t ready to release any details we are already moving into the next project...

 

[IL] Brian Sullivan: Question: |XX| Solanius: What engine does this game use?

Answer: We build the engine ourselves - most of it was built with only 5 programmers, and it has almost all the latest bells and whistles. We definitely have some of the best programmers anywhere!

 

[IL] HulaShad: Question: merGe: Do you guys like Titan Quest.. if not why?

Answer: Everyone here is very happy with TQ. We learned alot making it. Of course there are things that we might have done differently now. With each game you learn how to do things better each time. We really listen to our fans.

 

[IL] Medierra: Question: #???i??²`Shrapnel: Would you consider yourselves experts in the Ancient History field?

Answer: I wouldn't claim to be an expert by I did actually earn a B.A. in Ancient History from the University of New Hampshire. Keep in mind though, our goal in creating TQ was to make a fun game not a simulation of the ancient world. We've taken a lot of liberties and we realize there are many inaccuracies in Titan Quest.

 

[IL] ~V~: Question: Ceissa Desiste: What character did Dwight Schultz of A-Team fame, do the voice-over for?

Answer: Dwight played 9 different characters in the game.

 

[IL] Brian Sullivan: Question: gamefreek0001: This is a question to Brian directly, as I have decided to pursue a career game development, my question is how did u get into this career, and what advice would you give anyone looking into becoming a game designer?

Answer: I got in the industry by co-founding my own game company (after working for 12 years as an Information System consultant). Not many people can get into the company this way. I think the best way to get into game design is to make a great mod.

 

[IL] HulaShad: Thanks for logging on guys. Take care.

 

[IL] Scott Morton: Thanks everyone for chatting with us! Catch you later.

 

[IL] ~V~: Cya

 

[IL] Tom Potter: Thanks for chatting with us! I am really anxious to see some of the custom maps that you can make with the editor! Adios!

 

[Xfire] matteox: Thank you SO much to the guys at Iron Lore! This was really great....We will post the transcripts within the next 24 hrs and you can get them from our TQ site.

 

[IL] Medierra: ah... well unfortunately I'm not Brian Sullivan... however the best way to get into the industry these days is to find an editor for a game in the genre you're interested in and create a great mod or sample level.

 

[IL] Medierra: Medierra FTW

 

[IL] Medierra: bye all

 

[Xfire] matteox: Time for some Prizes in a second...

 

[Xfire] matteox: Okay here is the deal...Go crazy in the UC room and you may win a prize

 

[Xfire] matteox: lol

 

[IL] Medierra: You have to send us $99.99 for shipping and handling then we'll mail you the prize.

 

[Xfire] matteox: just kidding :-)

 

[Xfire] blu: haha

 

[Xfire] matteox: Prizes will be as follows...

 

[Xfire] matteox: 1-3 place wall scroll and game

 

[Xfire] matteox: 4-5 prize game only

 

[Xfire] matteox: 6-7 prize wall scroll only

 

[Xfire] matteox: and winners please PM me...

 

[Xfire] matteox: 7th place: Lucifer!!

 

[Xfire] matteox: 6th Place: Sallad

 

[Xfire] matteox: 5th Place: Wootstachris

 

[Xfire] matteox: 4th Place: Ynos

 

[Xfire] matteox: 3rd Place: Ghostey Wohstey

 

[Xfire] matteox: 2nd Place: Lord Rick

 

[Xfire] matteox: 1st Place: Iron Chef Italian