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The team was ready to tackle another genre after the success of Torchlight 2
We were a new studio and we had to come quickly http://www.utfifa.co/">fifa ultimate team coins and make a big hit right away to establish ourselves," says Runic Games CEO Max Schaefer, talking about creating a hit game the way you or I may talk about making waffles for breakfast.

As a debut game, Runic made Torchlight, a hack-and-slash in the tradition of Diablo, a game the studio was familiar with, as Max Schaefer was an executive producer on Diablo and Diablo 2. His brother and then-Runic chief creative officer Erich Schaefer was likewise one of the Diablo series' creators.

Torchlight had a manageable scope, and that was by design. Runic knew the genre from front to back, and stuck to single-player to reduce complexity. The studio used computers it had purchased out of liquidation, and there were only 14 people at the company when the game shipped. They created Torchlight in 11 months. It sold close to 2 million copies, and as ultimately ported to the Xbox Live Arcade.

Schaefer describes Torchlight 2 as a "natural extension" of the first. It featured multiplayer and extension support for mods. Runic staffed up to around 26 people and took over three years to make the game. It sold close to 3 million copies.

"I've been doing [action role-playing games] now since around 1993," Schaefer says. "It's basically http://www.utfifa.co/ all I've worked on from Diablo 1." The team was ready to tackle another genre after the success of Torchlight 2.
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