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Are RPGs Stuck in Adolescence? Kingdom Come Dev’s Bold Take

October 5, 2026 JauntyM 0
Are RPGs Stuck in Adolescence? Kingdom Come Dev’s Bold Take

Ever felt like you’ve been saving the world a few too many times? Or that every grand adventure somehow casts you as the prophesied hero destined to defeat the ultimate evil? If you’ve nodded along, you’re not alone – and neither is the co-founder of Warhorse Studios, the brilliant minds behind the critically acclaimed Kingdom Come: Deliverance.

Martin Klima, one of the key figures at Warhorse, recently dropped some rather candid thoughts on the state of the RPG genre. He’s not just a developer; he’s a gamer at heart, and he’s openly admitting he’s utterly fatigued by the same old tropes that seem to dominate so many role-playing experiences today.

The “Chosen One” Conundrum: A Developer’s Frustration

Klima’s primary gripe zeroes in on the ubiquitous “chosen one” narrative. He’s played countless RPGs, a genre he deeply loves, but the constant repetition of being the sole individual with the power to save the universe has worn thin. He likens many of these games to straightforward “power fantasies” – not inherently bad, but certainly overdone.

“I was really and I still am bored and tired of all the RPGs when you are this chosen one, when you have this grand task of saving the universe… The games that are these really straightforward power fantasies. It’s not that I think it’s somehow wrong in principle. There is nothing bad about a good power fantasy. It’s just, it’s so repetitive.”

This deep-seated boredom was actually a major driving force behind the creation of Kingdom Come: Deliverance. Instead of cosmic threats and magical powers, KCD grounded players in a gritty, realistic historical setting, where you play as Henry, a humble blacksmith’s son thrust into a brutal world without any special destiny. It was a refreshing change, proving that a compelling narrative doesn’t always need a “chosen one.”

Are RPGs Still Just for Teenagers?

Klima takes his critique a step further, suggesting that many contemporary RPGs are still catering to a younger demographic, despite the gaming audience growing significantly older. He believes that while a 16 or 17-year-old might naturally gravitate towards grand power fantasies, the broader player base has matured, and their tastes have evolved.

“The games that were and sort of are being made are still the games for teenagers. If you are 16, 17, you love playing these power fantasy games because it’s something that you need. But the audience is much older today…”

This isn’t to say there’s anything wrong with enjoying a good power trip, but Klima highlights a potential disconnect. As gamers, we often seek deeper, more nuanced storytelling and character development that goes beyond simply fulfilling a heroic prophecy. It raises the question: are game developers keeping up with the evolving maturity of their audience?

The Publisher’s Playbook: Recycling Success

So, why do these familiar formulas persist? Klima points a finger at publishers, suggesting they are often more inclined to stick with what has proven successful. It’s a safer bet to recycle a winning formula than to invest heavily in something entirely new and unproven.

He specifically mentioned big names like Ubisoft as examples of studios that, despite their undeniable craftsmanship, sometimes fall into this trap. While games like the original Assassin’s Creed, Far Cry, and Watch Dogs were fresh and exciting in their initial iterations, playing the “same game for the 10th time” can lead to staleness.

Klima acknowledged the superb technical quality of these games:

  • Beautiful animations and models
  • Generally bug-free experiences
  • Highly polished overall presentation

However, he firmly believes that this exceptional craftsmanship could be put to better use in creating more innovative experiences. It’s a delicate balance between delivering a polished product and pushing the boundaries of creativity.

A Call for Innovation (and Understanding)

While Klima is vocal about his desire for more innovation, he’s also pragmatic. He understands the immense financial risks involved for large publishers, especially those investing hundreds of millions into their flagship titles. Experimenting with entirely new concepts can be a daunting prospect when so much is on the line.

His comments serve as a thoughtful reflection on the state of the RPG genre and the wider gaming industry. It’s a call for developers to consider the evolving tastes of their audience and for publishers to perhaps take calculated risks on fresh ideas, even amidst the pressure of securing blockbuster success.

For us Pakistani gamers, Klima’s perspective resonates deeply. We crave unique and engaging experiences just as much as anyone. While the thrill of a power fantasy can be fun, the desire for narratives that challenge, surprise, and offer something truly different is growing. Here’s hoping that more studios take inspiration from Warhorse and dare to create worlds where you don’t always have to be the chosen one to have an epic adventure.

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