Professional Documents
Culture Documents
Bachelor S Thesis Rasilovova
Bachelor S Thesis Rasilovova
Faculty of Arts
Bachelor’s Thesis
Tereza Rašilovová
Tereza Rašilovová
i
Acknowledgements
I would like to thank Mgr. et Mgr. Zdeněk Záhora for his guidance,
support and valuable pieces of advice while writing this thesis. I
would also like to thank my mother, grandmother and the rest of my
family for help and support during my studies. Nonetheless I would
like to also thank my friends and everyone else who supported me
while writing this thesis.
iii
Contents
1 Abstract 1
1.1 Abstract in English language . . . . . . . . . . . . . . . . . 1
1.2 Abstract in Czech language . . . . . . . . . . . . . . . . . . 1
2 Introduction 3
2.1 About Game Studies . . . . . . . . . . . . . . . . . . . . . 3
2.2 Structure and goal of the thesis . . . . . . . . . . . . . . . . 4
v
6.1 Context . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
6.2 Story . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 34
6.3 The game principles . . . . . . . . . . . . . . . . . . . . . . 36
6.3.1 Game mechanics and design . . . . . . . . . . . 36
6.3.2 Narrative . . . . . . . . . . . . . . . . . . . . . . . 38
6.4 Reception . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
6.4.1 Controversy . . . . . . . . . . . . . . . . . . . . . 40
Bibliography 47
vi
1 Abstract
1
2 Introduction
We can say that digital games are one of the most progressive and
the fastest growing media in the last few decades. Something that
began as a scientific experiment became one of the biggest attractions
of show business. The complexity that digital games’ technologic
platform offers is the reason that they grew into various different
genres and have many forms. The approach to making digital games
is also different in many cases. We can observe the same thing with
media like film or music. We see creators make simple games that are
more experimental and artistic. On the other hand, there are digital
games with a budget worth of millions, huge marketing campaigns
and games that create franchises. We can hardly doubt the stand that
digital games have in today’s culture.
Digital games nowadays are a phenomenon with extraordinary
economical turnover and social impact. We can safely say that it is
mainstream media and its academical reflection is on the rise in recent
years. In the Czech republic we can observe the creation of a field of
study called game studies, subjects focusing on analyzing games and
also subjects teaching how to create games. However those are still
not very expanded trough universities and we would hardly find a lot
of publications from famous authors under the keyword ludology.
This thesis is going to analyze the genre of digital games called
role-playing games, RPG for short. The main motive of this thesis is
to compare two titles of this genre, The Witcher 3: Wild Hunt and
Kingdom Come: Deliverance. The games were released three years
apart from each other but they are often compared by the gaming
community. There are a lot of voices who say that the games are the
same. In this thesis, I want to focus on their differences and how they
are reflecting the RPG genre. Differences in the question are game
mechanics, design and narrative.
3
2. Introduction
4
3 Theory of game principles
Before I dive in the description of both games that I’m comparing in
this thesis I would like to cover the theory first. I will more closely
look at the game mechanics as it is the main principle I will study in
my analysis. Then I would like to explain the basics about the game
design and narrative that I will use in this thesis.
2. Jesse Schell. Schell games [online]. 2018 [cit. 2018-11-19]. Available from:
https://www.schellgames.com/leadership/jesse-schell
3. COOK, Daniel. Book Review: The Art of Game Design [online]. In: Gamasutra. [cit.
2018-11-18]. Available from: http://www.gamasutra.com/view/feature/132326/
book_review_the_art_of_game_design.php
4. SCHELL, Jesse. The art of game design: a book of lenses. Boston: Elsevier/Morgan
Kaufmann, c2008, p.41. ISBN 01-236-9496-5
5. The term "game" means software that is created by a series of numbers which
are for the ordinary player unreadable and incomprehensible in this context.
5
3. Theory of game principles
1. Continuity or discontinuity
2. Number of dimensions
3. Splitting the space into multiple areas (connected or not)6
However empty space without items is still only space. In the next
subsection, I will elaborate on what that space can contain.
6. SCHELL, Jesse. The art of game design: a book of lenses. Boston: Elsevier/Morgan
Kaufmann, c2008, p.130-135. ISBN 01-236-9496-5.
7. In the same place, p.136.
6
3. Theory of game principles
known, but e.g. in card games, the player doesn’t know the cards of
the opponent.8
This is what Jesse Schells says about the rules in his book and he con-
tinues by stating following:
"Game is not defined by its rules but the game is its own rules"11
8. SCHELL, Jesse. The art of game design: a book of lenses. Boston: Elsevier/Morgan
Kaufmann, c2008, p.136-137. ISBN 01-236-9496-5.
