Latest / The Game Business Show / Kingdom Come: Deliverance 2 director hopes “AI revolution” will allow him to make games faster
Transcript
- 0:00I would dare to say that what we did is the most complicated
- 0:04type of game that you
- 0:05SPEAKER_00: can choose to make.
- 0:07SPEAKER_00: Embracer had,
- 0:09SPEAKER_00: I believe it still has,
- 0:10SPEAKER_00: the idea that Lars,
- 0:12SPEAKER_00: who is a CEO,
- 0:14SPEAKER_00: is giving the studios a lot of freedom.
- 0:16SPEAKER_00: So we had a lot of trust and we could do basically whatever we wanted.
- 0:22hello and welcome to the game business show with me christopher
- 0:25drink today we chat
- 0:27to daniel vavra the creative director and co-founder of
- 0:29warhorse studios the team
- 0:31behind the monstrously successful kingdom come deliverance
- 0:34series if you're new to
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- 0:54SPEAKER_02: That way you won't.
- 0:55SPEAKER_02: But hello, Daniel.
- 0:56SPEAKER_02: Welcome to the show.
- 0:57SPEAKER_02: Hello.
- 0:57SPEAKER_02: Nice to see you.
- 0:58SPEAKER_02: Nice to see you.
- 0:58Well,
- 0:59congratulations on the early sales,
- 1:02certainly,
- 1:02of Kingdom Come Deliverance 2.
- 1:03SPEAKER_02: I saw it did two million units in two days.
- 1:07SPEAKER_02: It seems to have gone down very well.
- 1:09SPEAKER_02: Has it met your expectations?
- 1:12SPEAKER_00: It did.
- 1:13SPEAKER_00: Actually, my expectations were very...
- 1:16SPEAKER_00: Very precisely, almost identical to what actually happened.
- 1:21SPEAKER_00: I made some predictions and initial day I missed by like 90 copies.
- 1:29SPEAKER_00: 90 copies.
- 1:30SPEAKER_00: Yeah, well 900 or something, 90.
- 1:32SPEAKER_00: So my expectation was something and it was really,
- 1:34SPEAKER_00: it was couple hundred thousand,
- 1:36SPEAKER_00: well almost,
- 1:37SPEAKER_00: and I missed expectation by 90 copies.
- 1:40SPEAKER_02: I think I've got it wrong.
- 1:41SPEAKER_02: It's two million in two weeks.
- 1:42SPEAKER_02: It's still amazing.
- 1:43SPEAKER_02: But do you think you should become a games analyst?
- 1:45SPEAKER_02: I think we could do some accurate predictions about the market.
- 1:50SPEAKER_00: I don't know.
- 1:51SPEAKER_00: I had numbers from the pre-orders in comparison with the first game,
- 1:54SPEAKER_00: so it was quite,
- 1:57SPEAKER_00: well,
- 1:57easy or it was logical to extrapolate the numbers from the
- 2:01first game and stuff
- 2:01SPEAKER_00: like that,
- 2:02SPEAKER_00: so it wasn't that hard.
- 2:03SPEAKER_02: Is anything about the launch that surprised you?
- 2:05SPEAKER_02: Is there anything you didn't see coming?
- 2:07SPEAKER_00: I was a little bit afraid if the game is good enough.
- 2:12SPEAKER_00: Of course.
- 2:12SPEAKER_00: You are never sure what people will think.
- 2:16SPEAKER_00: The initial news were good.
- 2:19Like there was a lot of people playing it in some test place
- 2:23and some journalists
- 2:24let us know how they think about the game and we did some test
- 2:28reviews and stuff
- 2:28SPEAKER_00: like that.
- 2:29SPEAKER_00: So we knew that it's not going to be
- 2:32bad let's say but generally i'm very very happy and surprised
- 2:38how much some people
- 2:40praise the game and it's getting better and better after the
- 2:43release so a lot of
- 2:44people say it's the best game they ever played and stuff like
- 2:47that every day i had
- 2:48a lot of messages i played 150 hours and it's the best game i
- 2:52played in last 10
- 2:53SPEAKER_00: years and stuff like that so that's what i didn't expect it that much
- 2:59SPEAKER_00: It's much more than what happened with the first game.
- 3:02SPEAKER_00: So I'm very grateful for that, actually.
- 3:06SPEAKER_02: Well,
- 3:06SPEAKER_02: it's reassuring to see it do so well,
- 3:08SPEAKER_02: particularly in this market where big games,
- 3:11SPEAKER_02: you think it'd be...
