Kingdom Come: Deliverance 2 Producer Aimed to Reclaim Morrowind-Style Creative Risks

Kingdom Come Deliverance 2 dialogue



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Much like its predecessor, Kingdom Come: Deliverance 2 refuses to hold the player’s hand—a deliberate design choice by Warhorse Studios. The developers intended for this historical sequel to stand alongside a specific lineage of bold, uncompromising RPGs that prioritize creative vision over broad, mass-market appeal.

In a recent conversation with PC Gamer, Martin Klima, executive producer and co-founder of Warhorse Studios, reflected on the industry’s evolution. He suggested that legendary titles like Morrowind and Oblivion were “created in happier times,” characterized by smaller teams and significantly lower production costs. This lower financial burden allowed developers to “take greater creative risks,” resulting in games that were challenging and unique rather than “one-size-fits-all products.”

Klima’s perspective is mirrored by the game’s design director, Viktor Bocan. An avid fan of the Soulslike genre, Bocan insisted on a philosophy that “trusts the player,” much like FromSoftware does in its notoriously cryptic and atmospheric RPGs. By treating the audience with respect rather than over-explaining every mechanic, the studio aims to foster a deeper sense of immersion.

The executive producer highlighted Elden Ring as a masterclass in this approach, noting how it populates its world with secret dungeons and formidable bosses without ever explicitly guiding the player toward them. Klima believes this lack of handholding is vital. “When you discover something on your own, you experience a profound sense of achievement and competence,” Klima explained. “We share this ethos; we want our players to feel intelligent and capable as they navigate our world.”

While the Kingdom Come: Deliverance 2 lead expressed concerns that AI “may mean the demise of humanity” and spell the “end of most big publishers,” he remains optimistic about its practical applications. If AI can streamline development, he noted, “helping me make an epic game in a year with a smaller team like in the old days, I’m all for it.”

 

Source: gamesradar.com

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