Warhorse’s new creative director tells us why the secret sauce for Kingdom Come Deliverance is making things difficult for players: ‘The usual answer is OK let’s get rid of the friction—We don’t work like that’

Prokop Jirsa, lead designer and newly-appointed creative director at Warhorse Studios, has spent 12 years at the independent studio despite never planning a long-term career in game development. In a recent interview, Jirsa explains the core design philosophy behind Kingdom Come: Deliverance 2, emphasizing that the studio intentionally maintains friction and difficulty as central to the experience—directly opposing the industry-wide trend of removing challenging elements to broaden appeal.

When discussing player frustration, Jirsa notes that the typical industry response is to eliminate friction from games. However, Warhorse Studios operates differently, prioritizing the studio’s vision of creating an achingly realistic RPG rooted in Czech history. This commitment to design integrity means accepting that some players may find the game frustratingly difficult, but maintaining the immersive, authentic experience the studio envisions.

Jirsa’s unconventional ascent to creative director—having joined Warhorse when the studio was crowdfunding an ambitious historical RPG—illustrates the studio’s commitment to long-term creative vision over commercial trends. His trajectory reflects how independent studios can develop distinctive creative leadership by staying true to core design philosophies rather than chasing mainstream accessibility. The interview suggests Jirsa’s promotion signals continued dedication to Kingdom Come: Deliverance 2’s ambitious, uncompromising design approach.

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