{"id":759,"date":"2026-03-30T15:43:45","date_gmt":"2026-03-30T13:43:45","guid":{"rendered":"https:\/\/shokoladny.io\/?p=759"},"modified":"2026-03-30T15:44:20","modified_gmt":"2026-03-30T13:44:20","slug":"realisme-game-design-kingdom-come-deliverance","status":"publish","type":"post","link":"https:\/\/shokoladny.io\/en\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/","title":{"rendered":"Realism in Service of the Game: The Case of Kingdom Come Deliverance"},"content":{"rendered":"<p class=\"wp-block-paragraph\">Kingdom Come Deliverance is a wild bet: recreating 15th century medieval Bohemia with near-obsessive fidelity. No dragons, no magic, no chosen hero. Just a blacksmith's son, a specific region of Central Europe, and a civil war that actually happened. But realism in video games is never an end in itself. It's a tool. The real question is: how did <a href=\"https:\/\/warhorsestudios.cz\" target=\"_blank\" rel=\"noreferrer noopener\">Warhorse Studios<\/a> put it in service of the player experience? And what does it teach us about Game Design?<\/p>\n\n\n\n<div style=\"height:40px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">A World Rooted in Reality<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">KCD's first masterstroke is geographical. The game takes place in the S\u00e1zava region of central Bohemia, present-day Czech Republic. And it's not a vague inspiration: the developers worked with archaeologists and historians to reconstruct villages, castles and roads with documented precision. Pirk\u0161tejn castle, the village of Skalitz, the town of Rattay, all of it exists, or once did.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This choice has a direct consequence for the player: the world looks like nothing previously seen in a video game. No generic fantasy, no archetypal landscape. It's disorienting in a very particular way, familiar and foreign at the same time. And that strangeness, grounded in reality, creates a credibility that invented worlds struggle to achieve.<\/p>\n\n\n\n<figure class=\"wp-block-jetpack-image-compare\"><div class=\"juxtapose\" data-mode=\"vertical\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" id=\"765\" src=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/kcd2-irl-side-by-side-comparison-kcd2-v0-a0k76mkc6kpf1-copie.jpg?resize=1078%2C539&#038;ssl=1\" alt=\"\" width=\"1078\" height=\"539\" class=\"image-compare__image-before\"\/><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" id=\"766\" src=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/kcd2-irl-side-by-side-comparison-kcd2-v0-a0k76mkc6kpf1-copie2.jpg?resize=1079%2C538&#038;ssl=1\" alt=\"\" width=\"1079\" height=\"538\" class=\"image-compare__image-after\"\/><\/div><figcaption>Trosky Castle today, and in KCD2<\/figcaption><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">For a Game Designer, this is an important lesson: the coherence of a world doesn't necessarily come from well-established internal rules. It can come from a solid external reference. When everything in the setting says \"this is real,\" the player suspends their disbelief far more readily.<\/p>\n\n\n\n<div style=\"height:40px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">A Historical Context as Backbone<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">KCD doesn't settle for real settings. It anchors its story in documented historical events. It's 1403. King Wenceslaus IV of Bohemia has just been overthrown by his half-brother Sigismund of Luxembourg, who invades the country at the head of an army of Cuman mercenaries. It's in this chaos that Henry, our protagonist, loses his family and finds himself caught up in the conflict. For the curious, <a href=\"https:\/\/fr.wikipedia.org\/wiki\/Kingdom_Come:_Deliverance\" target=\"_blank\" rel=\"noreferrer noopener\">the game's Wikipedia page<\/a> traces in detail the correspondences between fiction and real events.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The characters we encounter, Sigismund, Jobst of Moravia, Radzig Kobyla, actually existed. Their motivations in the game are consistent with what is historically known of them. The player doesn't watch History from a distance: they live it from the inside, at ground level, from the perspective of an unimportant nobody trying to survive.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It's a radically different approach from an Assassin's Creed, where real history is a backdrop you move through. Here, it's the engine. What you do is part of something that actually happened. This distinction changes everything about the player's emotional investment.