Titan Quest - All News
Saturday - August 06, 2011
Titan Quest - Developer Comments
Crate Entertainment (Grim Dawn) designer 'Medierra' has made some fascinating comments about the publisher interference in the design of Titan Quest in a thread about the recent Rock, Paper, Shotgun interview. Here's an excerpt:
One example of this would be the mandate that enemies not use language or build anything that would make them seem like they had more than animal intelligence. It was felt by one of the higher-ups that people might feel wrong killing enemies that displayed any obvious intelligence. I guess somehow it is wrong to fight intelligent enemies but okay to slaughter dumb animals? We also weren't originally allowed to have humans die, ever, in the game and no human corpses.
One area where this handicapped us was in the creation of environmental assets that visually demonstrated the enemy's war against humanity. We originally wanted to create enemy siege-works outside Athens but were told that would make the enemies seem too intelligent. It was a struggle just to monster camp assets. All of the ruins were also removed from Greece at one point because someone was afraid that players might not understand why, if the game took place in ancient times, that there would still be ruins... I had to fight for both of these things. Without them, Greece would have just been a featureless expanse of wilderness with occasional human towns that never really appeared to be in any serious danger.
At the same time, we were told that enemies should seem like noble adversaries, not evil or demonic creatures. It was highly controversial when the designs for the Limos and Arachnids were first presented. I had to personally fight to get those approved because they were considered too grotesque and scary looking even though they were based on actually mythology. Undead and the Spirit Mastery were also a struggle to get in the game. I was told that Spirit Mastery was too "Necromancery and evil". We managed to push a few more things like that through over the course of development but it was always frowned upon.
Basically, my belief is that Titan Quest never had as much style and character as it could have because we were afraid to do anything even remotely controversial. When I first designed the skill masteries, they were all based on Olympian gods, with skills modeled after the powers or attributes associated with different gods in mythology. This was rejected because it was potentially too religious and people might not want to feel like they were worshiping mythological gods to receive their powers.
We ended up with a game set in Greek mythology that barely contained any actual mythology other than the inspiration for some of the monsters and dialog on peripheral story-teller NPCs stuck off to the side in the towns. The first quest I put in the game, when we were prototyping it for THQ was modeled after one of the 12 labors of Heracles. The Erymanthian Board was terrorizing a town and the hunters they sent after it hadn't returned. You had to ascend mount Erymanthos, discover the wreckage of the hunter's camp, and then continue on to the snow-capped summit to battle the monstrous board. Of course, I was told we couldn't have snow on the summit because people might not realize it snowed in Greece and then later the whole quest vanished and was replaced by generic crap like retrieving a dowry ring so some chick can get married while monsters are overrunning the world.
Monday - September 06, 2010
Titan Quest - Retrospective @ Eurogamer
Has it really been four years already? Eurogamer has a retrospective on Titan Quest, penned by John Walker:
Five years ago, a year before Titan Quest was released, I went to Boston to visit developers Iron Lore. The game was still very much in little pieces, scattered around the office, being meticulously stitched together by a fantastic team. Boss Brian Sullivan had created his studio by handpicking developers and designers he found interesting, a combination of old hands and - interestingly - a selection of young former Nintendo game developers.
Amongst the veterans was artist and animator Rich Sullivan (no relation), formerly of Looking Glass, who had a corner of the office unlike any other I've seen, combining technologies covering tens of thousands of years of techniques from state-of-the-art tablets to the crude tools of sculpture. Having spent some time working in animation he told me that he'd been forced to learn the more modern methods, but would always insist on beginning his character design in clay. Extraordinary sculptures surrounded him, from pristine Roman helmets to grotesque, distorted, monstrous faces.
Source: Rock, Paper, Shotgun
Thursday - February 28, 2008
Titan Quest - Frustrations of a PC Developer
Michael Fitch - one of THQ's producers on Titan Quest - has let rip with frustrations on PC game development in a post at QT3. Clearly, the closure of Iron Lore is driving the anger but it's still an interesting read:
Greetings:
So, ILE shut down. This is tangentially related to that, not why they shut down, but part of why it was such a difficult freaking slog trying not to. It's a rough, rough world out there for independent studios who want to make big games, even worse if you're single-team and don't have a successful franchise to ride or a wealthy benefactor. Trying to make it on PC product is even tougher, and here's why.
