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Warhorse Co-Founder: From Overthrowing Communism to Kingdom Come

Martin Klíma reflects on 15 years of Warhorse Studios, his role in the Velvet Revolution, and why 'grown-up' RPGs matter.

Warhorse Co-Founder: From Overthrowing Communism to Kingdom Come

Ever wondered how a game studio co-founder ends up helping topple a government? Martin Klíma, co-founder of Warhorse Studios, has a story that reads like an RPG plot itself. As the studio celebrates its 15th anniversary, Klíma sat down to chat about everything from 'grown-up' RPGs to AI, why games are too cheap, and his unlikely path from student rebel to game dev.

Klíma's journey began in 1980s Czechoslovakia, where learning English was a challenge. Educational materials came from Ghana, so his vocabulary was more about combine harvesters than swords and dwarves. But his desire to read The Lord of the Rings drove him to improve his English. "One thing leads to another, and the very fact that we can talk to each other right now is because of JRR Tolkien," he says. That love for fantasy soon led him to Dungeons & Dragons, which he started translating with his then-girlfriend (now wife). They planned to distribute it via underground printing presses, as official licensing was unthinkable.

But Klíma's life took a dramatic turn. He was part of an independent student union called Stuha, and after organizing a petition against campus demolition, he found himself speaking at a public demonstration on November 17, 1989—International Students' Day. The government's violent response radicalized the country, leading to a general strike and the Velvet Revolution. By the end of December, Václav Havel was president. "In a week, there was a general strike, and by the end of December, Václav Havel was president of Czechoslovakia," Klíma recalls.

After the revolution, Klíma returned to his D&D translation, even writing to TSR (the publisher) without a reply. His gaming ambitions eventually led him to co-found Warhorse Studios with Daniel Vávra. The studio is known for Kingdom Come: Deliverance 2, a game Klíma describes as one of the crunchiest, most peculiar, and best RPGs of the last decade—a game few other studios would make.

As Warhorse celebrates 15 years, Klíma reflects on the demand for 'grown-up' RPGs. He believes games are too cheap, and he's got thoughts on AI's role in development. But his unique perspective—from helping overthrow a government to crafting immersive RPGs—sets him apart. "I'd swear it was just yesterday," he says of founding the studio with Vávra.

So, what's next for Warhorse? Will they continue to push boundaries with mature, complex RPGs? And will Klíma's revolutionary spirit keep influencing their games? Only time will tell. But one thing's for sure: Klíma's journey is as epic as any game he's helped create.

What do you think about Klíma's incredible story? Are you a fan of Warhorse's 'grown-up' RPGs? Let us know in the comments!

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