9. Valve Corporation. 2000. Half-Life: Counter-Strike. (Sierra Online, Inc., Win-
dows)
10. SCHELL, Jesse. The art of game design: a book of lenses. Boston: Elsevier/Morgan
Kaufmann, c2008, p.144. ISBN 01-236-9496-5
11. In the same place, p.149.
7
3. Theory of game principles
When we speak about changing the rules, a lot of the games offer
various modes themselves. They are different variations within one
content and they are defined by the changed rules of the game. These
kinds of changes are mostly very significant and Schell says that we
can consider each game mode as a completely new game title.13 Digital
games offer a wide range of game modes that are available as a option
in the menu of the game (e.g. campaign, cooperative game) or they are
8
3. Theory of game principles
14. SCHELL, Jesse. The art of game design: a book of lenses. Boston: Elsevier/Morgan
Kaufmann, c2008, p.147-148. ISBN 01-236-9496-5.
9
3. Theory of game principles
15. SCHELL, Jesse. The art of game design: a book of lenses. Boston: Elsevier/Morgan
Kaufmann, c2008, p.24. ISBN 01-236-9496-5
10
3. Theory of game principles
"To become a great designer [...] you must be ready to think for yourself,
to figure out why certain principles don’t work in certain cases, and to invent
new principles on your own."16
16. SCHELL, Jesse. The art of game design: a book of lenses. Boston: Elsevier/Morgan
Kaufmann, c2008, p.29. ISBN 01-236-9496-5
17. In the same place, p.60.
18. In the same place, p.35.
11
3. Theory of game principles
19. KOSTER, Raph.A Theory of Fun: for Game design. Arizona: ParaglyphPress
Inc., 2005. p.34-40. ISBN 1-932111-97-2
20. In the same place, p.102.
21. In the same place, p.120.
12
3. Theory of game principles
22. KOSTER, Raph.A Theory of Fun: for Game design. Arizona: ParaglyphPress
Inc., 2005. p.123. ISBN 1-932111-97-2
13
3. Theory of game principles
3.4 Narrative
If we want to study and compare stories of the games, first we need
to define what a story is. Here, we are able to use more theory from
literature that studies this question for a long time. When we have a
story, we also have narrative. These two go hand in hand and some-
times we can change one for the other. According to Gérard Genett,
narrative is simply a representation of an event or series of events.23
H. Porter Abbot says that narrative consists of a story and narrative
discourse. He uses the same definition of a story as Genett uses for
narrative - that it is an event or a series of events. Abbot then explains
narrative discourse as a representation of those events.24 The third
opinion on narrative comes from Marie-Laure Ryan, who argues that
these definitions are not specific enough.
Ryan says that we need to stop studying narrative as something
that is or is not when talking about a certain subject. The definition
that Ryan presents to us and labels as "fuzzy-set" is allowing us to put
subjects with different levels of narrative under one set.25 This makes
for a very flexible terminology that leaves a choice to determine what
we will see as narrative.
In practical case, this definition is realized into a set of eight condi-
tions aligned according to claims they place on the examined subject.
Each condition also contains the one before her. The individual condi-
tions are as follows.
The narrative has to tell us about worlds inhabited by independent
beings. This condition means that we can exclude texts dealing with
general and abstract entities like "human race", "brain" or "atoms".
The second condition says that these worlds need to be embedded
in time and go through visible changes. With the third condition,
Marie-Laure Ryan defines those changes a little bit more by saying that
they have to be caused by unusual events. Fourth condition says that
14
3. Theory of game principles
15
4 Role playing games
Let’s start with some basic information about this genre. The main
characteristic of role playing games [RPG for short] is that the player
can improve the skills of his character. Skills can be physical, magical
and psychical. The player can also discover new abilities and items
that affect his statistics during the game. In the most basic sense we can
define RPG as "a game where you play as a hero". Mark J. P. Wolf says that
it is a game where the player creates a character represented by certain
statistics which develop it further.26 The player usually controls one
character or avatar and through it he can explore the world. In many
games of RPG genre players have the option to change the appearance
of the character so they can better identify themselves with it.
Role playing games are often very closely connected with litera-
ture and the sci-fi and fantasy genres. This is the reason why Bolter
and Grusin spoke about remediation when they mentioned RPG in
the late 90s.27 This opinion is also backed by Geoff King and Tanya
Krzywinska few years later when they were speaking about the rela-
tionship between cinema and videogames.28 They all say that the RPG
is a remediation of stories by J. R. R. Tolkien. There is definitely some
truth in their claims, but they forget about more closer predecessor of
the role playing videogames which is Dungeons & Dragons.29 A lot of
the rules that were later used in the concept of computer role playing
games are based precisely on the rules of these "pen and pencil" ones
that originated in the 1970s. Digital RPGs just took over these existing
rules and mechanics.
