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Kingdom Come: Deliverance 2's lead designer, Prokop Jirsa, explains that the 'friction' and difficulty in the game are intentional design choices. This approach aims to make overcoming challenges, even menial tasks, a more rewarding and satisfying experience for players.
Transcript
00:00Kingdom Come Deliverance 2 is one of the most beloved RPGs in recent history,
00:04but anyone who's played it knows it can be demanding at times.
00:07Well, according to lead designer Prokop Jilsa, this is why it's such a rewarding experience.
00:11Our design approach is a little bit different, Jilsa tells PC Gamer.
00:15For example, if you do playtesting, which you should everybody, it's really useful.
00:19They especially measure these points of friction.
00:21Jilsa adds, they say, okay, this is the friction point, people are getting confused.
00:25They're getting confused or a little angry,
00:27and this percentage of people said they would stop playing the game at this moment.
00:30There's definitely something to be said for the satisfaction of overcoming adversity.
00:34Isn't that why video games are bad guys to begin with?
00:36But War Horse takes a full-spectrum approach to that philosophy
00:39that layers in real challenge to almost every single task in the game,
00:42no matter how menial.
00:44Brewing potions, crafting weapons and gear, picking locks,
00:47and walking straight after consuming too much ale all require a great deal of focus.
00:51Higher-stakes stuff like killing people is all the more challenging to master.
00:55That is very much by design, according to Jilsa.
00:57The dev concludes,
00:58The fact those minuscule things in KCD2 felt like real achievements,
01:02it explains our way and how we design things.
01:05Makes sense to me.
01:06After all, who doesn't love a challenge?
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