Piracy. Yeah, that's right, I said it. No, I don't want to re-hash the endless "piracy spreads awareness", "I only pirate because there's no demo", "people who pirate wouldn't buy the game anyway" round-robin. Been there, done that. I do want to point to a couple of things, though.
One, there are other costs to piracy than just lost sales. For example, with TQ, the game was pirated and released on the nets before it hit stores. It was a fairly quick-and-dirty crack job, and in fact, it missed a lot of the copy-protection that was in the game. One of the copy-protection routines was keyed off the quest system, for example. You could start the game just fine, but when the quest triggered, it would do a security check, and dump you out if you had a pirated copy. There was another one in the streaming routine. So, it's a couple of days before release, and I start seeing people on the forums complaining about how buggy the game is, how it crashes all the time. A lot of people are talking about how it crashes right when you come out of the first cave. Yeah, that's right. There was a security check there.
So, before the game even comes out, we've got people bad-mouthing it because their pirated copies crash, even though a legitimate copy won't. We took a lot of shit on this, completely undeserved mind you. How many people decided to pick up the pirated version because it had this reputation and they didn't want to risk buying something that didn't work? Talk about your self-fulfilling prophecy.
One guy went so far as to say he'd bought the retail game and it was having the exact same crashes, so it must be the game itself. This was one of the most vocal detractors, and we got into it a little bit. He swore up and down that he'd done everything above-board, installed it on a clean machine, updated everything, still getting the same crashes. It was our fault, we were stupid, our programmers didn't know how to make games - some other guy asked "do they code with their feet?". About a week later, he realized that he'd forgotten to re-install his BIOS update after he wiped the machine. He fixed that, all his crashes went away. At least he was man enough to admit it.
So, for a game that doesn't have a Madden-sized advertising budget, word of mouth is your biggest hope, and here we are, before the game even releases, getting bashed to hell and gone by people who can't even be bothered to actually pay for the game. What was the ultimate impact of that? Hard to measure, but it did get mentioned in several reviews. Think about that the next time you read "we didn't have any problems running the game, but there are reports on the internet that people are having crashes."
Two, the numbers on piracy are really astonishing. The research I've seen pegs the piracy rate at between 70-85% on PC in the US, 90%+ in Europe, off the charts in Asia. I didn't believe it at first. It seemed way too high. Then I saw that Bioshock was selling 5 to 1 on console vs. PC. And Call of Duty 4 was selling 10 to 1. These are hardcore games, shooters, classic PC audience stuff. Given the difference in install base, I can't believe that there's that big of a difference in who played these games, but I guess there can be in who actually payed for them.
Let's dig a little deeper there. So, if 90% of your audience is stealing your game, even if you got a little bit more, say 10% of that audience to change their ways and pony up, what's the difference in income? Just about double. That's right, double. That's easily the difference between commercial failure and success. That's definitely the difference between doing okay and founding a lasting franchise. Even if you cut that down to 1% - 1 out of every hundred people who are pirating the game - who would actually buy the game, that's still a 10% increase in revenue. Again, that's big enough to make the difference between breaking even and making a profit.
Titan Quest did okay. We didn't lose money on it. But if even a tiny fraction of the people who pirated the game had actually spent some god-damn money for their 40+ hours of entertainment, things could have been very different today. You can bitch all you want about how piracy is your god-given right, and none of it matters anyway because you can't change how people behave... whatever. Some really good people made a seriously good game, and they might still be in business if piracy weren't so rampant on the PC. That's a fact.
Enough about piracy. Let's talk about hardware vendors. Trying to make a game for PC is a freaking nightmare, and these guys make it harder all the time. Integrated video chips; integrated audio. These were two of our biggest headaches. Not only does this crap make people think - and wrongly - that they have a gaming-capable PC when they don't, the drive to get the cheapest components inevitably means you've got hardware out there with little or no driver support, marginal adherence to standards, and sometimes bizarre conflicts with other hardware.
