
As much as I respect this approach, and as much as I’m enjoying KCD2, medieval Bohemia is just not my favorite place to hang out. I like the way the game brings it to life, but I would rather see so many other eras brought to life in this level of detail. Like, how about the future?
Fiddling In The Future
The joy of Kingdom Come: Deliverance 2 is how its focus on small details ends up having big emotional payoffs. When crafting a simple potion is a labor-intensive process, pulling it off well feels satisfying in a way you won’t feel in games with simpler crafting mechanics.
It makes me think that a skilled developer could craft something just as detail-oriented and immersive, but set in a grimy future. Like the original Kingdom Come: Deliverance, it could be a more modestly scaled game, aiming for cyberpunk vibes without Cyberpunk’s scope. Give me a couple dense blocks of mega-city and let me go wild.
I’m thinking of something more in the vein of No Code’s Stories Untold and Observation, games where the make of the tech is a key part of the storytelling. In both of those games, you need to take time to get to grips with each new piece of technology they put in front of you, and rarely get help in the form of tutorialization. You just have to sort of fiddle with each PC or security camera or microfiche machine until you begin to understand it.
No, that’s not a typo. Observer and Observation are indeed two different games.
Tactile Design Isn’t Limited To The Past
KCD2 has plenty of tutorialization and illustrated guides to read through, but its approach is similarly driven by the objects you are interacting with in-world. You put sacks of herbs on your shelves and scoop handfuls of them into a bowl to grind them down with a pestle. You take baths so that people won’t think you’re disgusting and low class. You get arrested if you sleep in someone else’s bed. It’s a borderline fetishistic approach to realism, sure, but why shouldn’t a game be extremely devoted to the thing it wants to be?
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