Kingdom Come: Deliverance 2 has always carved its own path in the gaming world, prioritizing immersive realism over streamlined mechanics. As discerning tech enthusiasts and gamers know, this commitment to authenticity often translates into arduous, yet rewarding, gameplay experiences. Take its armor system, for example: in most games, equipping your gear is a simple inventory selection. In KCD2, however, you’re tasked with properly layering garments to ensure your metal protection doesn’t chafe.
In a recent chat with PC Gamer, Warhorse co-founder and KCD2 executive producer Martin Klima revealed a fascinating, albeit scrapped, system for the highly anticipated Kingdom Come: Deliverance 2. This ambitious feature would have seen protagonist Henry’s weight fluctuate based on his diet, directly impacting his ability to wear certain items of clothing and armor.
The Scrapped ‘Fat Henry’ System: A Glimpse into Deeper Realism
“Currently in the game as we released it, all men wear the same clothes you do… basically, you can put on anything that you find,” Klima explained. However, earlier in development, Warhorse explored a more intricate system: “Some NPCs would be fat and some would be thin, and then the clothing they wear would be either too large or too small for you.” This concept aimed to add another layer of authenticity, reflecting the physical variations among characters and their attire.
Mechanics of the Proposed Weight System and its Impact
Under this proposed system, Henry’s physique wouldn’t be static. If you encountered a magnificent set of armor that didn’t quite fit your current build, the solution was straightforward: “When you eat, basically, you would get fatter, and then this clothing you have in your inventory suddenly will fit you, while the clothing you had previously wouldn’t fit you, because now you’re too fat for it. Or you could go on a diet and do the same process in reverse.” This dynamic interaction between diet, weight, and equipment would have introduced a unique dimension to character progression and inventory management.
Why Warhorse Discarded the Ambitious Feature
Despite its intriguing premise, Warhorse ultimately decided against implementing the ‘Fat Henry’ system. Klima elaborated on the decision: “It was just really too bizarre and too much work and not really that much fun. We felt that the clothing system is quite complex as it is, and it really doesn’t need another layer of complexity.” The pursuit of realism, while admirable, must often yield to considerations of development scope and player enjoyment. Thus, the idea of a fluctuating Henry remained a fascinating, discarded concept in the annals of game development.
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