And it just keeps getting worse. CD/DVD drives with bad firmware, video cards that look like they should be a step-up from a previous generation, but actually aren't, drivers that need to be constantly updated, separate rendering paths for optimizing on different chips, oh my god. Put together consumers who want the cheapest equipment possible with the best performance, manufacturers who don't give a shit what happens to their equipment once they ship it, and assemblers who need to work their margins everywhere possible, and you get a lot of shitty hardware out there, in innumerable configurations that you can't possibly test against. But, it's always the game's fault when something doesn't work.
Even if you get over the hump on hardware compatibility - and god knows, the hardware vendors are constantly making it worse - if you can, you still need to deal with software conflicts. There are a lot of apps running on people's machines that they're not even aware of, or have become such a part of the computer they don't even think of them as being apps anymore. IM that's always on; peer-to-peer clients running in the background; not to mention the various adware and malware crap that people pick up doing things they really shouldn't. Trying to run a CPU and memory heavy app in that environment is a nightmare. But, again, it's always the game's fault if it doesn't work.
Which brings me to the audience. There's a lot of stupid people out there. Now, don't get me wrong, there's a lot of very savvy people out there, too, and there were some great folks in the TQ community who helped us out a lot. But, there's a lot of stupid people. Basic, basic stuff, like updating your drivers, or de-fragging your hard drive, or having antivirus so your machine isn't a teetering pile of rogue programs. PC folks want to have the freedom to do whatever the hell they want with their machines, and god help them they will do it; more power to them, really. But god forbid something that they've done - or failed to do - creates a problem with your game. There are few better examples of the "it can't possibly be my fault" culture in the west than gaming forums.
And while I'm at it, I don't want to spare the reviewers either. We had one reviewer - I won't name names, you can find it if you look hard enough - who missed the fact that you can teleport from wherever you are in TQ back to any of the major towns you've visited. So, this guy was hand-carting all of his stuff back to town every time his inventory was full. Through the entire game. Now, not only was this in the manual, and in the roll-over tooltips for the UI, but it was also in the tutorial, the very first time you walk past one of these giant pads that lights up like a beacon to the heavens. Nonetheless, he missed it, and he commented in his review how tedious this was and how much he missed being able to portal back to town. When we - and lots of our fans - pointed out that this was the reviewer's fault, not the game's, they amended the review. But, they didn't change the score. Do you honestly think that not having to run back to town all the time to sell your stuff wouldn't have made the game a better experience?
We had another reviewer who got crashes on both the original and the expansion pack. We worked with him to figure out what was going on; the first time, it was an obscure peripheral that was causing the crash, a classic hardware conflict for a type of hardware that very, very few people have. The second time, it was in a pre-release build that we had told him was pre-release. After identifying the problem, getting him around it, and verifying that the bug was a known issue and had been fixed in the interim, he still ran the story with a prominent mention of this bug. With friends like that...
Alright, I'm done. Making PC products is not all fun and games. It's an uphill slog, definitely. I'm a lifelong PC gamer, and hope to continue to work on PC games in the future, but man, they sure don't make it easy.
Best,
Michael.
Tuesday - March 06, 2007
Titan Quest - v1.3 Patch Released
Mike "V" Verrette has posted on the Titan Quest forums at IGN that the v1.3 patch has been released and is "available in game". Hit the link for the notes.
Friday - March 02, 2007
Titan Quest - v1.3 Patch Coming
Iron Lore's Mike "V" Verrette has posted in the official Titan Quest forums about an upcoming v1.3 patch:
Hello All,
I know everyone is anticipating the release of TQIT next week. I just wanted to remind everyone that if you have any unsupported MODS installed that have altered any .exe, .dll or database files you should perform a clean install of Titan Quest before installing the expansion. Reinstalling the original game will not uninstall any of your characters.
