Hrej.cz article English version?

I guess you have all seen the article posted by Warhorse’s facebook?

It can be found here: http://www.hrej.cz/clanky/prijd-kralovstvi-tve-4823/?forum.pagenumber=1&preserveFilter=1

It looks really great. And using the translate on Chrome, you can get some idea of what it’s about.

I’m only wondering, will there be an English translation published? Or are any of our Czech/English-speaking users able to post a good translation?

Hrej is just czech web, so no translation from them for sure. But article says pretty much the same (less actually) which you can hear in videos, so i recommend translate them instead.

I was aware that it’s a Czech website :stuck_out_tongue_winking_eye: Was hoping that someone might translate it though.

If the videos say pretty much the same, then you’re right - some subtitles would be great. :smile:

I am trying to make some translation. Hopefully it will be at least decent. The article is using really nice language and flowery idioms, which are slightly difficult to transalte.

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I am not so good in english, but i could translate all to german

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First two paragraphs. I will get some food, work on the rest and edit it in if you consider my translation capabilities sufficient…

Kingdom come

Text: Zdeněk Princ & Video: Jaromír Möwald

If you want to get to Warhorse studio officces you have to ascend the stairs. It seems as if even this points to the fact that every success is preceded by hard work. Any of the talented people around designer Daniel Vávra nad producent Martin Klíma could write novels on this topic. Well horror novels. You can’t remain unmoved while watching developer, eyes looking somewhere in infinity, recounting that it was really close to the point where noone would walk those stairs anymore. Even when it lookse that fates turned their back to Warhorse, it stand in 2014 even stronger than before. What looked like last sliver of hope showed itself to be the best way out of crysis, which was due to lack of publisher interrest not long ago shattering spirits of all Warhorse employees. But today is the mood in open space positive and you can feel that people in front of the screens enjoy their work. Kickstarter campaign was simply a success and more than double of originally expected amount is a satisfactions for previous hardships and also a way how to make from Kingdom Come: Deliverance something exeptional.

Mount the horse

We don’t have to speak about quality of the game yet. Daniel Vávra is pointing out that Kingdom Come success can be a part of first wave of big commercial projects existing mainly because of Kickstarter and without traditional publishers. “It doesn’t make sense to plan castles in the sky,” said Vávra, but in same breath is is acknowledging that possibility to publish a game even for new generation console without anyone else is a key opening doors to new independent world. World where people from Warhorse can really work as they wish.

Knowing that the border between success and failure become hairlike last year the developers are remaining humble. They aren’t forgetting the lesson fickle life taught them in this everchanging profession. “What we learned is that we need a secondary plan. We can’t bank on getting an agreement with publishers and rely on that everything goes right,” Martin Klíma explains and adds some details preceeding the studio creation. “First thing we agreed on with Dan was presence of strong investor. We explained him at the beginning all the risks he can encounter in this projects, so he wouldn’t be surprised later, with the situation that actually happened.” Klíma also adds that the aforementioned backup plans weren’t ever about the game itself – Kingdom Come should be from the beginning the first project of Warhorse and one of its most catching aspects – emphasis on reality. If you ever thought that this not really traditionally aimed RPG was considered a risk by developers, you couldn’t marvel more how fast they can dispell such thoughts.

“I consider this the best thing,” Martin Klíma expresses his opinion about the lack of magic, he adds though that it is only one of the things tipical for genre you won’t find in the game – departure from the fantasy element and emphasis on medieval customs and facts breaks down tired cliche about the chosen ones, entering the deeps to bind down allpowerful evil. Warhorse doesn’t nees such crutches, and even if you may consider a story of common man a cliche on other side of the scales, rare moments are awaiting you. THe difference is that this rarity is mesured by standards of the time and therefore it shouldn’t seem arteficial and should convince the player that this could really happen in medieval times given right set of circumstances.

From the gamers feedback is clear, that thay don’t mind this approach at all. And suprisingly Warhorse din’t face any large critique. “The feedback is maybe too positive,” Daniel Vávra tries to quench the exitement. The reason is a honest effort to avoid raising expectations too high. Such usually lead to disappointment, which wouldn’t benefit a project set for at least three episodes. Currently are developers considering, how much can they afford to listen to gamers and modify the game according to their wishes. The biggest concession from original plans so far is addition of short story line with female protagonist, which wasn’t considered in original plans at all. In the end Vávra came with solution that accomodates large group of fans and enriches game content. The player will be able to fill the picture of what is happening on different places and who knows, similar flashbacks, which are mentioned by designer Viktor Bocan, can become a tradition in following acts. Fot the current one holds true – less is sometimes more and developers don’t want to get into situation, where they won’t manage to finnish important stuff in the chase of more content. “One day we had to decide that we can’t add anything more to game now and save it for later episodes,” Bocan adds.

This is a difference between development in mid sized team in central Europe and mega projects by major developers, and an advantage keenly felt by people in Warhorse. “Everyone of us encountered in previous employments a situation, you work wole year on something and then it is scrapped. Not because it was bad or didn’t work, but because new boss said no,” Daniel Vávra is alluding to situation that was probbably in 2K Czech during creation of second Mafia game. In Warhorse the work is based on discussion and even though someone must have the final say there is no dictatorship in the team. “We change things only when we find out that they are really bad of have some negative feedback,” explains Vávra and elaborates how it is possibel to create such ambitious project lot cheaper on comparsion to other AAA games. “And if this did cost us twice as much anywhere else we would need four times as much,” he concludes with a smile.

There and back again

This doesn’t mean that Warhose chose the easy way and didn’t approach development with an effort to refresh long unchanged game mechanisms. Inclination for a healthy risk is proportional to abilities of individual developers, and those aren’t small. “We have a guy in our team, who used to work on the engine we chose,” Vávra mentiones this casually, but consequences are critical for the game. This means they really see into CryEngine and are able to bend it according to their imagination. Vávra doesn’t regret relatively long time they spen just choosing fitting engine to create their game. The answer to the question if Unreal Engine would be capable of similar feats is quite clear: “Unreal Engine wasn’t as capable as CryEngine at the time of selection. Today it might be possible, but there are advantages and disadvantages to everything.”


That will be all for today. I will continue tomorrow.

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This is really great! :slight_smile: It’s good to see that KCD has such helpful/dedicated fans! I can only imagine how awesome the modding will be if this spirit shows there as well. great work so far, guys :wink:

I’m sure the non-English speaking Germans out there would appreciate your efforts :wink: