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https://www.pcgamer.com/post-apocalyptic-crpg-broken-roads-can-be-finished-as-a-pacifist/
I spoke to Drop Bear Bytes recently for an interview you'll be able to read in an upcoming issue of our print magazine. Game director Craig Ritchie explained Broken Roads is following the example of the original Fallout, where it's possible, with the right stats, to beeline from the tutorial to the finale, talk the villain into giving up, and finish it right there. "They got it right in Fallout," he said. "It did require a little bit of an exploit in knowing exactly where to go, but that's one of the most inspirational games behind this game."
Though Disco Elysium was less of an influence than you might assume—the Estonian RPG was released five days after a demo of Broken Roads was first shown at PAX Australia—the fact Disco Elysium was successful despite the absence of combat did make them want to increase the amount of nonviolent options. Ritchie explains their thinking as, "Let's not just have an 'exploit' pacifist path. Let's actually try and design more peaceful resolutions than you might find in Pillars of Eternity or Tyranny or something like that."
Like Fallout, Broken Roads will apparently give players all kinds of different ways to approach each problem, says narrative director Leanne Taylor-Giles. "You can solve it with violence, you can solve it with dialogue, or if you are over here, and you're like, 'I wonder if I take this item the entire way across the world, if that's gonna have an impact?' It does."
"And sometimes you can just bribe people as well," adds Ritchie. "If you've got enough money."