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Kingdom Come: Deliverance Co-Founder Martin Klima Says He’s ‘Bored and Tired’ of Ubisoft-Style Power Fantasy RPGs Made ‘for

Warhorse Studios co-founder Martin Klima has opened up about his frustration with the modern role-playing game landscape, saying he is "bored and tired"...

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Warhorse Studios co-founder Martin Klima has opened up about his frustration with the modern role-playing game landscape, saying he is “bored and tired” of power fantasy titles aimed at younger players. Speaking in an interview with PC Gamer, the Kingdom Come: Deliverance developer explained why he feels much of the genre has settled into a repetitive formula that fails to reflect its aging fanbase.

Klima’s remarks come as Kingdom Come: Deliverance continues to be cited as a rare example of an RPG that deliberately stepped away from industry conventions. His comments suggest this approach was never accidental, but rather the result of a conscious rejection of tropes he finds overused and uninspired.

A Formula He Has Grown Weary Of

The Warhorse Studios co-founder admitted that role-playing games remain one of his favourite genres, but drew a sharp distinction between what he enjoys and what he does not. What frustrates him are titles that hand the player an obvious “chosen one” narrative complete with a grand mission to save the universe.

“It’s really a distillation of what the common RPG is,” Klima said. “So, I found that there must be many, many people who are really tired of this formula and who want something new and different.”

He argued that much of the market still caters to adolescent sensibilities, even as the gaming audience has grown considerably older over recent decades.

“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 … everybody’s going to think that I am hating on Expedition 33 right now, but that’s definitely not the case.”

<b>Runner-Up: The Outer Worlds 2</b><br><br>
When it comes to RPGs and letting players dictate how they interact with the world, Obsidian is one of the best studios to do it. The Outer Worlds 2 improves on the first game in almost every way, from punchier gunplay to much deeper role-playing systems. The options you have to build your character and make pivotal choices have a larger impact on what you can do in combat, but also create specific avenues for how quests play out. We keep pointing to the Flaws system, which was present in the original, but has been expanded in unpredictable, creative ways by giving you some serious pros/cons to consider based on your playing habits. However, the much more expansive areas, smarter level design, and dynamic combat encounters make sure the actual gameplay experience is a significant leap over the first game. And you can’t have an RPG of this style without choice and consequence at the heart of the story, and Obsidian reminds us with The Outer Worlds 2 that it still has the chops, even in a post-Fallout: New Vegas era.

Martin Klima, Warhorse Studios co-founder

Blaming Industry Recycles and Ubisoft

When asked why the genre has become so formulaic, Klima pointed to a reliance on strategies that have worked in the past. He argued that major publishers are simply “best at recycling the same formula over and over,” favouring safe bets over creative risk.

Ubisoft emerged as one of his clearest examples. Klima praised the craftsmanship behind the publisher’s games, noting they are largely free of bugs and feature standout animations and character models. Yet he expressed a wish that this same level of polish had been applied to more ambitious ideas.

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“I played the original Assassin’s Creed, and the original Far Cry, and the original Watch Dogs, and most of these games in the first iterations, and it was fun,” he added. “But once you play the same game for the 10th time, it sort of becomes stale.”

Klima conceded that he has no easy answers for a company weighing the financial risks of experimentation at such scale, acknowledging that innovation carries real commercial stakes.

A Market Hungry for Something Different

There is little doubt that a significant portion of RPG fans would side with Klima’s assessment. The question remains why publishers continue to lean on familiar formulas despite clear signs of audience fatigue. His answer lies in the comfort of proven designs and the reluctance of large studios to gamble on untested concepts.

<b>Runner-Up: Kingdom Come: Deliverance 2</b><br><br>
Kingdom Come: Deliverance 2 is an investment that pays back multiple times over in its 120-hour runtime. It’s a commitment - a slow-burn game you have to want to live in. But it’s also an action-packed cinematic adventure that proves to have an emotional range that the original didn’t. You might be just 'some guy' as Henry, yet that role often lets you see the world for what it is, whether you’re doing seemingly mundane activities or the pivotal story quests where your choices matter. What this game does better than most, though, is first-person melee combat, a tough thing that even the mighty Elder Scrolls franchise has struggled with for so long. It is intricate, skill-based, and stays engaging even as you get deeper into the furthest corners the campaign. Although developer Warhorse Studios arguably tries to bite off more than it can chew at times, you’ll find the quality writing and great combat leads you to a satisfying conclusion. This sequel might pick off where the first ended, but jumping into Kingdom Come: Deliverance 2 regardless of your experience will open you up to a rare RPG that deserves its flowers, 2025 or otherwise.

The comments arrive at a moment when Kingdom Come: Deliverance has been recognised as one of the best RPGs of 2025, with critics praising its grounded approach. IGN reviewed Kingdom Come: Deliverance 2 after its release last year and awarded it a strong 9 out of 10.

Klima’s broader views on the industry were also recently highlighted when he commented on his hope that GTA 6 would be able to “blaze a trail” for increased game prices, suggesting he is thinking carefully about how titles are priced and positioned in an evolving market.

Looking Ahead

While Klima offered no concrete roadmap for changing the genre’s trajectory, his remarks underscore Warhorse Studios’ ongoing commitment to distinctive storytelling. As fans await future projects from the studio, the developer’s willingness to challenge conventions may well define its next chapter.

For now, the conversation he has sparked reflects a broader industry reckoning with how RPGs can evolve beyond teenage power fantasies and speak to an audience that expects greater depth and maturity in the stories it plays.

Related Article: Sam Altman’s Team Interrupted Interview as Reporter Presses OpenAI CEO on ChatGPT Suicide Case →
Source: IGN ↗
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