26. WOLF, Mark J. P. The medium of the video game. Austin: University of Texas Press,
2001. ISBN 02-927-9150-X.
27. BOLTER, Jay David & GRUSIN, Richard. Remediation: understanding new media.
Cambridge: MIT Press, c1999. ISBN 02-625-2279-9.
28. KING, Geoff & KRZYWINSKA, Tanya. ScreenPlay: Cinema/videogames/interfacings.
London: Wallflower Press, 2002. ISBN 1-903364-23-X.
29. Gary Gygax and Dave Arneson. 1974. Dungeons & Dragons. (Tactical Studies
Rules, Inc., tabletop game)
17
4. Role playing games
I would like to briefly divide games in the RPG genre into following
subcategories using naratology and ludology to get better idea what
types of game there can be.
Firstly there is aproach that comes from naratology. We split the
RPG genre according to visual representation and from that we get
sci-fi RPG and fantasy RPG that I already mentioned. Naratology also
allows us to categorize the genre acording to camera’s point of view
which I present in following list.
When we aproach this genre in the way of ludology we can see that
the main differences are in networkability. We have this kinds of role
playing games:
30. Rob Pardo, Jeff Kaplan and Tom Chilton. 2004. World of Wacraft. (Blizzard
Entertainment, Inc., PC)
18
4. Role playing games
19
5 The Witcher 3: Wild Hunt
5.1 Context
The game is the third continuation of the popular fantasy role playing
game The Witcher from 2007. The first game in the series was highly
acknowledged by the public and it recieved very positive reviews by
the critics. This success is significant because the game originated in a
then small Polish studio CD Project RED. The gaming industry is one
of the globalized industries and country of origin of games is usually
not something people pay attention to, but in case of the first Witcher
game we can not miss some kind of "polish archetypes". The target
group for the game seems to be old-school fans of the role playing
game genre which is a group typical for middle and east Europe.
The reason for "polish archetype" in The Witcher is its original source
series of books by Andrzej Sapkowski which have cult status in Poland
and Czech republic. As I mentioned before The Witcher was widely
accepted so sequel The Witcher 2: Assasins of King was released four
years later and the last game in the series came out in 2015.
Development of The Witcher 3: Wild Hunt began in early 2010’s
little bit after releasing The Witcher 2: Assassins of Kings. It took over
four years to finish and the writers were trying to bring complexity
and authenticity to the game and really focused to reflect Sapkowski’s
novels. Sapkowksi himself did not take part in development and he
only helped with creating the in-game map.31 The game was also
heavily localized and translated to around fifteen languages. It re-
ceived critical acclaim, with praise for its gameplay, narrative, world
design, combat and visuals although it received minor criticism due
to technical issues. It also obtained many Game of the Year awards.32
31. Wiedźmin 3: Dziki Gon – kompendium wiedzy [online]. October 31, 2017 [cit.
2019-04-15]. Available from: https://www.gry-online.pl/newsroom/wiedzmin-3-
dziki-gon-kompendium-wiedzy-aktualizacja-30-wsparcie-dla-ps4-pro-devils-pit-
mod-i-inne/z114c36
32. LEACK, Jonathan. The Witcher 3 has won more Game of the Year Awards than any
other game. In: Gamerevolution [online]. March 17, 2016 [cit. 2019-04-15]. Avail-
able from: https://www.gamerevolution.com/news/12340-the-witcher-3-has-won-
more-game-of-the-year-awards-than-any-other-game
21
5. The Witcher 3: Wild Hunt
The game was released on PC, XBox One and Playstation 4 and
because of its huge popularity it also got two expansions called Hearts
of Stone and Blood and Wine. The Witcher 3 is also responsible for fame
of card game Gwent33 that was introduced as a minigame available for
players at first. In 2018 it was release as a standalone title which was
also developed by studio CD Project RED.
5.2 Story
Story of THe Witcher 3: Wild Hunt takes place on the Continent which
is a world filled with characters of various species. Creatures we know
from classic fantasy worlds like elves, dwarves and monsters live
together with humans. However everyone who is not human can
be very often oppressed. Around the Continent are various parallel
dimensions and extra-dimensional worlds. The Continent is also torn
by war between the Empire of Nilfgaard, led by Emperor Emhyr var
Emreis, and Northern Kingdoms.34 .