- 3:12SPEAKER_02: I mean,
- 3:13SPEAKER_02: Kingdom Come Deliverance's first one was such a hit,
- 3:15SPEAKER_02: so successful,
- 3:16SPEAKER_02: I would have predicted this would do well.
- 3:19SPEAKER_02: in the market where Star Wars Outlaws didn't do what was expected of it,
- 3:22SPEAKER_02: and Dragon Age of Aelgard,
- 3:23SPEAKER_02: and so many big games just for some reason not fine in the market.
- 3:26The market seems difficult to predict,
- 3:28so well done for being so close to your estimates.
- 3:32Thank you.
- 3:33SPEAKER_02: You obviously reviewed well, pretty much high scores across the board.
- 3:35SPEAKER_02: There are a couple of mid-level scores.
- 3:37SPEAKER_02: I think you're a little disappointed in them.
- 3:38But does that hitting that 90 Metacritic number,
- 3:43does it matter as much as it used to?
- 3:44SPEAKER_01: Um...
- 3:47SPEAKER_00: It doesn't.
- 3:50SPEAKER_00: It is important in the first days,
- 3:53SPEAKER_00: of course,
- 3:53because the people look at those numbers and then judge if they
- 3:58will buy the game
- 3:58SPEAKER_00: or not.
- 3:59SPEAKER_00: But generally, when there are Steam reviews and user reviews, it's
- 4:04SPEAKER_00: For me, and I believe for many people, it's much more important then.
- 4:08So generally Steam reviews are more important for me and they
- 4:12are even better.
- 4:13SPEAKER_00: So currently we are like 93% or something, which is great.
- 4:19SPEAKER_00: Awesome.
- 4:20SPEAKER_00: Times have changed a lot.
- 4:23SPEAKER_00: It's a little bit different than it was a couple of years ago.
- 4:28SPEAKER_02: I guess with Steam reviews as well,
- 4:29SPEAKER_02: they reflect all the changes you make to the game,
- 4:31SPEAKER_02: whereas critical reviews are very much the time it comes out.
- 4:34What do you think it is about the series that has resonated so
- 4:40well with players?
- 4:41SPEAKER_02: Because it started off,
- 4:42I think you said the second game was what you wanted the first
- 4:44game to be,
- 4:45SPEAKER_02: that was your objective,
- 4:46SPEAKER_02: but the first game really won people over in a big way as well.
- 4:49SPEAKER_02: So what is it about it that's been so enticing?
- 4:53SPEAKER_00: I'm really actually surprised that
- 4:56SPEAKER_00: So many people are surprised by the success of the game.
- 5:01Since the beginning,
- 5:03I was absolutely sure that it's a recipe for success if we do
- 5:08it right.
- 5:08SPEAKER_00: I like similar games.
- 5:10SPEAKER_00: There are very few of them.
- 5:12SPEAKER_00: For some weird reason, nobody makes them anymore that much.
- 5:16SPEAKER_00: So generally we are in the same
- 5:19SPEAKER_00: genre, let's say, as Witcher or Red Dead Redemption games.
- 5:24Actually,
- 5:24we pitched the game to publishers as Red Dead Redemption with a
- 5:27sword 14 years ago.
- 5:29SPEAKER_00: So generally it's a strong story,
- 5:32SPEAKER_00: but at the same time,
- 5:33SPEAKER_00: big open world,
- 5:33SPEAKER_00: a lot of freedom for the player and the story,
- 5:38SPEAKER_00: which is very important.
- 5:39SPEAKER_00: And that's where a lot of games today fail.
- 5:42SPEAKER_00: In my opinion, the story has to be good
- 5:47By which I mean cool characters that you can relate to and
- 5:51humor and something they
- 5:54SPEAKER_00: can kind of relate to and feel that it's them.
- 5:58SPEAKER_00: And many games today when they have a story,
- 6:00SPEAKER_00: it's just like some fill-in,
- 6:02SPEAKER_00: some random bullshit or...
- 6:06they try to tell the player some message or something but
- 6:09usually there are very
- 6:11few games like that and every time such game is published it's
- 6:16it becomes very
- 6:17SPEAKER_00: successful so
- 6:20SPEAKER_00: It's kind of weird that nobody... Where do you think people rate them?
- 6:24SPEAKER_02: You get stories like that in film though all the time, right?
- 6:27SPEAKER_02: I think I know what you mean.
- 6:29SPEAKER_02: Any theories as to why you don't get quite so many games like this?
- 6:33SPEAKER_00: I have a lot of theories.
