Shacknews: With Torchlight coming to consoles soon as well, what would you say to gamers who are considering one or the other? What sets Dungeon Siege 3 apart? Feargus Urquhart: I think they're both great games that do something a little bit differently. Torchlight is more of a traditional hack-and-slash action-RPG. What we've done that's a little bit different [with Dungeon Siege 3] is that we have characters and story we bring to it that Torchlight doesn't have (and frankly, doesn't need). That's not what it's all about. In essense, what we've provided is we have more of a world that you go out and adventure in, and more of a story, and more decisions. You actually make decisions at points in the story. Which again, that's not what Torchlight was built to do. Torchlight is, you pick it up, and you go hack-and-slash monsters for a little while. And it's an awesome experience. But [Dungeon Siege 3] is an action-RPG that's going off in a slightly different direction. You can look at our [character] classes. Our classes are very unique. Not that the classes are not different in Torchlight, but they're a little bit more "I can equip whatever I want to equip." That's kind of the differentiation. We went with more unique classes, and went a little more character and story-based. Shacknews: Of the two characters in Dungeon Siege 3 that have been revealed so far (Lucas and Anjali), which is your personal favorite to play? Feargus Urquhart: I always play melee characters. I always have. Even back in my D&D pen-and-paper playing days, I played as either a fighter, a paladin, or a monk. That's generally all that I ever played. I don't know why. It's just my style. (Pause.) And generally, a dwarf - dwarven fighter, dwarven paladin. So [in DS3] I often play as Lucas. The game I'm playing through right now is with one of the other classes, because I want to see those mechanics. It's sort of what I do with every role-playing game. I will play through with the class I prefer, and then I'll play certian percentage of it with one or more of the other classes, just so I get a sense for it. Like, in World of WarCraft, I started up a Troll Priest because I had not played a troll before, and I've never played a priest. And I do that because I want to know how all these different character classes work. Shacknews: What was the inspiration for Dungeon Siege 3's drop-in, drop-out co-operative multiplayer? Feargus Urquhart: It's really the LEGO games. I've always been really impressed with the LEGO games. Some people kind of knock them a little bit, but what they've done is pretty amazing. Like how my son got addicted to LEGO Indiana Jones when he was 4, and I'm like, "They created a game that I can enjoy, that I can play with my four-year-old son." That's pretty impressive actually, that they were able to do that. And I looked at it from the standpoint of how their multiplayer worked. Because, again, I can just pick up the controller and press "Go," and I'm playing. What is the barrier for a lot of people to get into multiplayer? It can be like this arcane summoning type thing to get into multiplayer. And so, that's really how we modeled it: We're making a game for friends to play together, y'know. This is not for people to get on servers and grief each other. It's for friends to play together because I think that's what role-playing is all about.
A Dungeon Siege 3 dungeon