<\/p>\n\n\n\n<div style=\"height:40px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Combat Without Skills: Intentional Chaos<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">One of KCD's most polarizing design decisions concerns combat. At the start of the game, Henry is bad. Really bad. His strikes go everywhere, he tires quickly, he loses to basic opponents. And it's entirely intentional.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Henry is a blacksmith's son who has never seriously held a sword. His clumsiness isn't a Game Design bug. It's narration embodied in the mechanic. It's actually something I analyze in detail in my article on <a href=\"https:\/\/shokoladny.io\/en\/2026\/03\/27\/game-design-basics-mecaniques-de-jeu\/\">game mechanics<\/a> :  a mechanic only has value if it serves an intention. As the game progresses, as he trains and fights, Henry gets better. The player improves exactly as the character improves. The learning curve <em>tells<\/em> a story.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This is the perfect example of mechanical realism in service of narration. The early frustration isn't gratuitous: it creates a genuine sense of accomplishment when, thirty hours later, you're chaining combos while mastering the directional parry system. You <em>feel<\/em> Henry's progression because you've lived it yourself.<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-large\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"551\" data-attachment-id=\"773\" data-permalink=\"https:\/\/shokoladny.io\/en\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/kcd-fighting\/\" data-orig-file=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?fit=4292%2C2310&amp;ssl=1\" data-orig-size=\"4292,2310\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"KCD Fighting\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?fit=1024%2C551&amp;ssl=1\" src=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=1024%2C551&#038;ssl=1\" alt=\"\" class=\"wp-image-773\" srcset=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=1024%2C551&amp;ssl=1 1024w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=300%2C161&amp;ssl=1 300w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=768%2C413&amp;ssl=1 768w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=1536%2C827&amp;ssl=1 1536w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=2048%2C1102&amp;ssl=1 2048w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=18%2C10&amp;ssl=1 18w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?resize=1200%2C646&amp;ssl=1 1200w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Fighting.jpg?w=3000&amp;ssl=1 3000w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<div style=\"height:40px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">The Realism of Daily Life: Immersion or Friction?<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">KCD requires its player to manage Henry's hunger, thirst, sleep and hygiene. Heading out on a mission without sleep? Your stats drop. Presenting yourself to a nobleman smelling of mud and blood? He'll receive you coldly. Eating spoiled meat? Guaranteed poisoning.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">These mechanics are the most divisive in the community. For some, they are the heart of the experience: they force you to adapt to the medieval rhythm, to plan, to avoid playing in overpowered hero mode. For others, they're unnecessary friction that pulls you out of the game at the worst moments. It's exactly the tension between enriching gameplay loop and punitive mechanic that I explore in <a href=\"https:\/\/shokoladny.io\/en\/2026\/03\/02\/game-design-basics-les-boucles-de-jeu\/\">my article on gameplay loops<\/a>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The truth is that KCD succeeds better on some of these systems than others. Fatigue and hunger work well because they integrate naturally into the rhythm of quests. Hygiene, on the other hand, is often experienced as administrative punishment rather than an enriching feature. The game doesn't always manage to make this constraint <em>interesting<\/em>.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">For a Game Designer, this is the central question around simulated realism: a realistic constraint is only good if it generates interesting decisions. If it mostly generates chores, it misses the mark.<\/p>\n\n\n\n<div style=\"height:40px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Readability Sacrificed for Atmosphere<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">KCD makes another radical choice: it refuses to assist the player. No giant markers on the map. A map that's difficult to read, with no real-time GPS. NPCs who give you oral directions (\"take the path left after the farm\"). A reading and writing system that Henry must learn in-game to access certain content.