- 6:35SPEAKER_00: I have a theory about it, of course.
- 6:37SPEAKER_00: It's probably a little bit controversial, maybe.
- 6:40SPEAKER_00: But generally, if you look at the movies, at least
- 6:45In the past,
- 6:46Hollywood studios are based very differently than games industry.
- 6:50You have a producers that choose some script and then they kind
- 6:53of try to find
- 6:54money and they assemble the team and they give a lot of control
- 6:58to the director.
- 7:00So basically the person who controls everything is the director
- 7:03and the producer and they give
- 7:06chances to even very young and sometimes even unexperienced
- 7:10people so so uh i don't
- 7:12know brian singer was very young when he was needed first x-men
- 7:16for example and
- 7:18they give him a very important franchise reboot of superhero
- 7:22movies and he was a
- 7:24young director at the time so hollywood was at least in the
- 7:28past was willing to
- 7:28risk and try to do new stuff with new people and they knew that
- 7:35it's about
- 7:36SPEAKER_00: good director rather than some committee.
- 7:39SPEAKER_00: While in games,
- 7:40you have a company that's making games and there is a board of
- 7:44people who are
- 7:45deciding stuff and director or writer is just one of them and
- 7:50very often doesn't
- 7:51SPEAKER_00: have the final word.
- 7:52So there's much bigger risk than it will become some basically
- 7:58corporate product
- 7:59SPEAKER_00: rather than the piece of art.
- 8:01SPEAKER_00: This environment also kind of repels
- 8:07SPEAKER_00: creative people, a lot.
- 8:09SPEAKER_00: So,
- 8:11SPEAKER_00: and still for a big game,
- 8:13SPEAKER_00: similar to ours or RDR or whatever,
- 8:17SPEAKER_00: you need a lot of money,
- 8:18SPEAKER_00: a lot of resources,
- 8:19SPEAKER_00: much more than for a typical movie,
- 8:21SPEAKER_00: let's say today,
- 8:22SPEAKER_00: you can say it,
- 8:23SPEAKER_00: and it takes much longer.
- 8:25SPEAKER_00: So you can shoot a movie very quickly.
- 8:27And then there's a lot of post-production of course,
- 8:29but generally you assemble the small,
- 8:31quite
- 8:32SPEAKER_00: Big team, but for a short time.
- 8:34SPEAKER_00: While in games, you have a large team for years.
- 8:38So this work for hire that works in Hollywood doesn't work in
- 8:42games industry.
- 8:43SPEAKER_00: I see.
- 8:44SPEAKER_00: It comes all from that.
- 8:46SPEAKER_00: And also, and that's the controversial part.
- 8:49SPEAKER_00: A lot of people think that the cultural wars, they are here.
- 8:55SPEAKER_00: But generally,
- 8:56a lot of people think that it's some evil management that's
- 8:58forcing the creators to
- 9:00SPEAKER_00: do something.
- 9:01SPEAKER_00: But I would say that it's the opposite.
- 9:05SPEAKER_00: It's coming from the creators, actually.
- 9:06I would even dare to say that some companies are not liking it
- 9:10and they don't know
- 9:11SPEAKER_00: what to do about it.
- 9:14SPEAKER_00: But generally, we can see it now in movies that they are a little bit...
- 9:20SPEAKER_00: or sometimes a lot kind of for a non-existent audience, I would say.
- 9:26Even in Hollywood,
- 9:27they are currently making movies sometimes for non-existent audience.
- 9:31And if you look at the old movies from the 80s or 90s,
- 9:35I know Spielberg movies like E.T.
- 9:37SPEAKER_00: Extraterrestrial, it's set in some small town with quite normal people
- 9:46SPEAKER_00: Everybody can relate to them.
- 9:48SPEAKER_00: They are behaving like normal people from small town.
- 9:53And when you look at a lot of movies today,
- 9:56they are about people from California.
- 9:59rich people from California very often that have very different
- 10:02problems that
- 10:03SPEAKER_00: normal people have.
- 10:04So there is this kind of difference between what basically I
- 10:08would say that the
- 10:08creators are making movies about themselves or they are using
- 10:13cliches that they see
- 10:15in other movies and they kind of stopped doing movies about
- 10:20regular people that are
- 10:21SPEAKER_00: still existing
- 10:23SPEAKER_00: in the majority of the world, USA or whatever.
- 10:26SPEAKER_00: So I would love to see a movie from Montana, for example.
- 10:29SPEAKER_00: And tell me some.
- 10:31SPEAKER_00: I don't know about any movie from Montana.
