Kingdom Come: Deliverance II - 1 Million Copies sold

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Seems we have a new AAA studio. They are likely to make enough from this to fund their next 2-3 games. How far the likes of Warhorse and Larian are from the encumbant players like EA/Bioware etc. They get so much more for their money and make games that gamers actually want.

Put a suit in charge of an entertainment company and you get live service rubbish.
 
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I already considered Warhorse AAA even if they really weren't.
Yeah, they were definately borderline. 40 million is a lot of cash to lay down for a game. I just meant they have really established themselves as a AAA studio now. It is hard to see them wanting for funds for a very long time. I really hope their next game is in the same vein, perhaps in a different setting/time period.
 
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Yeah, they were definately borderline. 40 million is a lot of cash to lay down for a game. I just meant they have really established themselves as a AAA studio now. It is hard to see them wanting for funds for a very long time. I really hope their next game is in the same vein, perhaps in a different setting/time period.
Apparently that's basically recovered the game's costs (if you remove the Steam take), but obviously, that's in one day, so anything more is now profits :)



"In Czech conditions, there is probably no project - for example, a film project - that would cost that much. On a global scale, I can imagine that for the price of Kingdom Come 2, you could make a medium-budget Hollywood film or even a whole series on Netflix," studio head Martin Frývaldský told CzechCrunch.
"It's in the high hundreds of millions of crowns," Frývaldský says. How high? The expansion of gaming content and the increase in Warhorse's staff - or the reference to Netflix series, which typically cost tens of millions of dollars - suggests something. Like the development costs of their first game in 2018, the developers aren't fully specifying the budget this time around. However, the creators themselves are talking about a game twice the size, and twice the size not only of the game world, but also of the studio itself.
"The budget matches the completely different requirements we had from the beginning. Both in terms of the quality of the systems and the overall gaming experience. We will spend approximately ten thousand man-months on Kingdom Come 2. The first one had about 130 people working at the peak, while on the second one we're now at 250 people, and I wouldn't be surprised if we grow a bit more," says Frývaldský.
Daniel Vávra, the game's lead designer, has hinted in the past that the budget for the first Kingdom Come was about 400 million. Kingdom Come: Deliverance 2's budget could easily double that amount.
One of the sources of rising costs is the desire to present the game in a fully debugged form. "It's a whole different level of outsourcing and testing costs. After all, with the first game we were accused - quite rightly - of being full of bugs around the time of release, so we're doing a lot of testing now to fix them," says the man who joined Warhorse Studios as a representative of Zdeněk Bakala, an investor in the first installment of the historical game.

800m crowns is about 33m USD
 
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Congratulations to Warhorse Studios. They deserve the success.

KCD was meant to be a trilogy, so here's hoping for a Kingdom Come: Deliverance 3. This type of RPG is still so unique, that I don't think they should feel the need to diversify yet.

Not even Larian Studios have been able to do NPC schedules yet, for example. It's rare to find a RPG that maes me remember what I felt when I played Ultima VII for the first time, many years ago.
 
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able to do NPC schedules yet, for example.
gothic 1 did it better 24 years ago... and i had a few buggs already related to it like i said in the other thread a mix bag. But the core RPg elements are there at least and it looks amazing.
 
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I really hope their next game is in the same vein, perhaps in a different setting/time period.
I wonder how they would do with a game with fantasy elements. I'm not saying they should, since they're the only developer I can think of doing the historical thing in this genre, but I'd be curious.

I have to admit, the lack of any fantasy elements does bring it down a notch for me.
 
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I have the first but didn't play a lot. Lik JDR13 said, I would prefer to see something in this vein but with a Fantasy/Mythological theme, like Norse or Greek. Or Summerian:Mankind vs Anunnaki
 
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Day and night cycle needs work to say it nicely especially for quest.

The second the night/dusk hits you can't talk to anyone and then you are stuck in place without a bad.... in general npcs should have more to say to player, be more reactive... a simple fuck off would work if nothing else. Right now sometimes it feels like npcs are living their lives and your are just observer and it's like your not there.

IF that would be fixed and combat made bit better and polished a bit more it would be great.
 
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Day and night cycle needs work to say it nicely especially for quest.

The second the night/dusk hits you can't talk to anyone and then you are stuck in place without a bad.... in general npcs should have more to say to player, be more reactive... a simple fuck off would work if nothing else. Right now sometimes it feels like npcs are living their lives and your are just observer and it's like your not there.

IF that would be fixed and combat made bit better and polished a bit more it would be great.
Thanks for the feedback! Please keep beta testing it so it can be the best experience possible in a year or two!
 
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wont help cos it's a design problems.
Making the NPCs talkable while they're going to bed doesn't sound like a design problem to me. It could be fixed (but it was occasionally annoying in the original too). Also, as you say one could add a few duck off lines for them when they don't want to talk. That could also be seen as realism as I'd definitely tell the random dude to bugger off if he came to my house uninvited while I was about to go to bed.
 
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You can have day and night cycles, or you can have fulltime NPC availability. It's one or the other.

It's a big reason of why I don't care that much for day and night cycles, and for a game like BG3 for example, I wasn't sad at all that it wasn't featured - I rather have everything available at all times than being blocked by a fictious and unrealistic ingame clock that doesn't necessarily align with my playing patterns; this game seems to prioritise the pseudo-realism of going through day and night every hour, and their fans seem to be into that, so it seems like the right choice for them.
 
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I suppose it depends on what each of us wants to get from games. I'm after an immersion to forget my real life for a while. Day and night cycles are important for me, and I also think NPCs shouldn't be available to talk when they are sleeping. That creates interesting situations where you as a player need to plan. If the plan doesn't work, you'll need to find a place to sleep because the character is getting tired. If you're broke, you'll need to sleep outside in the wilderness.
 
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I don't see a problem. You can simply skip time without having a bed.
 
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Such a great game but damn am I bad at the combat right now. Like the first one, it took me a long time to get decent at it.
 
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