I should also be posting the patch notes for version 1.3 in the near future. Most of these changes involve prepping TQ for the expansion, but there were some tweaks made to Typhon and boss drops that I think a lot of players will be happy with
This patch is not essential for installing TQIT - your game will be updated in the installation process. I also want to make it clear that you do not need to purchase TQIT to get the 1.3 patch. It will be available as an in game update just as the previous patches have been.
Thanks - and we shall see you in Hades!!!
Friday - November 03, 2006
Titan Quest - Expanson Revealed
FiringSquad has news that a THQ financial conference call has revealed a Titan Quest expansion is in the works, with a planned release date of Q1 2007. No other details were revealed bu we'll keep an eye out for the official annoucement.
Wednesday - October 04, 2006
Titan Quest: Patching Process Interview @ TQ Vault
Titan Quest Vault: What had been the most widely criticized aspect of the game and do you take that into consideration for future development of the game?
---V---: The most criticized aspect of the game is the lack of secured servers and secure persistent characters - and honesty we did anticipate that would be the case. That was a feature we have wanted to include right from the beginning but it was just well beyond the scope of what we had time and budget for with this project. A lot of people may not realize that when we originally signed on with THQ to build Titan Quest, Iron Lore was an eight man team and through the course of development we grew to 38 people. While a lot of those people have considerable history in the game industry, this is Iron Lore's first project. So to build a complete team, a game and graphics engine from scratch, and put together an action RPG with 40 hours of gameplay was a tremendous undertaking. Knowing all that, we put a lot of time an energy into character development and our skill system, and I think that has really paid off for us.
Friday - September 22, 2006
Titan Quest v1.20 Balance Patch Released
Hello Everyone,...and you can grab the actual file from GGMania and 3D Gamers.
Patch 1.2 is now live. It is a little larger than previous patches so it may take a bit longer to download and patch. Please remember that if you have been running unofficial mods which modify any of the game files or resource archives (including the main game text archives) you will need to restore your original files or the game will not patch properly.
As always we will be closely monitoring the forums over the next couple of days adn will be interested to hear the discussion on the new balance patch.
Wednesday - September 20, 2006
Titan Quest: Upcoming Balance Patch Notes
Monday - September 04, 2006
Titan Quest: Review @ Techdomain
Unfortunately, TQ does suffer from one thing that every RPG needs to have; NPC interaction and ultimately, character direction! One thing I've always enjoyed about RPGs such as Neverwinter Nights or Baldur's Gate was having the option of being good, evil or somewhere in between. There's almost always more than one way to end a quest or direct a conversation and define who your character really is. Unfortunately, TQ does not offer this kind of game at all. It seems your character is going to be a goody goody, whether you like it or not. In my opinion, this is what could have possibly made Titan Quest game of the year. A much broader and bustling world, similar to Neverwinter Nights, with NPCs that have side quests other than 'save me/my family/my sibling' and a few different ways to treat them.
Source: Blue's
Wednesday - August 30, 2006
Titan Quest: v1.15 Patch Released
The next patch is finishing up in testing and will be available for download next week. This patch is primarily a crash and performance patch - we also fixed many of the quest issues people were having. For people still having issues connecting and staying connected in multiplayer games there was a substantial change made to our packet optimization which should help out as well. The gameplay and balance patch which has been in discussion on the boards will be following in a few weeks. I just didn't want there to be any confusion. These are two seperate patches....and grab the file from one of these mirrors: Worthplaying, GG Mania and THQ themselves (thanks Mike),
Friday - August 25, 2006
Titan Quest Patch Next Week @ TQ Vault
Hello Everyone!Head over to find out the particulars.
The next patch is finishing up in testing and will be available for download next week. This patch is primarily a crash and performance patch - we also fixed many of the quest issues people were having. For people still having issues connecting and staying connected in multiplayer games there was a substantial change made to our packet optimization which should help out as well. The gameplay and balance patch which has been in discussion on the boards will be following in a few weeks. I just didn't want there to be any confusion. These are two seperate patches.
Source: TQ Vault

