From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

Discover the fascinating evolution of Broken Roads, a unique Australian post-apocalyptic CRPG, in this exclusive interview with the game's developer Gain insights into its transformation from a road trip simulator to a captivating role-playing experience

Originally a road trip managing resources in a generic post-nuclear wasteland, Broken Roads quickly gained popularity as the beloved post-apocalyptic game of Australia. The highly anticipated CRPG is set to be released on November 14th and its development has undergone significant changes.

The post-apocalyptic genre in games is well-known, with famous titles such as Fallout and Wasteland applying this setting to roleplaying games. While Broken Roads acknowledges its inspiration from these games, it sets itself apart through its immersive roleplaying system and distinct Australian sensibilities. Our website interviewed Craig Ritchie, the co-founder of Drop Bear Bytes, the developers of Broken Roads, following the game's preview at PAX Australia. The crowd at the event appreciated how the game had evolved and adapted to reflect Australian culture. The following interview has been edited for clarity and conciseness.

A: Hello, I'm Craig Ritchie, the co-founder of Drop Bear Bytes and the game director for Broken Roads. In the past, I had a career as a journalist and freelance writer during the ‘90s. Eventually, I transitioned into a marketing and brand management position at Nvidia before joining CCP Games in 2013. In a nutshell, all of these experiences led me to establish Drop Bear Bytes in January 2019. I have spent nearly five years dedicated to working on the development of Broken Roads.

A: The inspiration for Broken Roads stems from various sources. Both my co-founder, Jeff Rose, and I have a deep passion for Baldur's Gate 2, which is our all-time favorite game. Additionally, we are fond of the Infinity Engine games, such as Pillars of Eternity, as they embody the same style. Divinity Original Sin 1 and 2 have also significantly advanced the isometric RPG genre. Moreover, I have a great admiration for the original Fallout games.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

Initially, the plan was to embark on a road trip filled with strategic battles, unexpected encounters, careful resource allocation, and various other elements. However, as we delved deeper into developing the story and exploring the complexities of the characters and the world, we made a collective decision to abandon the road trip concept, discard the resource management aspect, and transform the game into a more traditional CRPG.

Q: What sets it apart from games like Fallout or Wasteland?

A: Definitely the Australian angle. I think that's obviously the big hook. Both Fallout and Wasteland are North American.

The content fragment could be rewritten as:

In comparison, our game has a distinct tone that combines seriousness and humor. However, we aim to enhance the realism of how the characters in our world respond and react to their surroundings. We want their responses to be authentic and believable, while still having fun with it.

Two main aspects set our game apart. Firstly, it captures the essence of Australian culture. Secondly, our focus is on crafting a deep and immersive narrative. While Fallout and Wasteland have commendable stories and characters, they are not primarily narrative-driven roleplaying games. Our game centers around the story, characters, Moral Compass, and the depth of choices. Each companion in our game possesses unique personality values, responses, reactions, and undergoes their own journey. Unlike in Wasteland where the companions are generic, and in Fallout where party conversation is limited, Broken Roads offers an abundance of engaging party conversations.

A: The decision to focus on Australia stemmed from a few factors. Originally, our plan was to create a generic setting for a road trip. This setting would allow for the type of combat, resource management, and motivation needed to travel from one point to another. However, after just a few weeks, we began to ask ourselves, why not make it a journey across the entire country of Australia? Australia is such a vast nation, and many people overseas may not fully grasp its immense size and diverse landscapes. It has freezing cold regions in the south, deserts, and even tropical rainforests in the northeast. With all this variety, we realized we could create a truly diverse post-apocalyptic world.

The decision to make the game a traditional narrative-driven RPG was made prior to our exploration of Western Australia, where the game is set. Western Australia offered such a wealth of possibilities that we could have centered the entire game there. However, we zoomed in even further, focusing on an area called the Wheatbelt, known for its farming and mining. The amount of content we discovered in this region exceeded our expectations.

Within the first four to six weeks, the game evolved from a generic post-apocalyptic road trip to a more specific concept of a road trip across post-apocalyptic Australia. Ultimately, we honed in on creating a narrowly focused narrative-driven RPG set in one portion of Western Australia.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

Q: I understand there's a glossary of Australian lingo for players overseas that might be confused?