- 10:33SPEAKER_00: And when there is some,
- 10:35SPEAKER_00: I usually like it when there is not,
- 10:37SPEAKER_00: when it's a different setting and stuff.
- 10:39SPEAKER_00: And the same can be applied to games.
- 10:42SPEAKER_00: When you look at the games from the 90s, the
- 10:44scale of topics and different genres was,
- 10:47I would dare to say,
- 10:48larger than it's today.
- 10:49SPEAKER_00: Hmm.
- 10:50SPEAKER_02: Well, certainly from the, maybe from the AAA space, certainly.
- 10:53I guess the risk of these AAA games are so high,
- 10:56you know,
- 10:56you've got 250 employees now,
- 10:58right?
- 10:59SPEAKER_02: Yes.
- 11:00SPEAKER_02: You've been making the game for...
- 11:02SPEAKER_02: six years or was that how long it's been in development for?
- 11:04SPEAKER_02: That's a... I imagine that's a... It's very tough, yes.
- 11:10SPEAKER_02: So how have you got away with it then?
- 11:12How have you been able to say to Embracer and Pion or Koch and
- 11:16all those sort of people,
- 11:18SPEAKER_02: you know?
- 11:18Actually Embracer had,
- 11:21I believe it still has,
- 11:23the idea that Lars,
- 11:25who is a CEO,
- 11:29SPEAKER_00: is giving the studios a lot of freedom.
- 11:31So generally we had a lot of trust and we could do basically
- 11:35whatever we wanted.
- 11:36So there was almost zero outside influence on the creative
- 11:42decisions on the game,
- 11:45SPEAKER_00: which is great if it works and when you are not insane.
- 11:51I understand that the corporation wants to have some control
- 11:54over the final product
- 11:55SPEAKER_00: when it invests a lot of money,
- 11:56SPEAKER_00: but generally we had a lot of freedom and it worked.
- 11:59SPEAKER_02: Yeah, well, I guess you've got a proven track record.
- 12:03Well,
- 12:03but I tell you,
- 12:04it's obviously 2019 it started development or something like that.
- 12:06SPEAKER_02: And you had the lockdowns,
- 12:08like you started making the game and immediately COVID hit and
- 12:11you were locked down.
- 12:12How was that experience going through sort of early development
- 12:16when getting to the
- 12:16SPEAKER_02: office wasn't always possible?
- 12:18SPEAKER_00: It was weird.
- 12:19SPEAKER_00: It was definitely probably a slowdown.
- 12:22SPEAKER_00: Initially it was very problematic,
- 12:24but then a lot of people learned to work from home and it's
- 12:28somehow working.
- 12:29I was working from home in the final stages a lot because I was
- 12:33playing the game,
- 12:34SPEAKER_00: reporting bugs,
- 12:35SPEAKER_00: and for that you don't necessarily need to be in the office that much.
- 12:39SPEAKER_00: But generally,
- 12:40SPEAKER_00: it was a slowdown,
- 12:41SPEAKER_00: definitely,
- 12:42especially in the beginning when you didn't know what's
- 12:45happening and if it's end
- 12:46SPEAKER_00: of the world or not.
- 12:48SPEAKER_00: But generally, the game is very complicated.
- 12:51I would dare to say that what we did is the most complicated
- 12:57type of game that you
- 12:58SPEAKER_00: can choose to make.
- 13:00SPEAKER_00: It has everything other games have and
- 13:04SPEAKER_00: sometimes even more complicated than other games.
- 13:06SPEAKER_00: So we have, it's an RPG, but we have a combat system.
- 13:09SPEAKER_00: We have a simulation of people.
- 13:12SPEAKER_00: We have a large open world with as good graphics as possible.
- 13:16SPEAKER_00: We have mini games,
- 13:18basically some part of our game could be standalone games on
- 13:22mobile phones or something.
- 13:23SPEAKER_00: So it's really insane amount of work,
- 13:27very complicated to kind of put it together and make it the
- 13:32final product.
- 13:34SPEAKER_02: It's interesting,
- 13:34SPEAKER_02: there's a lot of conversation around AAA,
- 13:36SPEAKER_02: and I think it's because we've had a bunch of AAA flops recently,
- 13:40SPEAKER_02: and around whether or not that business even works.
- 13:42But then obviously something like this comes along and it
- 13:45proves that it can.
- 13:48SPEAKER_02: And that's not really a question there,
- 13:49SPEAKER_02: but I think it just shows that a lot of games lately have been
- 13:54really focused on one or two features and have tried to do
- 13:56those features really,
- 13:57SPEAKER_02: really well to be able to make things on a budget.
