Warhorse Studios knows that some players may stop playing Kingdom Come: Deliverance because the games are made to be difficult on purpose.
Creative director Prokop Jirsa discussed this design choice.
“Our design approach is a little different,” Jirsa explained. “For example, during playtesting—which you should do, as it’s really useful—they measure points of friction. They identify where people get confused or angry, and note the percentage who would stop playing at that moment.”
“The usual answer is to remove the friction. We don’t work like that. We feel that if you overcome intentional friction, it helps you, because you feel better about yourself.”
Jirsa added that they accept losing some players: “You will lose players who are not there for any friction. They just want a smooth experience, and there’s nothing bad about that. Smooth experiences have their place… but we are intentionally different.”
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