Highlights
- Historical authenticity is key in KCD2, with real events and characters making up the backbone of the story.
- Immersion is a priority, from the night sky accuracy to the intricate details of gameplay like blacksmithing.
- Players have the freedom to choose their path in KCD2, with multiple solutions to quests and different playstyles catered to.
As a seasoned gamer and history enthusiast, I find myself utterly captivated by the meticulous approach taken by the creators of Kingdom Come: Deliverance 2 (KCD2). This game isn’t just about slaying dragons or saving the world; it’s about immersing oneself in a living, breathing medieval Bohemia. The attention to detail is nothing short of extraordinary, from the night sky accurately depicting constellations of 1403 to the townsfolk calling out your lack of pants if you’re wandering around town in your underwear!
Since the announcement of Kingdom Come: Deliverance 2, the main marketing emphasis has consistently been “Larger and More Impressive.” In reality, the open world in Kingdom Come: Deliverance 2 is significantly larger, but the sequel also excels in every dimension, encompassing enhancements to combat and immersion. A significant part of this enhanced immersion lies in the player assuming the role of Henry, a Blacksmith’s son, living in Bohemia in 1403 (the region that would later evolve into the modern-day Czech Republic).
In order to offer an immersive experience steeped in the past, Warhorse Studios must rely on a solid foundation of story and gameplay, as demonstrated in KCD1, but it’s crucial that this world feels as authentic as possible given its historical context. It’s not just a setting for a fantasy tale; the major events in Kingdom Come: Deliverance 2 are all based on real historical occurrences, featuring genuine historical figures. However, achieving this balance is important because KCD2 isn’t a simulation game and it doesn’t aim for absolute accuracy. Game Rant recently interviewed Warhorse Studios PR Manager Tobias Stolz-Zwilling in Kutná Hora (known as Kuttenberg then, and as it will be in KCD2) to discuss the studio’s approach to historical authenticity. This transcript has been edited for clarity and conciseness.
Historical Authenticity in KCD2
Question: Could you provide some insights into the strategy for historical accuracy in Kingdom Come: Deliverance 2’s development process?
B: We aim to preserve historical accuracy as much as possible, but this isn’t a history simulator. It’s impractical to be completely accurate, so we strive for an authentic feel based on our understanding of the 1403 era. However, gameplay is prioritized over strict realism because our primary goal is to create an enjoyable video game experience. Authenticity serves as our toolkit for designing the world, creating quests, and shaping characters. Real historical figures are present and active in their respective roles. The main storyline is built on actual events, which cannot be altered, but you can influence how they unfold. Side quests, on the other hand, often provide a comical or fantastical take on medieval life, reflecting commoners’ struggles and everyday experiences.
In our game, we strive to offer players an authentic depiction of the Middle Ages, specifically 1403 Bohemia. To ensure accuracy, we have a team of historians, led by one prominent historian who guides the rest. This expert collaborates with universities, museums, reenactors, cities, and more. The significance of our game in the Czech Republic provides us with numerous advantages as it enables easy access to resources and encourages local involvement.
A: Since you’ve been residing here for 12 years, would you mind sharing some insights about the experience of witnessing your dwelling being transformed into a video game?
B: It’s amusing when I join discussions or similar events, because it seems like people view me as an expert in history, especially Czech Republic history, although my knowledge is primarily focused on the lore of Kingdom Come 1 and 2. I do have a good understanding of that era and the year 1403, but it’s just my personal interest, not a comprehensive historical expertise.
If you consider the entirety of gamers within the Czech Republic or those who hail from there, it’s safe to say that most gaming enthusiasts here are familiar with KCD, and there’s a strong sense of pride associated with this game. KCD1 garnered a fair amount of success globally, but it’s quite unusual for works like music, films, literature, etc., to traverse borders. However, KCD transcends boundaries. Through this game, we’ve presented the world with Czech and European history, which resonates not only with gamers but also with various political entities. Organizations like the so-called Czech centers, focused on promoting Czech tourism and attracting foreigners, are interested in using Kingdom Come Deliverance as a symbol of Czech culture for export purposes. Essentially, they see KCD as a way to showcase the Czech Republic to the world.
KCD isn’t just a video game; it’s more like a personal project for many people, not just gamers. They see it as “our game.” It’s refreshing that it challenges the stereotype that video games are only for overweight, basement-dwelling nerds. In the Czech Republic, it’s become quite a sensation, much like how The Witcher is to Poland.