In the game, the player takes a role of Geralt of Rivia who is monster
hunter know as the witcher.35 He is the main character and he is
trained in combat, magic, alchemy and other things since his early
childhood. By his side helping him is Yennefer of Vengerberg who is
powerful sorceress and Geralt’s love interest in the works of Andrzej
Sapkowski.36 At the beggining of the game she and Geralt reunite
again and start to search for their lost adopted daughter named Ciri
who is a source. That is someone born with big magical powers and
33. Michał Dobrowolski, Damien Monnier. 2018. Gwent: The Witcher Card Game.
(CD Project RED, all platforms)
34. FENLON, Wes. The Witcher 3 story primer: catch up on the essentials.
In: PCgamer [online]. May 18, 2015 [cit. 2019-04-15]. Available from:
https://www.pcgamer.com/the-witcher-3-story-primer-catch-up-on-the-
essentials/
35. LEAR, Jake. A Witcher primer: What you need to know to play The Witcher
3. In: Polygon [online]. May 18, 2015 [cit. 2019-04-15]. Available from:
https://www.polygon.com/2015/5/18/8620223/witcher-3-guide-witcher-2-
witcher
36. FENLON, Wes. The Witcher 3 story primer: catch up on the essentials.
In: PCgamer [online]. May 18, 2015 [cit. 2019-04-15]. Available from:
https://www.pcgamer.com/the-witcher-3-story-primer-catch-up-on-the-
essentials/
22
5. The Witcher 3: Wild Hunt
37. FENLON, Wes. The Witcher 3 story primer: catch up on the essentials.
In: PCgamer [online]. May 18, 2015 [cit. 2019-04-15]. Available from:
https://www.pcgamer.com/the-witcher-3-story-primer-catch-up-on-the-
essentials/
38. In the same place.
39. The Witcher 3: Wild Hunt Game Manual [online].
USA, 2015 [visited on 2019-05-09]. Available from:
http://cdn.akamai.steamstatic.com/steam/apps/292030/manuals/The_Witcher_3
_Wild_Hunt_Game_Manual_PC_EN.pdf.
23
5. The Witcher 3: Wild Hunt
only character players can control. They can also be in charge of Ciri
who can use her powers to teleport on short distances.
The combat system is influenced by games like Dark Souls40 and
Demon’s Souls.41 Game director Konrad Tomaszkiewicz admitted in
an interview42 and even game designer Damien Monnier wrote about
it on his personal page.43 Players can use two types of melee attack
where he uses his sword. The first one is called "light attack" and
is very fast. Player can strike multiple blows in short period of time
but they are weak. The second attack is "heavy attack" which is the
complete opposite and that is very slow but strong. Players can also
use their swords to protect their character from enemies and block
or counter attacks from their foes. However there is a downside to
using swords and that is that they have endurance and require regular
repair.
The game of course does not limit player to only using psychical
attacks. The main character also has five magical sings. These sings
use stamina and so they can not be used continuously.
Player can also use mutagens which separate the witcher from
normal humans. Those mutagens made Geralt stronger, faster and
resistant to toxins. Player can use them to make Geral’s magical abil-
40. FromSoftware. 2011. Dark Souls. (Namco Bandai Games., Windows, Xbox,
Playstation)
41. FromSoftware. 2009. Demon’s Souls. (Sony Computer Entertainment., Playsta-
tion)
42. PURCHESE, Robert. The Witcher 3 has won more Game of the Year
Awards than any other game [online] [visited on 2019-05-09]. Available
from: https://www.eurogamer.net/articles/2013-11-19-the-witcher-3-what-is-a-
next-gen-rpg.
43. JONES, Gary. Witcher 3: Why Dark Souls has proved a big influence,
new details on 200+ hours gameplay [online] [visited on 2019-05-09].Available
from: https://www.express.co.uk/entertainment/gaming/567240/Witcher-3-Dark-
Souls-big-influence-CD-Projekt-RED-Wild-Hunt.
24
5. The Witcher 3: Wild Hunt
5.3.2 Narrative
The Witcher 3: Wild Hunt is heavily oriented on narrative and when
the main character is interacting with other non-player characters
there is dialogue wheel present. Players can choose how they respond
and some of those choices influence the outcome of the game. There
are total of 36 possible endgame states although a lot of them are
very minor and variations of each other. Geralt’s actions throughout
the game help shape international politics as well as his own life. At
the end of the game there are short cutscenes that show the result of
player’s choices during the game. Those choices are also reflected the
state of the world during the last mission.45 In the end there are only
three main outcomes that the player can get and they all depend on
44. PHIPPS, Brett. The Witcher 3 Guide: Combat Basics for Beginners [online]
[visited on 2019-05-09]. Available from: https://www.videogamer.com/guides/the-
witcher-3-guide-combat-basics-for-beginners
45. HILLIER, Brenna. The Witcher 3: how to get the best ending [online] [visited on
2019-05-09]. Available from: https://www.vg247.com/2017/12/19/the-witcher-3-
how-to-get-the-best-ending/
25
5. The Witcher 3: Wild Hunt
46. HAWKINS, Josh. The Witcher 3 -: How to Use Skills, Signs, and Magic [online]
[visited on 2019-05-09]. Available from: https://www.usgamer.net/articles/28- 06-
2017- the- witcher- 3- wild-hunt-how-to-use-skills-signs-and-mutagens-guide
26
5. The Witcher 3: Wild Hunt
public which we can see on the sales of the game published by the
annual report published by CD Project Red.47
The game was praised for its immersion and attention to detail. It
was also acclaimed for its size, which many people found enormous
and would take players hours to explore. Tom Senior from online
medium GamesRadar praised the open world’s variety and he writes
following text about the game:
"The Witcher 3 is at its best when you choose solely to wander, taking side-
quests from peasants and contracts from town noticeboards. Freed from the
convolutions of the main plot, it’s a varied and exciting realisation of the
Ronin fantasy."48
"A full day/night cycle and dynamic weather pull it all together, cementing
The Witcher 3’s landscape as one of the most authentic-feeling open worlds
I’ve ever seen."50
In the next parts of this section I would like to focus individual parts
of the game as narrative, game mechanics, gameplay and the main
criticism that The Witcher 3: Wild Hunt received.