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">It's a risky bet. Warhorse accepts losing some players in order to keep others fully immersed. A player who searches for their way on an imprecise map, who asks a villager for directions, who doesn't know exactly where they are, that player <em>experiences<\/em> something that permanent GPS would never allow. It's a balance that directly touches on <a href=\"https:\/\/shokoladny.io\/en\/2026\/03\/11\/game-design-basics-flow-state\/\">the Flow State<\/a> : too much assistance kills the sense of competence, too little kills the desire to continue.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">Is it a courageous choice or a Game Design mistake? Probably both, depending on the player's profile. What's certain is that it's a <em>coherent<\/em> choice with the rest of the game. And coherence, in Game Design, is often worth more than perfection on an isolated point.<\/p>\n\n\n\n<div style=\"height:40px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">KCD 2: Did They Adjust the Sliders Well?<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">Kingdom Come Deliverance 2 came out in early 2025, and it's instructive to observe how Warhorse evolved its design choices. The game retains the essentials, the historical grounding, the geographical reconstruction, the survival mechanics, but softens some friction points identified in the first game.\"<\/p>\n\n\n\n<figure class=\"wp-block-image aligncenter size-large\"><img data-recalc-dims=\"1\" loading=\"lazy\" decoding=\"async\" width=\"1024\" height=\"576\" data-attachment-id=\"774\" data-permalink=\"https:\/\/shokoladny.io\/en\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/kcd-kuttenberg\/\" data-orig-file=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?fit=1920%2C1080&amp;ssl=1\" data-orig-size=\"1920,1080\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"KCD Kuttenberg\" data-image-description=\"\" data-image-caption=\"\" data-large-file=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?fit=1024%2C576&amp;ssl=1\" src=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?resize=1024%2C576&#038;ssl=1\" alt=\"\" class=\"wp-image-774\" srcset=\"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?resize=1024%2C576&amp;ssl=1 1024w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?resize=300%2C169&amp;ssl=1 300w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?resize=768%2C432&amp;ssl=1 768w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?resize=1536%2C864&amp;ssl=1 1536w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?resize=18%2C10&amp;ssl=1 18w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?resize=1200%2C675&amp;ssl=1 1200w, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Kuttenberg.jpg?w=1920&amp;ssl=1 1920w\" sizes=\"auto, (max-width: 1000px) 100vw, 1000px\" \/><\/figure>\n\n\n\n<p class=\"wp-block-paragraph\">Hygiene management is simplified. The map is slightly more readable. Combat remains demanding but the entry curve is better calibrated. These are adjustments that say something: Warhorse listened to feedback without abandoning their vision. They distinguished what was enriching friction (to keep) from what was gratuitous friction (to correct). It's a logic similar to what I explore in <a href=\"https:\/\/shokoladny.io\/en\/2026\/03\/03\/game-design-basics-les-boucles-de-retroaction\/\">my article on feedback loops<\/a> :  a system that doesn't generate useful feedback for the player needs to be reworked.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">This is exactly the work of a Game Designer on a sequel: not copy-pasting with added content, but understanding why each mechanic exists and refining it accordingly. <em>pourquoi<\/em> chaque m\u00e9canique existe et la raffiner en cons\u00e9quence.<\/p>\n\n\n\n<div style=\"height:40px\" aria-hidden=\"true\" class=\"wp-block-spacer\"><\/div>\n\n\n\n<h2 class=\"wp-block-heading\">Conclusion<\/h2>\n\n\n\n<p class=\"wp-block-paragraph\">The realism of Kingdom Come Deliverance isn't realism for realism's sake. It's a set of Game Design choices, geographical, historical, mechanical, narrative, that all serve the same objective: to make you <em>feel<\/em> that you're there, in Bohemia, in 1403, in the skin of an ordinary man caught up in a story that's bigger than him.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">The lesson for any Game Designer isn't \"add more realism.\" It's this: every realistic constraint must justify itself through the experience it creates. If it generates immersion, tension, accomplishment or emotion, keep it. If it mostly generates chores, rethink it.