- 14:00SPEAKER_02: And, you know, I've read the reviews.
- 14:01SPEAKER_02: I've not played the game yet,
- 14:02but I've seen so much of the game through stories on social
- 14:06media about comedy
- 14:08SPEAKER_02: skits from what guards are saying and all this kind of stuff.
- 14:10These things used to be everyone was making these games at one
- 14:13point and now it
- 14:13SPEAKER_02: feels like people are starting to pull back.
- 14:14SPEAKER_02: So you are proving that, you know, there is no one way to approach this.
- 14:19have to say it's kind of weird for me as well because when you
- 14:21look for example at
- 14:22the comparison of old games and new games which is very popular
- 14:26on youtube now like
- 14:28look what this old rpg could do and what the new one cannot and
- 14:33sometimes i'm quite
- 14:34surprised because those features that are missing in the new
- 14:38games are actually not
- 14:42SPEAKER_00: about
- 14:45SPEAKER_00: Assets currently,
- 14:46SPEAKER_00: I would say,
- 14:47are the most expensive thing to create the models that are much
- 14:52better than they
- 14:53SPEAKER_00: were before.
- 14:54SPEAKER_00: But to program a feature where,
- 14:56SPEAKER_00: I don't know,
- 14:56SPEAKER_00: arrows don't disappear when you shoot them,
- 14:59SPEAKER_00: it's very similar to 20 years ago.
- 15:03SPEAKER_00: If it worked 20 years ago, it should work today.
- 15:06SPEAKER_00: So just nobody cares about it, it seems to me, I guess.
- 15:10SPEAKER_00: And we do have such...
- 15:14SPEAKER_00: attention to detail.
- 15:16SPEAKER_00: We know that people like it and it works.
- 15:19And it's kind of surprising to me that nobody cares about such
- 15:21details anymore.
- 15:23It might be because the games are really much more expensive to
- 15:27make and the asset
- 15:29SPEAKER_00: creation is very complicated.
- 15:31But then it's still maybe it's about the focus of the people in
- 15:34charge that they
- 15:35SPEAKER_00: will kind of pay attention to such details and they don't.
- 15:39SPEAKER_00: I don't know.
- 15:39SPEAKER_00: It's weird.
- 15:42SPEAKER_02: Let's talk about the studio,
- 15:43because the studio has doubled in size over the course of the
- 15:46game's development,
- 15:47SPEAKER_02: almost.
- 15:48SPEAKER_02: Have you had to change how you operate?
- 15:51SPEAKER_02: Has that brought a cultural change?
- 15:53SPEAKER_02: It's quite a big jump in numbers.
- 15:55SPEAKER_00: There's much more bureaucracy.
- 15:59All those sayings that when you hire more people,
- 16:02it doesn't mean more work are actually true.
- 16:06SPEAKER_00: Everybody knows who hired more people.
- 16:09SPEAKER_00: It's much more bureaucracy.
- 16:11Some of the things get even more complicated than when you have
- 16:13fewer people.
- 16:14SPEAKER_00: When you know everyone, you can
- 16:18just like do stuff by talking to people and all of a sudden you
- 16:23have meetings for
- 16:23SPEAKER_00: everything and schedules and plans and everything.
- 16:27SPEAKER_00: So it's much more complicated and it's definitely slow down,
- 16:31SPEAKER_00: but I don't know the recipe,
- 16:32SPEAKER_00: how to make it less complicated.
- 16:35SPEAKER_00: It's just goes with the size of the project, I guess.
- 16:39SPEAKER_02: Yeah,
- 16:39SPEAKER_02: we're seeing a lot of AAA,
- 16:40particularly new ones that are starting up sort of try and keep
- 16:43the core team lean
- 16:44SPEAKER_02: and using a lot of outsourcing or at least that's what everyone's saying.
- 16:47SPEAKER_02: I don't know how people are actually doing that at the moment.
- 16:51SPEAKER_02: But I think they often say the same thing,
- 16:53like it's nice when you can just walk up to people and see over
- 16:56their shoulder what
- 16:57SPEAKER_02: they're working on and stuff.
- 16:58SPEAKER_02: And there's that.
- 16:58SPEAKER_02: And I guess you've gone from one to the other.
- 17:00SPEAKER_02: But,
- 17:00SPEAKER_02: you know,
- 17:01SPEAKER_02: if the product at the end is still working,
- 17:03then I assume you're still capturing a bit of the magic that
- 17:06you had before.