Yes, we really enjoy it. It's quite amusing to witness people's reactions, especially when we showcased the game at Gamescom. In instances where there is technical terminology, slang, or unique language, players have the option to hover over a specific term with their mouse on PC or controller to gain further insight.

Similar features have been implemented in other games like Tyranny, where players are provided with a paragraph or two explaining the lore and background. The Pathfinder games also incorporate this mechanic. However, in our game, we have taken it a step further by not holding back on the dialogue. The voiceover and writing truly capture the authenticity of Australian language, including all the slang and terminology. The best approach is to allow players to read the dialogue windows, which essentially functions as an encyclopedia.

It serves as a necessity while also adding an element of fun and humor.

Q: Could you share insights on the consultation process with indigenous communities for Broken Roads and how it influenced the game?

Prior to even finalizing the gameplay and storyline, extensive groundwork was laid. Notably, this process commenced well before a single line of code was penned. Our preliminary step involved engaging with individuals at a nearby Aboriginal cultural center.

My current location is Torquay, located in Victoria, Australia. Although I am originally from South Africa, I had only resided here for a period of not quite three years when we embarked on the development of Broken Roads. Realistically, I understood that undertaking this endeavor alone was impractical. However, our outreach efforts yielded exceedingly positive responses. This enabled me to connect with various individuals across the country and collect an extensive range of perspectives. The spectrum of feedback ranged from discouragement – cautioning against attempts that may not accurately represent the culture despite genuine intentions – to expressions of gratitude for the inclusivity and the portrayal of Indigenous narratives. Ultimately, we received support to collaborate with local experts and incorporate indigenous writers into our team.

The authentic and respectful representation of First Nations people in Western Australia was greatly facilitated by this effort. Prior to my arrival here, I was unaware of the vast number of distinct language groups present in the region. Consequently, I cannot simply approach any Aboriginal person near our office and ask for assistance in writing the story or gaining insights into Noongar culture, as Noongar is the predominant language group in the game's setting. It is imperative to collaborate with individuals who possess knowledge specific to the region. Over the years, we have been fortunate enough to receive support from several individuals who have contributed to character design, artwork improvement, dialogue writing, and incorporating traditional stories and dream time narratives into the game. We have even commissioned unique artwork created by numerous Aboriginal artists specifically for the game.

Throughout this entire process, I have gained a tremendous amount of knowledge. Moreover, it is crucial to be mindful of the political and historical sensitivities when portraying a real-world location. Our primary aim is to entertain and tell an engaging story, while also allowing players to gain a deeper understanding of Australian First Nations people through the game. It is not our sole objective, but rather an indispensable component of our desire to authentically and respectfully include these elements. Without the assistance of the right individuals, we would undoubtedly be lacking in this aspect.

One of the aspects of the game that we are particularly excited to share with a global audience is the incorporation of Australian elements. We take immense pride in the efforts of our team, including the audio team, writers, and level designers, who have painstakingly recreated real-world locations. Each spot that players can explore, such as the scenes, landmarks, and towns, has been meticulously modeled or painted based on the photographs we captured during our three separate trips. To ensure accuracy, our art team meticulously reproduced the plants, ground colors, street colors, and buildings found in these locations. If you were to search the place on Google, you would be able to identify the same buildings portrayed in our game. Moreover, our audio lead recorded sounds directly from these locations. For example, when players visit Wave Rock, they would hear the authentic sounds of birds chirping and wind rustling in the trees, as these sounds were recorded on-site. Our aim was to create an experience that is as genuine as possible. These are real-world locations with our own imaginative twist, resulting in an incredibly enjoyable gameplay.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

During the recent PAX Australia event, it was truly remarkable to witness the enthusiasm of Western Australian participants as they discovered various iconic landmarks featured in the game. The fact that these lesser-known locations were included left us speechless. The feedback from Australians has been overwhelmingly positive, and we are eager for international players to also experience the excitement and intrigue it offers.

We also have animals included, including the native wildlife found in the area, along with modified versions of them. So besides enjoying the locations, I hope people will have a great time exploring the diverse animal life in the game as well.

Question: What led to the apocalypse in Broken Roads?

In short, it involves nuclear warfare, massive bombings of capital cities, and the aftermath of this catastrophic event.

