Why RPGs Keep Recycling the Chosen One, According to a Dev

Klima's comments highlight a growing desire among older players for RPGs that break away from chosen-one tropes. If more developers listen, we could see a shift toward fresher, more varied storytellin…
Klima's comments highlight a growing desire among older players for RPGs that break away from chosen-one tropes. If more developers listen, we could see a shift toward fresher, more varied storytellin…
Key points - Martin Klima is co-founder of Warhorse Studios, the team behind Kingdom Come: Deliverance. - Klima says he is tired of RPGs where the player is a chosen one saving the universe. - He compares typical RPGs to Progress Quest, a satire of EverQuest's repetitive loop. - Klima believes today's older audience wants something different from teenage power fantasies. - He cites publisher risk-aversion, especially at Ubisoft, as a reason the formula persists.
Timeline - Before Kingdom Come: Deliverance: Klima grows bored with chosen-one RPGs and sees potential for a different kind of game. - Recent PC Gamer interview: Klima explains his frustrations and calls many RPGs 'still games for teenagers.' - Present day: Klima observes that the industry still relies on familiar power fantasies and publisher formulas.
FAQ
Q: What exactly did Martin Klima say about RPGs? A: He said many RPGs are still made for teenagers and that he's tired of chosen-one power fantasies. He wants more innovative games for today's older audience.
Q: Did Klima criticize any specific game? A: He mentioned Expedition 33 but explicitly said he's not hating on it. He also pointed to Ubisoft's franchises like Assassin's Creed and Far Cry as examples of recycled formulas.
Q: Why does Klima think publishers keep making chosen-one RPGs? A: He believes publishers prefer recycling proven formulas because it's financially safer, even if it leads to staleness over time.
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