<\/p>\n\n\n\n<p class=\"wp-block-paragraph\">KCD achieves this balance better than most. Not perfectly, but enough to remain an unmissable reference when talking about realism in service of the game.<\/p>","protected":false},"excerpt":{"rendered":"<p>Kingdom Come Deliverance est l&rsquo;un des rares jeux \u00e0 utiliser le r\u00e9alisme comme v\u00e9ritable outil de game design. Monde reconstitu\u00e9, personnages historiques r\u00e9els, vie quotidienne simul\u00e9e, combat non assist\u00e9 : chaque choix sert la m\u00eame intention. D\u00e9cryptage d&rsquo;une approche qui divise autant qu&rsquo;elle fascine.<\/p>","protected":false},"author":277967621,"featured_media":777,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_crdt_document":"","_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_publicize_message":"Kingdom Come Deliverance est l'un des rares jeux \u00e0 utiliser le r\u00e9alisme comme v\u00e9ritable outil de game design. Monde reconstitu\u00e9, personnages historiques r\u00e9els, vie quotidienne simul\u00e9e, combat non assist\u00e9 : chaque choix sert la m\u00eame intention. D\u00e9cryptage d'une approche qui divise autant qu'elle fascine.","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","default_image_id":0,"font":"","enabled":false},"version":2},"jetpack_post_was_ever_published":false},"categories":[14913,35551],"tags":[],"class_list":["post-759","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-design","category-hall-of-fame"],"yoast_head":"<!-- This site is optimized with the Yoast SEO plugin v27.4 - https:\/\/yoast.com\/product\/yoast-seo-wordpress\/ -->\n<title>Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance - Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe<\/title>\n<meta name=\"description\" content=\"Kingdom Come Deliverance pousse le r\u00e9alisme historique et m\u00e9canique plus loin que la plupart des jeux. Analyse des choix qui font de KCD une r\u00e9f\u00e9rence : monde reconstitu\u00e9, contexte historique r\u00e9el, vie quotidienne simul\u00e9e et combat non assist\u00e9.\" \/>\n<meta name=\"robots\" content=\"index, follow, max-snippet:-1, max-image-preview:large, max-video-preview:-1\" \/>\n<link rel=\"canonical\" href=\"https:\/\/shokoladny.io\/en\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/\" \/>\n<meta property=\"og:locale\" content=\"en_US\" \/>\n<meta property=\"og:type\" content=\"article\" \/>\n<meta property=\"og:title\" content=\"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance - Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe\" \/>\n<meta property=\"og:description\" content=\"Kingdom Come Deliverance pousse le r\u00e9alisme historique et m\u00e9canique plus loin que la plupart des jeux. Analyse des choix qui font de KCD une r\u00e9f\u00e9rence : monde reconstitu\u00e9, contexte historique r\u00e9el, vie quotidienne simul\u00e9e et combat non assist\u00e9.\" \/>\n<meta property=\"og:url\" content=\"https:\/\/shokoladny.io\/en\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/\" \/>\n<meta property=\"og:site_name\" content=\"Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe\" \/>\n<meta property=\"article:published_time\" content=\"2026-03-30T13:43:45+00:00\" \/>\n<meta property=\"article:modified_time\" content=\"2026-03-30T13:44:20+00:00\" \/>\n<meta property=\"og:image\" content=\"https:\/\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Realism-Cover-1.png\" \/>\n\t<meta property=\"og:image:width\" content=\"1920\" \/>\n\t<meta property=\"og:image:height\" content=\"1080\" \/>\n\t<meta property=\"og:image:type\" content=\"image\/png\" \/>\n<meta name=\"author\" content=\"Shokoladny\" \/>\n<meta name=\"twitter:card\" content=\"summary_large_image\" \/>\n<meta name=\"twitter:creator\" content=\"@ShokoladnyGD\" \/>\n<meta name=\"twitter:site\" content=\"@ShokoladnyGD\" \/>\n<meta name=\"twitter:label1\" content=\"Written by\" \/>\n\t<meta name=\"twitter:data1\" content=\"Shokoladny\" \/>\n\t<meta name=\"twitter:label2\" content=\"Est. reading time\" \/>\n\t<meta name=\"twitter:data2\" content=\"8 minutes\" \/>\n<script type=\"application\/ld+json\" class=\"yoast-schema-graph\">{\"@context\":\"https:\\\/\\\/schema.org\",\"@graph\":[{\"@type\":\"Article\",\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#article\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/\"},\"author\":{\"name\":\"Shokoladny\",\"@id\":\"https:\\\/\\\/shokoladny.io\\\/#\\\/schema\\\/person\\\/a7ad5a5a6517c5d0cb4f70a2dcf98392\"},\"headline\":\"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance\",\"datePublished\":\"2026-03-30T13:43:45+00:00\",\"dateModified\":\"2026-03-30T13:44:20+00:00\",\"mainEntityOfPage\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/\"},\"wordCount\":1616,\"commentCount\":0,\"publisher\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/#\\\/schema\\\/person\\\/a7ad5a5a6517c5d0cb4f70a2dcf98392\"},\"image\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/i0.wp.com\\\/shokoladny.io\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1\",\"articleSection\":[\"Game