“Kingdom Come Deliverance 2 Creator Talks About Controversies and Their Effect on Players”

### The Influence of Controversy on Game Sales: A Case Study of Kingdom Come: Deliverance 2
In the world of video game creation, debates surrounding representation and cultural sensitivities frequently take precedence, particularly as a major release approaches. Warhorse Studios, the group responsible for the critically lauded RPG *Kingdom Come: Deliverance*, finds itself in this situation with the impending launch of its sequel, *Kingdom Come: Deliverance 2*, set for 2025. Martin Klíma, co-founder of Warhorse and executive producer for the sequel, has provided insights into how online discussions about representation have affected game sales.
#### Background: Historical Context and Initial Controversy
Upon its release in 2018, *Kingdom Come: Deliverance* encountered criticism due to its perceived lack of diversity, with many reviewers noting the absence of people of color within a game situated in early 15th-century Bohemia. Warhorse Studios countered this critique by stressing historical fidelity, asserting that it mirrored the demographics of rural Bohemia during that era. While some endorsed this argument, others condemned it as a sidestepping of present-day representation obligations. This sparked a continuing conversation regarding storytelling in games and the challenge of balancing historical accuracy with inclusivity.
Fast forward to 2025, as Warhorse geared up for the sequel’s debut, they again found themselves embroiled in controversy—this time for the incorporation of more diverse characters and the inclusion of same-sex relationship options. Klíma highlighted that the new installment features a broader city environment, realistically suggesting greater diversity, and he observed that a considerable segment of gamers remained resistant to the idea of altering representation.
#### Klíma’s Insights on Online Controversies
In a recent interview with *PC Gamer*, Klíma deliberated on the potential ramifications of these controversies for the game’s success. He expressed interest in whether the discussions had a positive or negative impact on the game’s visibility and sales. He recognized that arguments could be made for both perspectives: enhanced visibility could aid sales, with the adage “any publicity is good publicity,” while conversely, negative or distracting discussions might undermine the game’s story and reception.
Klíma remarked, “The real players really don’t care about it at all, and probably most of them never really even heard about these pseudo-controversies.” This sentiment indicates a gap between the outspoken minority engaged in online discussions and the wider gaming audience who may simply prioritize gameplay and favorable reviews.
With *Kingdom Come: Deliverance* achieving over 10 million sales since its launch and the sequel already exceeding four million copies sold, Klíma’s viewpoint underscores a crucial reality in the gaming industry: the general player base may not be as preoccupied with online dialogues as some analysts speculate.
#### Conclusion: The Broader Implications of Online Discourse
Klíma’s insights serve as a reminder of the varied landscapes within gaming culture. While discussions about representation are important and reflect wider societal themes, they do not consistently resonate with the casual gamer, many of whom may base their purchasing choices on game quality and recommendations rather than online discussions.
In summary, the differing views regarding *Kingdom Come: Deliverance* and its sequel highlight the intricacies of game development in an ever-connected world. As the gaming community evolves, grasping this divide may be essential for developers, critics, and players alike, ensuring that diverse narratives can thrive alongside engaging gameplay without losing focus on the essential gaming experience.