- 17:08SPEAKER_00: Maybe it's also sometimes,
- 17:12SPEAKER_00: and I'm just guessing here,
- 17:14SPEAKER_00: when you have a company that spends like 200 million dollars on a game,
- 17:19they're trying to kind of do a lot of versions and when they
- 17:23are not happy,
- 17:23SPEAKER_00: they start from scratch and stuff like that,
- 17:25SPEAKER_00: which makes the games more expensive.
- 17:29SPEAKER_00: Maybe if they will just make more $50 million games,
- 17:34SPEAKER_00: three would be flop and one will make money,
- 17:36SPEAKER_00: maybe.
- 17:38SPEAKER_00: They are so afraid about the risk,
- 17:41SPEAKER_00: potential risks,
- 17:42SPEAKER_00: that they spent a lot of money on everything and they iterate too much,
- 17:47SPEAKER_00: I would say.
- 17:48SPEAKER_00: And then...
- 17:49SPEAKER_00: when they could miss the ideal release date,
- 17:53SPEAKER_00: times change and people don't like this genre anymore or stuff like that.
- 17:58SPEAKER_00: So they're getting faster,
- 18:00cheaper and with more risk would probably could solve some of
- 18:03those issues.
- 18:04SPEAKER_02: Yeah, hopefully.
- 18:05SPEAKER_02: I mean,
- 18:06SPEAKER_02: there's been some investors in the last couple of weeks,
- 18:08and they've been saying that they're backing companies that are
- 18:11not looking for
- 18:12SPEAKER_02: those bigger budgets.
- 18:13SPEAKER_02: And I don't mean indies, but sort of AA.
- 18:16SPEAKER_02: I don't know what you describe them as.
- 18:17SPEAKER_02: People making big games, but on smaller budgets, leaner, faster.
- 18:21SPEAKER_02: One of the things you mentioned there is,
- 18:23SPEAKER_02: you know,
- 18:23SPEAKER_02: you make a game that you think would be popular now,
- 18:26SPEAKER_02: and in four or five years,
- 18:26SPEAKER_02: trends have moved on,
- 18:27SPEAKER_02: the market shifted and changed,
- 18:29SPEAKER_02: and then you're difficult to react,
- 18:30SPEAKER_02: and it just feels a bit safer.
- 18:32SPEAKER_02: Well,
- 18:32SPEAKER_02: actually,
- 18:32SPEAKER_02: I will ask you about that,
- 18:33because obviously we've seen lots of AAA studios struggling
- 18:36simply closing.
- 18:37SPEAKER_02: Embrace, of course, your parent company's had some challenges.
- 18:39SPEAKER_02: Hopefully, we've seen the back of a lot of those.
- 18:42SPEAKER_02: And I know you've been following the situation.
- 18:44SPEAKER_02: Do you have a view on it from your side?
- 18:46SPEAKER_02: I know that you've had success.
- 18:47SPEAKER_02: You probably feel quite stable in comparison.
- 18:50SPEAKER_02: But what do you make of what you've seen in the market?
- 18:53So this is a little bit weird because,
- 18:55and it's hard to judge from here,
- 18:56because I'm not...
- 18:59SPEAKER_00: that much aware of the situation in the United States.
- 19:02SPEAKER_00: But I guess that with the success and during COVID,
- 19:06SPEAKER_00: everybody was doing so great that the expenses grew up too much.
- 19:11SPEAKER_00: And now it has to cool down a little bit.
- 19:14So some cuts are necessary,
- 19:18but generally I don't know if the industry is doing bad.
- 19:21SPEAKER_00: It's just like it was spending too much.
- 19:27SPEAKER_00: They're necessary and the good times have ended, let's say.
- 19:32SPEAKER_00: So now they have to adjust it again.
- 19:35SPEAKER_00: But I'm afraid that such situation is good for the industry.
- 19:39SPEAKER_00: Of course, it's bad for the people who lose their jobs and stuff.
- 19:42But generally,
- 19:43it will clean the waters,
- 19:45make people think about efficiency a little bit more.
- 19:50SPEAKER_00: They will change directions with genres and stuff like that.
- 19:54SPEAKER_00: They will kind of...
- 19:57SPEAKER_00: look at the industry with some fresh ideas, let's say, hopefully.