27
5. The Witcher 3: Wild Hunt
5.4.1 Gameplay
We clarified that the game got really good reviews and the combat
system it has is no exception. Geralt is more agile with the ability
to climb and swim. The as a whole was significantly simplified and
a lot of strategic elements that we could see in the previous games
from The Witcher series. However the action in the game is better
than in its predecessors. Overall the combat obtained very good re-
views where it was praised and its fluidity described as a significant
improvement.51 However the combat system was not perfect for all
and some people disliked disruptive weapon-degradation system and
unrefined crossbow shooting mechanic. Jonathan Leack wrote in his
review that the system was missing complexity. He claimed that the
mechanic lacks refinement caused by the unreliable lock-on system,
camera issues and excessively-long combat animation.52 Other combat
gameplay mechanics such as rolling and dodging, seemed inconsis-
tent and made the system feel unfair. Anyway the simplified alchemy
system, a decent user interface and diverse difficulty settings made
the combat more accessible to the players.
Other gameplay elements got very mixed review and the critics
were not able to agree on it. Some praised the game’s customisation
and upgrade systems. These mechanics give the player a certain sense
of progression through the game and they were made harder further
in the story. When I went back to the review by Vince Ingenito that
was published on IGN I can tell that he also praised the upgrade
system. He described it as deep and flexible because players have
substantial freedom when they want to customize Geralt’s skills.53 .
With an absolutely opposite opinion was Johnatha Leack who already
criticized the combat system. He called the upgrade system unexciting.
28
5. The Witcher 3: Wild Hunt
5.4.2 Narrative
Narrative was more involving in The Witcher 3: Wild Hunt than it
could be in other games. The players could be part of the story signifi-
cantly more. They had a chance to be witnesses to the key events that
happen in a game and even made choices that had consequences on
the world around them. I already described this in previous sections.
Kimberley Wallace wrote about narrative in the game in her review.
She highlighted the dialogues and mainly the side missions. Each side
mission had its own short story and could similar to short films. Wal-
lace also wrote about the main mission and thought that it deepened
the main character. There was definitely an added value because of the
romance choices that were really significant enhancement in compari-
son with previous games. It had more characterisation for Geralt and
it gave players emotional connections to the characters. Even though
Wallace expressed her excitement over the overall narrative in the
game she found the various endings disappointing.56
The best part of the narrative were definitely the side missions
and the main story suffered a little because of that. Tom Senior wrote
54. CARTER, Chris. Review: The Witcher 3: Wild Hunt [online] [visited on 2019-
05-09]. Available from: https://www.destructoid.com/review-the-witcher-3-wild-
hunt-291344.phtml.
55. SENIOR, Tom. The Witcher 3: Wild Hunt review [online] [visited on 2019-05-09].
Available from: https://www.gamesradar.com/witcher-3-wild-hunt-review/.
56. WALLACE, Kimberley. The Witcher 3: Wild Hunt: Choice On A Grand Scale
[online] [visited on 2019-05-09]. Available from: https://www.gameinformer.
com/games/the_witcher_3_wild_hunt/b/playstation4/archive/2015/05/12/
the-witcher-3-wild-hunt-review-game-informer.aspx.
29
5. The Witcher 3: Wild Hunt
"The main plot is lacking - you spend a big chunk of it chasing someone
who’s having a more important and exciting adventure than you - but the
trove of sidequests makes up for that with a compilation of dark fantasy short
stories."57
Others joined him in his claims. For Ignenito the main story was full
of dull quests and Shaun Prescott from PC Gamer backed him up on
it. He also added that the narrative would feel flat it the other content
in the game was not so engaging.
There was also a little bit of controversion surrounding the game.
However it was not anything that affected the game on bigger scale.
