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Klima calls out power-fantasy RPGs as a tired formula the industry keeps recycling

Klima calls out power-fantasy RPGs as a tired formula the industry keeps recycling

Warhorse Studios co-founder Martin Klima said he is "bored and tired" of "power fantasy" RPGs "for teenagers," accused major publishers of recycling the…

--- The context --- The Western role-playing game was built on a scaffolding that veteran players now recognize by heart: an unlikely hero destined for greatness, a prophecy or artifact, and a universe on the brink that only they can save. That architecture, comfortable to sell, turned "power fantasy" into the industry's common language. Kingdom Come: Deliverance broke that mold and earned praise for straying from the beaten path, instead of casting the player as the chosen one tasked with saving the universe. The praise the game received for straying from the beaten path aligns with Klima's belief that many players want something new and different. --- The facts --- Martin Klima, co-founder of Warhorse Studios, said in an interview that he is "bored and tired" of RPGs that are mere "power fantasy" trips "for teenagers." What bothers him is not the genre, which he admits to enjoying, but the "chosen one" formula with the "grand task of saving the universe": a setup he called "repetitive" and a distillation of the common RPG. Klima argued the games being made are still games "for teenagers": at 16 or 17, the power fantasy answers a real need, he said, but the audience is much older today. He clarified that no one should think he is attacking Expedition 33: that is "definitely not the case." --- The positions --- On the cause, he blamed major publishers' reliance on strategies that worked in the past: they are, he said, the best at "recycling the same formula over and over." He suggested there must be many players tired of the formula and hungry for something new and different. On Ubisoft he was nuanced: he called the craftsmanship of its games "excellent" — mostly bug-free, with standout animations and character models — but wished that same level of execution went into more innovative ideas, while admitting he has no "easy answers" for a company that would take financial risks experimenting at that scale. --- What remains unknown --- Klima did not detail which systems would replace the power fantasy. It remains to be seen whether the studio, after the praise received by Kingdom Come: Deliverance, will keep breaking the mold or whether the market will demand concessions. --- Unanswered questions --- How many players truly share Klima's fatigue, and how many prefer the comfort of the chosen hero? Can an RPG without power fantasy compete in sales with the franchises that offer it? Who will shoulder the financial risk of innovation if publishers will not? --- EPM analysis --- Klima's critique points at a demographic mismatch the industry prefers not to measure: it sells visual maturity with adolescent scripts. The average player is no longer 17; they have responsibilities, memory, and judgment, and they spot the chosen-one scaffolding within the first ten minutes of a game. The answer is not to abolish fantasy but to diversify it: worlds where power is earned at a cost, fallible protagonists, real consequences. Kingdom Come: Deliverance already proved that bet earns praise; what is missing is for the big publishers to turn the exception into a catalog. 📌 EPM Take: In EPM's view, Klima is right on the essentials: the chosen-one formula exhausted its power to surprise years ago and survives on commercial inertia, not creative merit. The industry mistakes repetition for safety, and every identical sequel confirms the diagnosis. The praise for Ubisoft's craftsmanship is the most honest clue: the technical talent exists; it only needs to be aimed at new ideas. If publishers will not do it, mid-sized studios will occupy that space and take with them the adult audience that is quietly bored today.
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