Design\",\"Hall of Fame\"],\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"CommentAction\",\"name\":\"Comment\",\"target\":[\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#respond\"]}]},{\"@type\":\"WebPage\",\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/\",\"url\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/\",\"name\":\"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance - Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe\",\"isPartOf\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/#website\"},\"primaryImageOfPage\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#primaryimage\"},\"image\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#primaryimage\"},\"thumbnailUrl\":\"https:\\\/\\\/i0.wp.com\\\/shokoladny.io\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1\",\"datePublished\":\"2026-03-30T13:43:45+00:00\",\"dateModified\":\"2026-03-30T13:44:20+00:00\",\"description\":\"Kingdom Come Deliverance pousse le r\u00e9alisme historique et m\u00e9canique plus loin que la plupart des jeux. Analyse des choix qui font de KCD une r\u00e9f\u00e9rence : monde reconstitu\u00e9, contexte historique r\u00e9el, vie quotidienne simul\u00e9e et combat non assist\u00e9.\",\"breadcrumb\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#breadcrumb\"},\"inLanguage\":\"en-US\",\"potentialAction\":[{\"@type\":\"ReadAction\",\"target\":[\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/\"]}]},{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#primaryimage\",\"url\":\"https:\\\/\\\/i0.wp.com\\\/shokoladny.io\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1\",\"contentUrl\":\"https:\\\/\\\/i0.wp.com\\\/shokoladny.io\\\/wp-content\\\/uploads\\\/2026\\\/03\\\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1\",\"width\":1920,\"height\":1080},{\"@type\":\"BreadcrumbList\",\"@id\":\"https:\\\/\\\/shokoladny.io\\\/2026\\\/03\\\/30\\\/realisme-game-design-kingdom-come-deliverance\\\/#breadcrumb\",\"itemListElement\":[{\"@type\":\"ListItem\",\"position\":1,\"name\":\"Accueil\",\"item\":\"https:\\\/\\\/shokoladny.io\\\/\"},{\"@type\":\"ListItem\",\"position\":2,\"name\":\"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance\"}]},{\"@type\":\"WebSite\",\"@id\":\"https:\\\/\\\/shokoladny.io\\\/#website\",\"url\":\"https:\\\/\\\/shokoladny.io\\\/\",\"name\":\"Shokoladny \u2014 Chroniques d'un Game Designer en herbe\",\"description\":\"Goodbye, V, and never stop fighting.\",\"publisher\":{\"@id\":\"https:\\\/\\\/shokoladny.io\\\/#\\\/schema\\\/person\\\/a7ad5a5a6517c5d0cb4f70a2dcf98392\"},\"potentialAction\":[{\"@type\":\"SearchAction\",\"target\":{\"@type\":\"EntryPoint\",\"urlTemplate\":\"https:\\\/\\\/shokoladny.io\\\/?s={search_term_string}\"},\"query-input\":{\"@type\":\"PropertyValueSpecification\",\"valueRequired\":true,\"valueName\":\"search_term_string\"}}],\"inLanguage\":\"en-US\"},{\"@type\":[\"Person\",\"Organization\"],\"@id\":\"https:\\\/\\\/shokoladny.io\\\/#\\\/schema\\\/person\\\/a7ad5a5a6517c5d0cb4f70a2dcf98392\",\"name\":\"Shokoladny\",\"image\":{\"@type\":\"ImageObject\",\"inLanguage\":\"en-US\",\"@id\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g\",\"url\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g\",\"contentUrl\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g\",\"caption\":\"Shokoladny\"},\"logo\":{\"@id\":\"https:\\\/\\\/secure.gravatar.com\\\/avatar\\\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g\"},\"sameAs\":[\"http:\\\/\\\/sachasiebertcd9de8a318-wbyai.wordpress.com\",\"https:\\\/\\\/x.com\\\/ShokoladnyGD\"],\"url\":\"https:\\\/\\\/shokoladny.io\\\/en\\\/author\\\/sachasiebertcd9de8a318\\\/\"}]}<\/script>\n<!