Arthur Gies from Polygon wrote in his article that he found some
of the female characters are overly sexualized. He also voiced his
disapproval that there are no people of colour in the main game.58
These issues were not widely talked by the journalists or players. There
were different problems that brought controversy to the game which I
will talk about in next section.
5.4.3 Criticsm
The biggest problem in the game that was mentioned by many critics
was its technical issues. I have to mention Shaun Prescott from PC
Gamer who described many of the animations stiff and the climbing
ones in particular. He also claimed that some gameplay mistakes or
bugs could restrain player’s progress trough the game.59
Other critics had problem with the loading times that they found
too long. Jonathan Leack was disappointed with the graphics. There
was a slight visible downgrade in graphics compared with the game’s
demonstration in 2013, two years prior its release. This was really huge
57. SENIOR, Tom. The Witcher 3: Wild Hunt review [online] [visitedon 2019-05-09].
Available from:https://www.gamesradar.com/witcher-3-wild-hunt-review/.
58. GIES, Arthur. The Witcher 3: Wild Hunt: Review: Off the path [online] [visited on
2019-05-09]. Available from: https://www.polygon.com/2015/5/13/8533059/the-
witcher-3-review-wild-hunt-PC-PS4-Xbox-one.
59. PRESCOTT, Shaun. The Witcher 3 PC review [online] [visited on 2019-05-09].
Available from: https://www.pcgamer.com/the-witcher-3-review/.
30
5. The Witcher 3: Wild Hunt
issue and multiple news articles were written about it. Even the players
loudly voiced there dissatisfaction with the graphical downgrade.
There was also problem with frame rate and several critics gave the
game poorer rating because of that. Even though Vince Ingenito did
not think it has an impact on gameplay, it was still a persistent problem
which overshadowed many of the game’s achievements.
31
6 Kingdom Come: Deliverance
6.1 Context
Kingdom Come: Deliverance is realistic medieval action role play-
ing game that was developed by indie game studio Warhorse which
originated in Czech republic. Even though this is their first and only
title, developers from the studio worked on several big games in the
past. Warhorse Studios was founded in 2011 by Daniel Vávra and
Martin Klíma. Vávra is the creator, director and the main designer
of the famous game Mafia.60 He also wrote screenplay for its second
continuation, Mafia II.61 Klíma significantly took part in founding the
game industry in Czech republic. He created Czech version of famous
game Dungeons & Dragons called Dračí doupě 62 and released games
like Fish Fillets63 , Original War64 and UFO trilogy. Other key people in
the studio are Victor Bocan, designer and screenwriter who worked on
Operation Flashpoint65 and senior graphics programmer Tomáš Blaho,
who cooperated on Forza Horizon.66 67
Development of the game began in 2009 after Daniel Vávra left 2K
Czech. He had an idea for a realistic role playing game. With small
team he started to pitch the idea to investors which was successful
and they found one in Czech republic. The studio was created and the
developers were able to start working on the prototype of the game.
After more than a year and a half Vávra tried to find publisher for
the game with finished prototype. However no publisher displayed
interest in funding the game even though they were excited about vi-
suals of the game. They all did not believe that there is a demand from
33
6. Kingdom Come: Deliverance
6.2 Story
The story of Kingdom Come: Deliverance is set in the early 15th cen-
tury. It takes place in part of the Lands of the Bohemian Crown and
the Holy Empire called Lands of the Bohemia. The place is nowadays
know as the Czech Republic. The area which the player accesses in
the game is located in the region between Sasau and Rattay. There
are many places that were taken from the real world. Players can also
visit settlements and towns in the game like Stříbrná Skalice, Sázava,
34
6. Kingdom Come: Deliverance
70. Mapa. Czechia: Bohumil Jahoda. Available also from: https ://kingdom-
come.cz/mapa.
71. ČECHURA, Jaroslav. České země v letech 1378-1437: Lucemburkové na českém
trůně II. Praha: Libri, 2000. Dějiny českých zemí. ISBN 80-85983-98-2.
35
6. Kingdom Come: Deliverance
uncle is still plundering their homes. In the end the lords come up
with a plan to rescue Wenceslaus, put him back on the throne and
the the war. In a final scene, Henry leaves together with Lord Capon
on a journey to visit one of Sigismund’s allies, Otto von Bergow, at
his estate in Trosky Castle. They also carry a letter that states their
wish to end the war peacefully. Henry remarks that his personal quest
remains to hunt von Aulitz and recapture his father’s sword.
36
6. Kingdom Come: Deliverance
in the chest slots. Player needs to think about the choices he makes
regarding clothing because if he equips heavy clothing it will slow
down the character. Clothing also gets progressively more worn, dirty,
or bloody through use, affecting the character’s appearance. This can
also influence how the non-playable characters view the player and the
way they interact with him. Each clothing type also provides different
levels of protection against different types of weapons.
Horses are big part of the game. They are designed with their
own AI. Player’s character has its own horse which will run to him
when called. Because of the AI the horse can even refuse obedience
when it decides that a player’s order is inappropriate. Horse can gain
experience and higher levels similarly to the player. This and the AI
are huge differences from The Wither 3: Wild Hunt. These things can
be a step to changing the old mechanics of the RPG genre where only
the main character gains experience. The player can also use their
horse’s steed to carry items if they need additional inventory space
and the horse can wear armor of its own. Similarly to The Witcher, the
player can also fight from horseback.
The main difference between Kingdom Come: Deliverance and
other games in the same genre is that it also features a needs system.
The player needs to regularly sleep and eat for the character to stay
healthy. The system is applied to other things too. Food will spoil
over time and does not benefit the player anymore. As I mentioned
before the clothing can get dirty but it also degrade. The same things is
happening to various equipment like weapons and armor. The player
needs to repair them if he wants to continue to use them. To make this
more fun to the player, developers turned these tasks into mini-games.
The combat in the game was designed by using new approach. It is
based on real physics. It is using inverse kinematics to determine the
reactions of both combatants based on the speed and weight of a blow.
In practical sense this mean that the swords clash and slide along the
armor and the characters have more than thirty target zones on their
bodies.72 This approach to combat system is completely new and it
aims to add greater variety and realism to the combat. For creating the
best realism in their medieval combats, the developers got in touch
72. Mapa. Czechia: Bohumil Jahoda. Available also from: https ://kingdom-
come.cz/mapa.
37
6. Kingdom Come: Deliverance
6.3.2 Narrative
In Kingdom Come: Deliverance there are not typical quests we know
from role playing games where non-playable characters will wait
for the player to finish the quest. Quests are intended to be nonlinear,
with multiple ways to complete objectives because of the various paths
player can take as I described at the earlier in the text. The storyline
features some large-scale events such as castle sieges and large battles.
Similar to the main character needs, the non-playable characters have
their need system. Kingdom Come: Deliverance brings an unique AI
system where every non-player character has their daily routine and
need to sleep, eat and work. The AI even reacts to events that are
happening in the game. For example if the NPC is supposed to go to
work and it is raining, the characters stays home. The game’s designer
Viktor Bocan talks more about the system in one of many videos the
studio made about the mechanics of the game.
"[...] the whole system reacts to the player’s actions. Which is very important
part because the player is some variable in the system. Every NPC does some
stuff that is prescripted, to some extent, and they react to situations and the
player is some wild card in the middle of this that can do almost anything"73
6.4 Reception
The game generally received positive reviews from critics, especially
for the PC version. Version of the game for the gaming consoles Playsta-
tion 4 and Xbox One got rather mixed critics according to review ag-
73. Kingdom Come: Deliverance - Video Update #5: Living world. Czechia:Warhorse
Studios. Available also from: https://youtu.be/3c_ANy-4TS4.
38
6. Kingdom Come: Deliverance
The players were calling after some big update that would fix the
technical issue and the critics were advising players to avoid the game.
However the public opinion was that if the historical setting and focus
on realism appeal to the player, then the deep gameplay systems and
methodical pace are worth learning.
But not everyone had the bad experience with the game. It was
compared to games like Skyrim and The Witcher if we stripped them
of all the magic and fantastical creatures. Many players pardoned
the game’s technical issues because the experience was good enough
to justify them. The players acknowledged the game’s attention to
detail. They praised the historical details and extensive, lifelike quests.
The game also caught the eye of many players because of its unique
fighting system. Although the combat system is very hard to master
since it takes psychics into account.
Game mechanics where player receives better status for "manly
odor" or that by visiting a brothel he acquires an "alpha male" status
did not resonate with some players. They found them too juvenile.
39
6. Kingdom Come: Deliverance
We can say the same thing about the saving system. Player basically
consumes an alcoholic drink to save his progress trought the game.
Even though Kingdom Come: Deliverance had the technical mis-
takes and surprising new mechanics, the game surpassed The Witcher
3: Wild Hunt in number of all-time peak of active players on Steam.
However if we compare both games now we can see that The Witcher
3: Wild Hunt still have big steady base of player.75 Player numbers for
Kingdom Come: Deliverance are rather on a decline.76
6.4.1 Controversy
Kingdome Come Deliverance was surrounded by huge controversy
after some publications and websites accused the developers of white-
washing for not portraying people of color in the game. The problem
was also portrayal of Cumans and Hungarians who are shown as cruel
invaders in the game.77
The most significant was blog post from Japanese fan of the game.