- 20:01SPEAKER_00: So hopefully the things we are talking about will change,
- 20:05SPEAKER_00: that there will be more games that people
- 20:09want more risk will be taken and and stuff like that yeah yeah
- 20:14sort of and i guess
- 20:15that's going back to what you said before which is people
- 20:18making games for gamers
- 20:20as opposed to an essay making games for themselves and even
- 20:23though it's a lovely
- 20:23idea uh it's not always the most um financially sensible um one
- 20:29and it's ultimately
- 20:30SPEAKER_02: you know you can spend a long time making something that
- 20:33SPEAKER_02: that the audience is going to react to.
- 20:34SPEAKER_00: Hopefully.
- 20:35And hopefully maybe some people who kind of lost the spirit
- 20:41because of how industry
- 20:42works will return or start new companies and start to try to do
- 20:46new stuff.
- 20:47SPEAKER_00: I would really welcome some fresh air and new stuff.
- 20:52SPEAKER_02: I think I'd go along with that.
- 20:53SPEAKER_02: I think
- 20:54SPEAKER_02: You look at the stuff that did well last year,
- 20:57SPEAKER_02: it was,
- 20:57SPEAKER_02: you know,
- 20:58stuff that either we hadn't seen before or we hadn't seen for a
- 21:00long time.
- 21:01SPEAKER_02: People bringing back stuff like Space Marine 2,
- 21:04SPEAKER_02: for instance,
- 21:05SPEAKER_02: was a sort of game I hadn't seen for a while like that.
- 21:08SPEAKER_02: And then I look at the things that didn't do well,
- 21:10SPEAKER_02: and it was the stuff that,
- 21:11SPEAKER_02: you know,
- 21:11SPEAKER_02: might have been pretty good,
- 21:12SPEAKER_02: actually,
- 21:12SPEAKER_02: but it had been done before.
- 21:14And I guess when people got so much stuff they can play and
- 21:17watch and listen to or whatever,
- 21:19If you're going to try and convince people to play your thing
- 21:21and engage in your thing,
- 21:22SPEAKER_02: you've got to give them something to get excited about,
- 21:24SPEAKER_02: right,
- 21:24SPEAKER_02: rather than say,
- 21:25SPEAKER_02: hey,
- 21:25SPEAKER_02: this is like the other thing you like.
- 21:27SPEAKER_02: What's your long-term goal for Warhorse?
- 21:28SPEAKER_02: I mean, you've got to a certain size.
- 21:30SPEAKER_02: You've just released this big epic game that's done so well.
- 21:33SPEAKER_02: And is it to continue on this track or are you where you want to be?
- 21:39SPEAKER_02: What's your ambition now?
- 21:42SPEAKER_02: I want to rest a little bit.
- 21:49SPEAKER_00: It was really tough.
- 21:52I had some serious health issues last year from all the stress
- 21:55and stuff like that.
- 21:56SPEAKER_00: So I really need to slow down a little bit.
- 22:01SPEAKER_00: I have a lot of ideas what to do.
- 22:03SPEAKER_00: Time is short.
- 22:04It really annoys me that the games take so much time to do
- 22:08because I have more
- 22:09SPEAKER_00: ideas than I have time,
- 22:11SPEAKER_00: definitely.
- 22:13So there are a couple of projects that I would love to do and I
- 22:18would love to
- 22:19SPEAKER_00: prepare them properly so it's not as chaotic.
- 22:25SPEAKER_00: I hope that maybe AI revolution will kind of help with this,
- 22:30SPEAKER_00: that in the future we will not be replaced by AI,
- 22:34SPEAKER_00: but we will be helped by AI a lot.
- 22:38SPEAKER_00: So a lot of the things could get easier and faster.
- 22:41SPEAKER_00: I hope that it will happen.
- 22:43SPEAKER_00: It would be great if this would happen.
- 22:47So generally I have a couple of big ideas that I would like to
- 22:51make that will
- 22:52SPEAKER_00: require a lot of time and preparation.
- 22:54SPEAKER_00: So maybe I will focus on those.
- 22:58SPEAKER_00: Of course that there are some DLCs for the KCD2 and stuff like that,
- 23:02SPEAKER_00: but that was already announced mostly.
- 23:04SPEAKER_00: So generally in the far future,
- 23:10SPEAKER_00: There are still a couple of projects that I would like to do,
- 23:12SPEAKER_00: and in my opinion,
- 23:13SPEAKER_00: which have as big potential than KCD.
- 23:19You wouldn't expand the team further and just have two projects
- 23:23on the go at the same time?
- 23:24SPEAKER_02: Is that not how you'd work?
- 23:29SPEAKER_00: I can't speak about these things, I guess.
- 23:31SPEAKER_02: Oh, I see.
- 23:36SPEAKER_02: Well, congratulations again on the game being so successful.
