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Warhorse Studios co-founder Martin Klima argues that the gaming industry's obsession with 'chosen one' narratives is keeping the RPG genre trapped in a teenage power fantasy phase.
If you have ever felt bored by the repetitive nature of modern RPG design, you are not alone. Martin Klima, co-founder of Warhorse Studios and the creative force behind Kingdom Come: Deliverance, recently voiced his frustration with the industry’s reliance on tired tropes. For Klima, the classic narrative of a ‘chosen one’ destined to save the universe has become a stagnant cycle that no longer serves an increasingly mature gaming audience.
Klima argues that the standard RPG formula—where players act as a messiah figure battling a dark lord—has become far too predictable. He compares this repetitive cycle to Progress Quest, a satirical take on early MMOs that poked fun at the ‘time-vampire’ nature of grind-heavy games. According to Klima, many current titles are little more than sophisticated Skinner boxes that offer the same straightforward power fantasy that players have been consuming for decades.
One of the most provocative points in Klima’s critique is his assertion that many AAA RPG design choices are fundamentally geared toward teenagers. He notes that while 16 or 17-year-olds might crave the sense of empowerment found in traditional power fantasies, the industry has failed to evolve alongside its players.
The games that were and sort of are being made are still the games for teenagers.
Klima clarifies that there is nothing inherently wrong with power fantasies, but the sheer volume of them is what causes the burnout. When the market is flooded with games that follow an identical structural blueprint, it leaves little room for the grounded, character-driven storytelling that defined the vision for Kingdom Come: Deliverance.
Why do we keep seeing the same stories? Klima points the finger at the publishing side of the industry. Major players, such as Ubisoft, are often criticized for their reliance on proven mechanics and narrative loops. Because publishers are incentivized to mitigate risk, they lean heavily into formulas that have worked before. This cycle of recycling prevents the genre from maturing, as developers are rarely encouraged to break the mold or explore themes that don’t fit into the high-fantasy ‘save the world’ framework.
Ultimately, Klima’s message is a call to action for the industry to recognize that players want more than just another heroic epic. They want depth, realism, and stories that respect the intelligence of an older, more experienced audience.
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