There are no ‘good’ and ‘bad’ choices laid out for you, instead, everything you do will be weighted towards the four elements of moral philosophy.Īfter reading through the Forest Paths Method I had a basic understanding of how Alexander’s system could be utilized but wondered if it would be harder to implement when joining a story-focused game like Broken Roads, already deep into development. Your decisions and dialogue choices will affect your position and leaning on the compass and thus affect the choices you can make going forward. The compass is made up of four areas: Utilitarianism, Nihilism, Machiavellianism, and Existentialism. The moral compass is at the core of this experience and we're expecting a lot of discussion about how it plays out set against the narratives we're creating.”īroken Roads will feature a unique and interesting morality compass that will directly affect the dialogue options you can make in-game. Things are far from settled in our world and, like in all times of upheaval, humans are trying all sorts of things to adapt. “We're creating a world full of interesting communities and people facing interesting moral challenges at almost every level of existence, so we're aiming to empower the player to be an adventurer in ideas on top of the usual joys found in this type of game. The pedigree and talent of writers at Drop Bear Bytes working on Broken Roads should open many eyes. His previous work includes Fallout 2, Wasteland 2 and Torment: Tides of Numenera. Colin McComb is another recent addition to the growing team working on Broken Roads.
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