A: In your collaboration with these historians and studying the background of this game, have there been any findings that left you genuinely astonished?
B: What I find most astonishing is the widespread misunderstanding today about the Middle Ages. People seem to believe everything was gloomy and dirty, everyone had rotten teeth, everyone was constantly ill or dying, and every injury was fatal. However, this is far from the truth. They did maintain their health, actually having good oral hygiene due to better diets than ours nowadays. Their food was nutritious, and they took care of themselves. They also valued cleanliness and had some sense of fashion. Wealthy individuals even painted their homes to make them attractive and show off their status, much like we do today by boasting about our modern conveniences.
As a gamer, it’s bothersome how most games set in the Middle Ages seem to blend fantasy elements with historical facts, just like Game of Thrones did at first, but eventually veered into more fantastical territory. It’s understandable since that’s the genre, but what’s intriguing is that no other video game has attempted to tell a story grounded in reality or strive for authenticity – which makes us stand out in the market, I suppose. However, it feels odd that we continue to focus on the gritty, gloomy, and dark portrayal of the Middle Ages instead of exploring other aspects of this period.
A: I was saying that Warhorse sometimes needs to provide additional details about specific historical events. Could you tell me more about how this process works for them?
Indeed. When examining the tales of KCD1 and KCD2, we sought a period with sufficient documentation to provide a basis for our narrative. We’re aware that Silver Skalitz was destroyed. We know that King Sigismund of Hungary occupied the city, aiming to plunder silver from there as he needed funds for other conflicts. This provided a solid historical backdrop. Additionally, we looked for a narrative that was open-ended enough to accommodate our own story – the journey of Henry, the blacksmith’s son, Henry of Skalitz. This allows players to chart their own course and discover their unique path.
As a history enthusiast, whenever there were gaps in the narrative or understanding of how things unfolded or functioned, our historian would step in with her educated guesses. She’d delve into the intricate details – designs, quests, languages, you name it – but then she’d also strive to fill these blanks with the most plausible or informed assumptions. For example, in Kuttenberg, there was a town hall that perished in flames. Everyone acknowledges its existence, but no one knows what it actually looked like. We know it had an astronomical clock, though.
Our approach was initially influenced by the Czech Republic due to a higher concentration of astronomical clocks. We examined the typical designs found within this region. If we didn’t find anything here, we expanded our search to Europe. If Europe didn’t yield results, we broadened our investigation globally. In instances where there were gaps in information and our consultants couldn’t assist us, we sought out the most reasonable explanation for these cases.
Immersion and History in KCD2
As a devoted admirer, I’d love to delve into the immersive role-playing game (RPG) aspect that forms a crucial part of the game’s structure. Can we discuss this engaging approach in relation to the game’s history and evolution?
In our game, we aim to make every action feel immersive for you. The cutscenes, minigames, and features are all carefully crafted to bring attention to even the smallest details. For instance, if you’re running around the city without pants, characters might comment on it. If you’re crouching in the middle of the city, they may question your behavior. Essentially, we want the game world to respond to your actions, making it feel alive and real.
In the year 1403, we took a step further and imagined what the night sky might have appeared like during early Summer. We then attempted to locate a specific star constellation in that region at that time. While this is somewhat accurate, it’s not crucial for the players themselves, but those who notice this detail will be pleasantly surprised. Our aim is to create an immersive experience for you.
When you do the backsmithing, for instance, it’s not like you push a button and then all of a sudden you have 15 daggers in your pocket. You have to heat the iron in the fire. You have to put it on the anvil and bash it in the right rhythm. If you do it right, Henry will start to whistle, which lets you know you’re in the right spot. This might sound tedious to someone, but the point is not the tediousness. The point is that A, we want to show how it was done, but B, if you as a player want to get involved and you are interested in that, do it this way and you will like it. You will feel immersed deeper in it because the end result is something that you created, that you earned, and I think the feeling is the best.
If you’re not interested in doing certain tasks such as blacksmithing, alchemy or fighting, there’s absolutely no pressure to engage in them. We aim to provide various options for each of the main quests, allowing you to choose a path that aligns with your preferred playstyle and the way you envision Henry. In other words, we want to give you the freedom to decide what actions Henry takes based on what feels right to you.
[END]
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2024-08-22 12:54