-- \/ Yoast SEO plugin. -->","yoast_head_json":{"title":"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance - Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe","description":"Kingdom Come Deliverance pousse le r\u00e9alisme historique et m\u00e9canique plus loin que la plupart des jeux. Analyse des choix qui font de KCD une r\u00e9f\u00e9rence : monde reconstitu\u00e9, contexte historique r\u00e9el, vie quotidienne simul\u00e9e et combat non assist\u00e9.","robots":{"index":"index","follow":"follow","max-snippet":"max-snippet:-1","max-image-preview":"max-image-preview:large","max-video-preview":"max-video-preview:-1"},"canonical":"https:\/\/shokoladny.io\/en\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/","og_locale":"en_US","og_type":"article","og_title":"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance - Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe","og_description":"Kingdom Come Deliverance pousse le r\u00e9alisme historique et m\u00e9canique plus loin que la plupart des jeux. Analyse des choix qui font de KCD une r\u00e9f\u00e9rence : monde reconstitu\u00e9, contexte historique r\u00e9el, vie quotidienne simul\u00e9e et combat non assist\u00e9.","og_url":"https:\/\/shokoladny.io\/en\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/","og_site_name":"Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe","article_published_time":"2026-03-30T13:43:45+00:00","article_modified_time":"2026-03-30T13:44:20+00:00","og_image":[{"width":1920,"height":1080,"url":"https:\/\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Realism-Cover-1.png","type":"image\/png"}],"author":"Shokoladny","twitter_card":"summary_large_image","twitter_creator":"@ShokoladnyGD","twitter_site":"@ShokoladnyGD","twitter_misc":{"Written by":"Shokoladny","Est. reading time":"8 minutes"},"schema":{"@context":"https:\/\/schema.org","@graph":[{"@type":"Article","@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#article","isPartOf":{"@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/"},"author":{"name":"Shokoladny","@id":"https:\/\/shokoladny.io\/#\/schema\/person\/a7ad5a5a6517c5d0cb4f70a2dcf98392"},"headline":"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance","datePublished":"2026-03-30T13:43:45+00:00","dateModified":"2026-03-30T13:44:20+00:00","mainEntityOfPage":{"@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/"},"wordCount":1616,"commentCount":0,"publisher":{"@id":"https:\/\/shokoladny.io\/#\/schema\/person\/a7ad5a5a6517c5d0cb4f70a2dcf98392"},"image":{"@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#primaryimage"},"thumbnailUrl":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1","articleSection":["Game Design","Hall of Fame"],"inLanguage":"en-US","potentialAction":[{"@type":"CommentAction","name":"Comment","target":["https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#respond"]}]},{"@type":"WebPage","@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/","url":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/","name":"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance - Shokoladny \u2014 Chroniques d&#039;un Game Designer en herbe","isPartOf":{"@id":"https:\/\/shokoladny.io\/#website"},"primaryImageOfPage":{"@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#primaryimage"},"image":{"@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#primaryimage"},"thumbnailUrl":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1","datePublished":"2026-03-30T13:43:45+00:00","dateModified":"2026-03-30T13:44:20+00:00","description":"Kingdom Come Deliverance pousse le r\u00e9alisme historique et m\u00e9canique plus loin que la plupart des jeux. Analyse des choix qui font de KCD une r\u00e9f\u00e9rence : monde reconstitu\u00e9, contexte historique r\u00e9el, vie quotidienne simul\u00e9e et combat non assist\u00e9.","breadcrumb":{"@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#breadcrumb"},"inLanguage":"en-US","potentialAction":[{"@type":"ReadAction","target":["https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/"]}]},{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#primaryimage","url":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1","contentUrl":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1","width":1920,"height":1080},{"@type":"BreadcrumbList","@id":"https:\/\/shokoladny.io\/2026\/03\/30\/realisme-game-design-kingdom-come-deliverance\/#breadcrumb","itemListElement":[{"@type":"ListItem","position":1,"name":"Accueil","item":"https:\/\/shokoladny.io\/"},{"@type":"ListItem","position":2,"name":"Le r\u00e9alisme au service du jeu : le cas de Kingdom Come Deliverance"}]},{"@type":"WebSite","@id":"https:\/\/shokoladny.io\/#website","url":"https:\/\/shokoladny.io\/","name":"Shokoladny \u2014 Chroniques d'un Game Designer en herbe","description":"Goodbye, V, and never stop fighting.","publisher":{"@id":"https:\/\/shokoladny.io\/#\/schema\/person\/a7ad5a5a6517c5d0cb4f70a2dcf98392"},"potentialAction":[{"@type":"SearchAction","target":{"@type":"EntryPoint","urlTemplate":"https:\/\/shokoladny.io\/?s={search_term_string}"},"query-input":{"@type":"PropertyValueSpecification","valueRequired":true,"valueName":"search_term_string"}}],"inLanguage":"en-US"},{"@type":["Person","Organization"],"@id":"https:\/\/shokoladny.io\/#\/schema\/person\/a7ad5a5a6517c5d0cb4f70a2dcf98392","name":"Shokoladny","image":{"@type":"ImageObject","inLanguage":"en-US","@id":"https:\/\/secure.gravatar.com\/avatar\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g","url":"https:\/\/secure.gravatar.com\/avatar\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g","contentUrl":"https:\/\/secure.gravatar.com\/avatar\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g","caption":"Shokoladny"},"logo":{"@id":"https:\/\/secure.gravatar.com\/avatar\/e6380ae11b737bf69270d8dde55fa901bc290cf7f30582dbd5c551ca790228da?s=96&d=identicon&r=g"},"sameAs":["http:\/\/sachasiebertcd9de8a318-wbyai.wordpress.com","https:\/\/x.com\/ShokoladnyGD"],"url":"https:\/\/shokoladny.io\/en\/author\/sachasiebertcd9de8a318\/"}]}},"jetpack_publicize_connections":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/KCD-Realism-Cover-1.png?fit=1920%2C1080&ssl=1","jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/ph7FYC-cf","jetpack-related-posts":[{"id":920,"url":"https:\/\/shokoladny.io\/en\/2026\/04\/12\/game-design-basics-mouvement-et-deplacement\/","url_meta":{"origin":759,"position":0},"title":"Game Mechanics: Movement and Locomotion","author":"Shokoladny","date":"12 April 2026","format":false,"excerpt":"Sauter, glisser, t\u00e9l\u00e9porter, grimper : chaque m\u00e9canique de d\u00e9placement est un choix de Game Design. Du sprint de Dark Souls au Blink de Dishonored en passant par le parkour de Mirror's Edge, cet article passe en revue les grandes familles de mouvement et ce qu'elles r\u00e9v\u00e8lent de l'intention du designer.","rel":"","context":"In &quot;Game Design&quot;","block_context":{"text":"Game Design","link":"https:\/\/shokoladny.io\/en\/category\/game-design\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/04\/Game-Makers-Toolkit-Les-jeux-vus-autrement.png?fit=1200%2C675&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/04\/Game-Makers-Toolkit-Les-jeux-vus-autrement.png?fit=1200%2C675&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/04\/Game-Makers-Toolkit-Les-jeux-vus-autrement.png?fit=1200%2C675&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/04\/Game-Makers-Toolkit-Les-jeux-vus-autrement.png?fit=1200%2C675&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/04\/Game-Makers-Toolkit-Les-jeux-vus-autrement.png?fit=1200%2C675&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":398,"url":"https:\/\/shokoladny.io\/en\/2026\/03\/06\/metiers-du-game-design\/","url_meta":{"origin":759,"position":1},"title":"Game Designer: One Title, Fifteen Jobs \u2014 Who Does What in Video Game Development?","author":"Shokoladny","date":"6 March 2026","format":false,"excerpt":"Derri\u00e8re le terme \u00ab Game Designer \u00bb se cache un \u00e9cosyst\u00e8me de 15 sp\u00e9cialisations compl\u00e9mentaires. Du Level Designer qui sculpte les espaces au Quest Designer qui orchestre les missions, chaque m\u00e9tier joue un r\u00f4le pr\u00e9cis dans la cr\u00e9ation d'un jeu. D\u00e9couvrez qui fait quoi, avec quels outils, et comment ces\u2026","rel":"","context":"In &quot;Hors Champ&quot;","block_context":{"text":"Hors Champ","link":"https:\/\/shokoladny.io\/en\/category\/hors-champ\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement3.png?fit=1200%2C675&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement3.png?fit=1200%2C675&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement3.png?fit=1200%2C675&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement3.png?fit=1200%2C675&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement3.png?fit=1200%2C675&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":733,"url":"https:\/\/shokoladny.io\/en\/2026\/03\/27\/game-design-basics-mecaniques-de-jeu\/","url_meta":{"origin":759,"position":2},"title":"Game Design Basics: Game Mechanics","author":"Shokoladny","date":"27 March 2026","format":false,"excerpt":"Une m\u00e9canique de jeu est une r\u00e8gle d'interaction entre le joueur et le syst\u00e8me. Du saut de Mario au Portal Gun, cet article d\u00e9finit le concept, distingue m\u00e9canique, syst\u00e8me et dynamique, et propose une classification en 15 familles pour cartographier le vocabulaire du Game Designer.","rel":"","context":"In &quot;Game Design&quot;","block_context":{"text":"Game Design","link":"https:\/\/shokoladny.io\/en\/category\/game-design\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement1.png?fit=1200%2C675&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement1.png?fit=1200%2C675&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement1.png?fit=1200%2C675&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement1.png?fit=1200%2C675&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Game-Makers-Toolkit-Les-jeux-vus-autrement1.png?fit=1200%2C675&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":574,"url":"https:\/\/shokoladny.io\/en\/2026\/03\/11\/game-design-basics-flow-state\/","url_meta":{"origin":759,"position":3},"title":"Game