The Kingdom Come: Deliverance series has consistently found itself at the center of discussions beyond gameplay mechanics. The first installment drew scrutiny regarding its historical representation and depiction of conflict, while the highly anticipated sequel, Kingdom Come: Deliverance 2, stirred debate from a different angle with its inclusion of diverse character portrayals and themes. Warhorse Studios, the team behind these immersive RPGs, has openly expressed their desire to focus solely on game development, feeling frequently pulled into broader cultural conversations. As TechTalesLeo, always exploring the intersection of gaming and real-world impact, I recently had the opportunity to speak with Martin Klíma, co-founder and executive producer of KCD2. Amidst discussions about the game’s significant industry recognition, I posed a critical question: did he believe these controversies truly affected the series’ sales, public reception, or even the morale within the development team?
Executive Producer’s Assessment of Controversy Impact
Klíma admitted that assessing the actual impact was complex. “I would really, really like to know the answer to this one,” he shared. “You can really convincingly argue both ways. You can convincingly argue that we got some extra visibility—that it doesn’t matter what they say about you, as long as they spell your name right.” Conversely, he noted, “any controversy is hurtful, and you want to speak about the game, and you don’t want to explain some… tangled reasoning.”
Despite the complexity, Klíma revealed his personal hunch: that for all the passionate debate, these incidents likely had minimal impact on the games themselves. “My personal take on this is that this whole kerfuffle only mattered to, really, a handful of terminally online culture warriors, and that they are basically an insignificant intersection with the gaming public writ large, and the real players really don’t care about it at all, and probably most of them never really even heard about these pseudo-controversies.” He further elaborated on the effect on the development team. Klíma believes any impact on morale was marginal, noting, “We all felt that it was very unfair and disingenuous, these attacks, for the first game and the second game both.” This shared experience, he suggested, “gels the team a little bit. You have this kind of ‘besieged fortress’ mentality, but I don’t think it really mattered to us, really, that much.” Surprisingly, Klíma even pointed out that within Warhorse Studio, awareness of these discussions remains low for some. “I’m pretty sure that you could find actually quite a few people in the studio that have a very dim awareness of this whole kerfuffle,” he concluded.