However, the longer explanation delves into the poor decision-making by humanity in regards to political choices, handling environmental disasters, climate change, rising sea levels, and global financial crises over the next 50 years. The increased division among people, fueled by the way individuals communicate on social media and the internet, eventually escalates to the brink of a second American Civil War. The United States presents others with an ultimatum: either align with them or stand against them. Consequently, the rest of the world is forced to pick sides, leading to the formation of new factions resembling the Axis and Allies from past conflicts. Ultimately, these two opposing groups engage in a global conflict that becomes known as World War III.

Maybe a century or so later, we find ourselves in the midst of the narrative. Treading into the future, roughly 150 years from now, a century after the catastrophic event that shook the world - the apocalypse. As humanity endeavors to reconstruct and forge a new existence in a desolate Australian wasteland,

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

remains as a stark reminder of the challenges ahead.

Q: Can you share the available origin stories that players can enjoy? It seemed like a major attraction at PAX Australia, correct?

A: The exciting aspect of PAX was that attendees had the chance to play a unique demo. Currently, we offer a live demo on Steam featuring the Hired Gun origin, one out of four options. However, at PAX, participants had the opportunity to experience the other three origins as well.

A surveyor is akin to a mapmaker and an adventurer, tasked with seeking new trade routes and uncovering unexplored territories. Their role will involve assisting in the mapping and reconstruction of post-apocalyptic Australia.

The Hired Gun, on the other hand, is a mercenary specializing in combat-oriented skills. Additionally, the Barter Crew functions as a merchant or trader with distinct abilities to identify valuable trade opportunities unknown to other character types. Engaging with these characters promises diverse experiences and unique rewards.

The Jackaroo is essentially an Australian cowboy, while a female Jackaroo is called a Jillaroo. They have grown up on cattle stations, which are essentially farms. Being skilled with guns is necessary for them, along with their abilities in animal care, first aid, biology, and more.

Each origin story offers a bonus to a game attribute, as well as certain skills. Additionally, they provide unique dialogue and quest resolution options. However, we strive to create a classless system in which you can develop any character or origin story type, with any morality, based on your skills and stats. No origin story limits your access to any attribute, skill, or stat.

Q: You mentioned morality, can you tell me about the way morality is portrayed in the game?

A: Our approach to morality in the game is unique. Rather than sticking to traditional alignment systems or a simple good vs. evil binary, we wanted to reflect the complexity of real world moral decisions. People are multi-faceted and their choices are influenced by various factors. Instead of limiting players to a set of predefined options, we offer a range of choices that draw from different moral philosophies, allowing players to shape their character's worldview much like a real person would. This means that characters can justify certain actions in certain circumstances, while still valuing concepts like fairness and treating others with respect. Alternatively, characters can prioritize self-interest or make difficult decisions based on dire circumstances.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

One can always rationalize something based on their personal perspective and other factors. Alternatively, when observing from an external standpoint, it is possible to lack comprehension regarding someone's actions. This is primarily because one may not be fully aware of the challenges they are facing and the circumstances they find themselves in.

The idea behind the Moral Compass stemmed from the desire to present a wider range of choices and factors that individuals can have, which has been lacking in previous video games. Our motivation primarily came from observing the way people communicate on social media, where categorizing others based on certain traits or preferences is prevalent. It is common for someone to associate disliked characteristics with another person simply because they share one common trait. For instance, someone may label another person as "literally Hitler" just because they didn't like their tweet. The Moral Compass was created to combat this kind of absurd and oversimplified thinking.

In this system, your worldview becomes more refined but also more limited. The golden arc that can be seen extends further outward from the Moral Compass, allowing you to make more extreme choices. However, if you make decisions in a scattered manner, your mindset becomes broader, granting you more choices. But the extreme choices, situated closer to the outer edge of the compass, will be inaccessible if you make a multitude of decisions in all directions. Therefore, players will need to consider whether they want to fully commit to a specific worldview or maintain a broad-minded approach, which offers a wider variety of choices but within a certain limit.