In it he shows proof of period paintings from Bohemia that show black
people. The developers answered to these accusation by saying that
the game is historically accurate. It is taking place on a very small
part of the country and people of color simply did not live in Central
Europe in early 15th century.
Czech journalist for newspaper Lidové noviny wrote commentary
on the issue.
75. The Witcher 3: Wild Hunt. USA: Steam Charts. Available also
from:https://steamcharts.com/app/292030.
76. Kingdom Come: Deliverance. USA: Steam Charts. Available also from:
https://steamcharts.com/app/379430.
77. MCCARTER, Reid. Kingdom Come: Deliverance – Myth-making
and Historical Accuracy [online] [visited on 2019-05-09]. Available from:
https://unwinnable.com/2018/03/02/deliverance-myth-making-and-historical-
accuracy/.
78. NEVYHOŠTĚNÝ, Martin. Proč nejsou ve středověké hře z Čech
žádní černoši? ptají se v zámoří [online] [visited on 2019-05-09].
40
6. Kingdom Come: Deliverance
41
7 Comparation of both digital games
Now that I explained the theory behind digital game principles and
looked closely on both games I would like to compare them. The
Witcher series is long standing leader in digital role playing games
with a huge fanbase. Is Kingdom Come: Deliverance its successor and
will it set new trends in digital games? As we can see both games
have a lot of similar aspects in terms of game principles that I would
like to explore in this chapter. When we look at the Schell’s five game
mechanic we can find all of them in both games. However there are
differences in third game mechanic called activity.
As I stated in previous chapters, activity basically means what the
player can do in the game. One difference between the games is that
the player can swim in The Witcher 3: Wild Hunt. This is not possible
in Kingdom Come: Deliverance and some players were calling for
a possibility to allow swimming trough some future downloadable
content. But the biggest difference is that the player can use magic and
other kinds of unnatural abilities in The Witcher 3: Wild Hunt. The
other game is heavily based on realism and so there is not anything
unordinary. This also goes against all traditions in the genre of role
playing games since its origin is primarily in written fantasy worlds.
As I wrote in the chapeter about Kingdom Come: Deliverance, the
publishers and investors did not have trust in this type of RPG game.
However the player community proved them otherwise. The question
is if this shift from fantasy to realism in the RPG genre will be reflected
in other titles as well. Unfortunately we can not say for sure but there
are not more games that seem to be following this trend. In other ways
of "what the player can do" mechanic, the games are mostly the same.
The characters can interact with non-playable characters. They can
also move, use weapons and even ride a horse. However there is a
difference in how they move or which weapons they use. In Kindgom
Come: Deliverance all weapons are historically accurate and modeled
using the real weapons as exemplar.
When we look at the fourth mechanic called rules we can see that
both games have a main goal and many side goals or quests. They
both also offer some mini-games that the player can enjoy. However
in The Witcher the developers create a whole new card game as a
43
7. Comparation of both digital games
mini-game. Players can spend hours just playing the card game called
Gwent and some of them do not even have a desire to continue in the
main story. This also may be the reason why The Witcher 3: Wild Hunt
still have tens of thousands active players each month. The popularity
of the mini-game is also the reason for it becoming a standalone title
and it has a potential to become a competitive card game similar to
Hearthstone.80 Kingdom Come: Deliverance offers some mini-games
but they do not have the same potential. They are mostly practical
ones where the player can repair his tools. Exception is the game of
dice which is a game of two players. However the game of dice is
nothing new and original. This particular type of mini-game does not
change its mechanics solely relies on chance. Even thought the fifth
game mechanic says that the element of coincidence is important in
the game, there are still some other rules that needs to be applies. Raph
Kostner writes about it in the list of six elements for successful games.81
The game of dice does not offer range of challenges or different abilities
for player to use. The player can learn strategy and all elements of the
game very quickly and then it can start to bore him.
The combat system is in many ways different. I already wrote about
the absence of magic in Kingdom Come: Deliverance but there is more.
As the game is based on reality, the combat is no exception. It was
created by mapping moves of actual experienced swordsmen and it is
based on real psychics. The player need to take into account weight
and speed of the weapon more than ever. This is something that is not
usual in the RPG genre and in digital games as a whole. But it is not
something that goes againts rules of game design. As Raph Kostner
writes it is part of the point of preparation where the game makes the
player to make some choices before he takes on a challenge.
Another thing that the player need to take into account in terms
of combat and navigating through the game is what kind of items
will his character use and wear. Usually in role playing games the
player chooses items that give him the biggest advantage, help him
with his skill and suit the character. There is not really this kind of
logic in Kingdom Come: Deliverance. Logically the player would put
44
7. Comparation of both digital games
82. Rockstar Studios. 2018. Red Dead Redemption 2. (Rockstar Games, Playstation,
Xbox)
45
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