Design Basics: The Flow State","author":"Shokoladny","date":"11 March 2026","format":false,"excerpt":"Le Flow State d\u00e9signe l'\u00e9tat d'absorption totale du joueur, \u00e0 l'\u00e9quilibre entre d\u00e9fi et comp\u00e9tence. Formalis\u00e9 par Csikszentmihalyi, ce concept est au c\u0153ur du game design moderne. De WoW \u00e0 Elden Ring en passant par Resident Evil 4, trois approches pour maintenir le joueur dans le canal optimal.","rel":"","context":"In &quot;Game Design&quot;","block_context":{"text":"Game Design","link":"https:\/\/shokoladny.io\/en\/category\/game-design\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Flow-State-Cover.png?fit=1200%2C675&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Flow-State-Cover.png?fit=1200%2C675&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Flow-State-Cover.png?fit=1200%2C675&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Flow-State-Cover.png?fit=1200%2C675&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/Flow-State-Cover.png?fit=1200%2C675&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":140,"url":"https:\/\/shokoladny.io\/en\/2026\/03\/02\/game-design-basics-les-boucles-de-jeu\/","url_meta":{"origin":759,"position":4},"title":"Game Design Basics: Gameplay Loops","author":"Shokoladny","date":"2 March 2026","format":false,"excerpt":"Pourquoi certains jeux nous captivent pendant des mois quand d'autres nous lassent en quelques minutes ? La r\u00e9ponse se cache dans un principe fondamental du game design : les boucles de gameplay. D\u00e9cryptage avec un cas pratique sur Pharaoh.","rel":"","context":"In &quot;Game Design&quot;","block_context":{"text":"Game Design","link":"https:\/\/shokoladny.io\/en\/category\/game-design\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/2-2.png?fit=1200%2C675&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/2-2.png?fit=1200%2C675&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/2-2.png?fit=1200%2C675&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/2-2.png?fit=1200%2C675&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/2-2.png?fit=1200%2C675&ssl=1&resize=1050%2C600 3x"},"classes":[]},{"id":696,"url":"https:\/\/shokoladny.io\/en\/2026\/03\/25\/les-boucles-de-gameplay-illustrees-le-cas-de-crimson-desert\/","url_meta":{"origin":759,"position":5},"title":"Gameplay Loops Illustrated: The Case of Crimson Desert","author":"Shokoladny","date":"25 March 2026","format":false,"excerpt":"Sorti le 19 mars 2026, Crimson Desert se veut \u00eatre l'exp\u00e9rience ultime en terme de RPG. Combat, commerce, d\u00e9veloppement d'un campement, le jeu est vendu comme le \"Bac \u00e0 sable\" fantasy ultime. Pour supporter cette volont\u00e9, le jeu dispose de beaucoup (mais vraiment, BEAUCOUP) de m\u00e9caniques de jeu. Suite \u00e0\u2026","rel":"","context":"In &quot;Game Design&quot;","block_context":{"text":"Game Design","link":"https:\/\/shokoladny.io\/en\/category\/game-design\/"},"img":{"alt_text":"","src":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/game-makers-toolkit-les-jeux-vus-autrement-12.png?fit=1200%2C675&ssl=1&resize=350%2C200","width":350,"height":200,"srcset":"https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/game-makers-toolkit-les-jeux-vus-autrement-12.png?fit=1200%2C675&ssl=1&resize=350%2C200 1x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/game-makers-toolkit-les-jeux-vus-autrement-12.png?fit=1200%2C675&ssl=1&resize=525%2C300 1.5x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/game-makers-toolkit-les-jeux-vus-autrement-12.png?fit=1200%2C675&ssl=1&resize=700%2C400 2x, https:\/\/i0.wp.com\/shokoladny.io\/wp-content\/uploads\/2026\/03\/game-makers-toolkit-les-jeux-vus-autrement-12.png?fit=1200%2C675&ssl=1&resize=1050%2C600 3x"},"classes":[]}],"_links":{"self":[{"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/posts\/759","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/users\/277967621"}],"replies":[{"embeddable":true,"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/comments?post=759"}],"version-history":[{"count":13,"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/posts\/759\/revisions"}],"predecessor-version":[{"id":779,"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/posts\/759\/revisions\/779"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/media\/777"}],"wp:attachment":[{"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/media?parent=759"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/categories?post=759"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/shokoladny.io\/en\/wp-json\/wp\/v2\/tags?post=759"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}