Let's ensure that it's not possible to simply have this kind of oversimplified personality. Despite avoiding the usage of the terms good and evil in our writing, if a player has been predominantly good throughout the game but then decides to choose an evil option at the very end, why should we allow that? I recall an instance in Star Wars: Knights of the Old Republic where players could portray an incredibly noble Jedi but then suddenly switch to the Dark Side at the end. We were very aware that we did not want to permit such a choice.

Instead of confining you to a fixed position, the Compass gradually adjusts and rotates based on the decisions you make. This is the first time I have seen a system like this. We initially considered implementing it in a three-dimensional sphere, but that quickly became too complicated. We take great pride in how it functions in terms of dialogue choices, character reactions, and the unique actions available in combat.

Could you please provide an introduction to some of the characters we will encounter in Broken Roads?

A: I'm trying to avoid giving too much away, but your companions in the game cover a variety of archetypes. For instance, one of them, named Jess, is part of a Barter Crew and she travels with her camels. She is partnered with Sean, a Jackaroo who helps run his family's farm. Sean's mother, Sarah, is a doctor. These are the first people you meet in the game. If you choose to be a Hired Gun or a Surveyor, your starting point will be Bally Bally Hall, where the scouts are based. The scouts primarily consist of hired guns, but they also serve as scouts to keep the area safe. They will journey with the Crew members or Surveyors.

You will come across other characters in the game who play the same roles as your character. Mick, the mayor of Brookton, is an important character throughout the entire game. Tina, a popular character, is a young teenager who manages the Kokeby Waystation, a bustling trading hub. The waystation includes a marketplace and a radio tower. Many locations are connected through radio towers that use solar energy. Sally runs a bar called the Broken Arms in Brookton. Regardless of your character's origin story, you will encounter these same characters, though their responses to you may vary.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

Merredin, our larger city, will be a significant location where you'll spend a substantial amount of time. It serves as a central hub within the game and attracts the attention of various individuals competing for leadership. It's essential to note that some of these contenders are rather dubious, as their methods of achieving their goals are subject to ethical debates. Within Merredin, you'll encounter two guilds: the Surveyors Guild, comprised of skilled hunters and collectors, and the Mercenaries Guild. Hunter and Cole, two close friends, oversee one specific establishment in Merredin. They will assign unique quests tailored to your personal background, which can also influence the overarching storyline of the game in diverse ways.

A: The game's narrative includes significant events that occur early on, but I don't want to reveal too much to avoid spoiling the experience. The story starts in or around a town called Brookton, located in Western Australia's Wheatbelt region. In this town, an attack takes place, which concludes the demo available on Steam. Although it is a spoiler, this event occurs within the first hour of gameplay. Afterwards, the player is tasked with unraveling the mystery behind the attack, identifying those responsible, and understanding their motives.

You find yourself immersed in a small world centered around Brookton and the neighboring settlements and communities. However, everything changes when you embark on a journey that opens your eyes to the vastness of the world. Your destination is Merredin, but along the way, you encounter a peculiar sight – a crashed plane. The presence of this aircraft, which hasn't taken flight since the time of the bombs, becomes a perplexing mystery. Questions arise about its origins and how it ended up in its current state. Eventually, you make your way to Merredin, where gaining access through the gates becomes your next objective.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

Once you have settled into the city, Merredin serves as the central hub that opens up a world of exploration. What happened in Brookton and who was involved? What is the intriguing backstory behind the plane crash? Additionally, who are the key figures not only in Merredin but also in the broader Wheatbelt region, and how does it all intertwine?

Anything beyond this point contains significant spoilers. The narrative revolves around survival and the establishment of a small community with the individuals you meet in Brookton. Your choices will be influenced by your own beliefs and moral compass as you endeavor to establish yourself and make crucial decisions.

Q: How significant was the replay value in the development of this game?

A: It was incredibly important. Statistics and data indicate that the majority of players only engage with a game once, but the dedicated fans will play it multiple times. With four distinct origin stories and various quadrants on the Moral Compass offering a wide array of choices, the game provides a vast range of options. Additionally, once the player enters the open world, they have the opportunity to align themselves with multiple factions.

The progression from start to finish is discernible, but it widens significantly in the middle. It is not an open world in the traditional sense, although there are multiple approaches to achieving objectives and completing quests depending on your perspective and the order in which you tackle them. Additionally, there are certain moments of unpredictability that are best left unspoiled. Our own extensive testing has shown that the game is highly replayable.

