The developers of Kingdom Come: Deliverance II have released a blog dedicated to the philosophy of Warhorse Studios and memories of working on the first game.
Before the release of KCD, the team had to work hard to overcome the belief that "players would not want to play a video game set in the Middle Ages, and the project itself is too niche to achieve commercial success."
Even in our Kickstarter campaign, we said that the game would have dungeons, but without dragons. This made the game unconventional. No one had tried to create a similar RPG in the Czech gaming space. That was another thing we needed to prove, but I think the main task was still to convince the public that this idea has value.
Answering the question of what fundamental value helped the team achieve success on their own terms, Bittner cited a willingness to take risks and a desire to stand out from other major players in the RPG genre:
Choosing a less trodden path. This approach, of course, can end in disaster, but so far we have always taken untrodden paths and were confident that it would lead us to some success. I think we have the right combination — the scale of AAA-level games and at the same time something fresh. You can hear from players that many large projects are starting to feel the same. Some believe that the reason lies in the graphics or assets, but in my opinion, it lies in a deeper design philosophy.
The developer noted that Warhorse Studios wants to continue creating "amazing open-world role-playing games" and doing it their way.