- 23:42SPEAKER_02: It's a really difficult market to succeed in at the moment.
- 23:45And although it's an established series and it's obviously
- 23:47something that people
- 23:48know and love and you've got a big audience for it on Steam and
- 23:53console as well,
- 23:54SPEAKER_02: then it makes sense to...
- 23:55SPEAKER_02: You launched the original game on Switch recently,
- 23:58SPEAKER_02: didn't you?
- 23:59SPEAKER_02: Yes, yes.
- 24:00SPEAKER_02: How was that experience?
- 24:02SPEAKER_00: Well, it was done by Saber.
- 24:05SPEAKER_00: It wasn't done by App mostly, so...
- 24:08SPEAKER_02: Did you find, sorry, I'll rephrase the question.
- 24:10SPEAKER_02: Did you find that it,
- 24:11SPEAKER_02: because interesting,
- 24:12SPEAKER_02: I spoke to Firaxis recently about civilization on Switch,
- 24:15and they said actually the people that play on Switch are often
- 24:17the same people
- 24:18SPEAKER_02: that play on the other platforms.
- 24:19SPEAKER_02: They just, they want to take it on the go with them.
- 24:22And I didn't know if that,
- 24:22I was under,
- 24:23did you find a new audience or was it the same audience?
- 24:27SPEAKER_00: I don't know.
- 24:27SPEAKER_00: I don't know, actually.
- 24:28I didn't have much numbers about it,
- 24:30but I have to say that I'm super surprised how
- 24:33SPEAKER_00: they managed to squeeze it on the Switch.
- 24:36SPEAKER_00: Initially,
- 24:37SPEAKER_00: we thought that it's impossible,
- 24:38SPEAKER_00: and they did awesome job,
- 24:39SPEAKER_00: and the game is quite fine on the Switch.
- 24:43SPEAKER_00: So that's...
- 24:45a miracle,
- 24:45I would say,
- 24:46that they happened to make it possible on the Switch.
- 24:50But judging from my own experience,
- 24:51also,
- 24:51I have a Witcher on Switch,
- 24:53so my wife could play it.
- 24:55SPEAKER_00: So generally, it's something, as you said.
- 24:59SPEAKER_02: Well, excellent.
- 24:59SPEAKER_02: Thank you, Daniel, for joining us.
- 25:01SPEAKER_02: It's been a real pleasure.
- 25:03And good luck with the game and having that rest and whatever
- 25:08the big exciting
- 25:09SPEAKER_02: projects that might follow.
- 25:11SPEAKER_02: Thank you very much.
- 25:12SPEAKER_02: And for everyone at home, that is it for the Game Business Show today.
- 25:16SPEAKER_02: If you'd like to hear more about what's going on in the games business,
- 25:19SPEAKER_02: make sure you never miss a beat.
- 25:20SPEAKER_02: Head to thegamebusiness.com and join our free sub stack.
- 25:24SPEAKER_02: Until next time, thank you for listening.
- 25:28If you could be the creative director of any other game studio,
- 25:31which would it be?
- 25:33SPEAKER_02: Does old studios count as well?
- 25:35SPEAKER_02: Sure.
- 25:35SPEAKER_00: Alive or dead?
- 25:36SPEAKER_00: I would like to be part of the initial Fallout 1 and 2, maybe.
- 25:41SPEAKER_02: Greatest album of all time?
- 25:44SPEAKER_02: I listen to a lot of black metal.
- 25:45SPEAKER_02: I like Endslate, for example, a lot.
- 25:48SPEAKER_02: Do you think we will all be streaming video games one day?
- 25:51SPEAKER_00: Yes, in some horizon, yes.
- 25:54SPEAKER_00: What's your proudest achievement?
- 25:55SPEAKER_00: Probably this game.
- 25:56SPEAKER_00: And my kids, my kids, of course.
- 25:58SPEAKER_00: My wife, she will.
- 26:00SPEAKER_02: Will Nintendo Switch 2 outsell Nintendo Switch 1?
- 26:03SPEAKER_02: I would rather say no.
- 26:07SPEAKER_02: Are game subscriptions a good or a bad thing for the industry?
- 26:10SPEAKER_02: It's okay.
- 26:10SPEAKER_02: I would say it's okay.
- 26:13SPEAKER_02: PC or console?
- 26:15SPEAKER_00: PC.
- 26:16SPEAKER_00: And what is the greatest game of all time?
- 26:18SPEAKER_00: Original Fallout, Witcher, first RDR, Laser Squad.