However, considering that most players only experience the game once, it is crucial to provide a highly satisfying singular experience for those who thoroughly enjoy it before moving on to other games in their backlog. That being said, for those who genuinely appreciate the game, subsequent playthroughs will offer vastly different experiences. We offer a violent approach for those who prefer to take on challenges using weapons and combat skills. Alternatively, there are multiple non-violent resolutions to quests for pacifist players. Additionally, through experimentation, players have discovered instances where fleeing from a fight does not equate to failure. We have incorporated narrative outcomes for those who choose to flee, ensuring that fleeing is not always synonymous with defeat; rather, it can lead to unexpected events.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

From the beginning, it has been crucial for us to create a game that allows players to complete it without resorting to violence. With Disco Elysium gaining widespread popularity and not featuring any combat at all, we came to the realization that we shouldn't limit ourselves to just one pacifist route. Instead, we should offer multiple paths that cater to pacifist players. Our goal is to make it possible, with the exception of the Hired Gun, to navigate through the game successfully by carefully considering choices without the need to take anyone's life. This idea also presents an interesting challenge. Personally, I plan to play the game once in a standard manner, then once in a hyper-violent fashion, and finally, attempt a playthrough where I avoid killing anyone.

That's the extended explanation. The game offers a significant amount of replay value, and it will be fascinating to witness the unique experiences players share and discuss on platforms like Discord or Reddit. Our aim is to inspire players to revisit the game and explore alternative paths.

Moreover, there are multiple endings available, each offering distinct outcomes. To witness all endings, players must either save their progress strategically or replay the game a minimum of four times.

A: The reception to the Steam demo and the playable content at PAX Australia has been overwhelmingly positive. We have completely revamped the game's art, transitioning from 3D characters in a 2D environment to a fully immersive 3D world. As a result, the visuals of the game are breathtaking, and this is typically the aspect that garners the most praise from players.

We are delighted with the positive response to the writing. It's remarkable how invested people have been in making choices early on, particularly when playing as the Hired Gun. We waste no time, allowing players to skip through the opening tutorial section and immediately face a challenging situation. Some individuals have taken their time, carefully debating their options and considering the consequences. It is truly gratifying to witness their dedication. Furthermore, we have observed players thoroughly enjoying the humor, references, and jokes, often laughing out loud.

From Road Trip Simulator to Post-Apocalyptic CRPG: The Evolution of Broken Roads

So yeah, very, very positive. We just hope that players enjoy the full experience as much as we've seen them enjoying the origin story so far.

Q: And is there anything else you'd like to add?

It has been an incredible journey. We embarked on this adventure in January 2019 with just an idea, the two of us. Witnessing that idea evolve into a thriving game and company has been truly remarkable. Recently, our trailers caught the attention of PlayStation, and one of them was even featured on an Xbox channel. It's a realization that we have indeed created a legitimate game. Our focus now is on completing and delivering a product that meets the expectations of our players.

Reflecting on the past five years, it's surreal to think about how far we've come since the initial concept. With the launch only three weeks away, we couldn't be prouder of our team. We owe a tremendous amount of gratitude to Versus Evil for their support, enabling us to port the game to consoles and translate it into several languages. It truly has been an incredible experience.

It's been exhausting. I can't wait to ship the game and then and then put my feet up for a little while and see what players think of it.

[END]

Broken Roads releases November 14 for PC, Switch, and Xbox Series X/S.

Editor's P/S

As a passionate fan of role-playing games, I am incredibly excited about the upcoming release of Broken Roads. The game's evolution from a road trip simulator to a post-apocalyptic CRPG is a fascinating one, and I can't wait to see how the final product turns out.

I am particularly interested in the game's focus on Australian culture. As an Australian myself, I am always eager to see my country represented in video games, and I think that Broken Roads will do an excellent job of capturing the unique spirit of Australia. The game's setting, characters, and story all seem to be deeply rooted in Australian culture, and I can't wait to experience them for myself.

Overall, I am very optimistic about Broken Roads and I believe that it has the potential to be a truly great role-playing game. The game's developers have clearly put a lot of thought and effort into the game, and I can't wait to see what they have in store for us.