![]() ![]() ![]() ![]() There’s a lot of ambiguity there, and there’s a lot you could read in there. Did he see that as the only way to redeem himself and win back Kim’s respect and affection? TVLINE | Jimmy confesses everything with Kim there in the courtroom when he could’ve just gotten away with seven years in a cushy federal prison. And it felt like maybe it’s a good idea for him to be a suspect and ultimately a convict, when he’s been dancing around outside for so many years. He’s the one who find the loopholes and who lies. He’s the interface between the legal world and the criminal world, and he’s part of the machine of justice, but he’s the gear that does its own thing. Because what does he do for a living? He represents criminals. I think it was Seasons 4 and 5 that we started thinking about where this is all going, and we started having this image of Jimmy behind bars at the very end. So at what point did you settle on this particular ending, and what made you decide to go that way with it? TVLINE | We know the overall arc of the series changed a lot while you were working on it and evolved over time. We here at TVLine still had questions, though, so we reached out to Saul co-creator and showrunner Peter Gould - who wrote and directed Monday’s finale - to ask him how he and the writers came up with this ending, what changed Jimmy’s mind and if this qualifies as a “happy ending” for Jimmy and Kim. If I’m trying to play as a saint and I think I’ve made a bad choice, Broken Roads is the game that will see me curl up in a ball of regret.An incarcerated Jimmy got to share one last cigarette with Kim during a prison visit, and we even got to see Mike Ehrmantraut, Walter White and Chuck McGill again via flashbacks. The final version of the moral compass will also show you data about where most of your decisions lie in the quadrants, and track how much they changed your moral standing. Looking at Max again, he probably has a trait that allows him to use a powerful weapon, a sawed-off shotgun say, but that trait could also increase the damage he takes from critical hits. Instead of your actions or decisions triggering some sort of payback later on, your moral standing will activate helpful or hindering traits. With choices come consequences, and Broken Roads has some interesting ones. On the other hand, if I choose to have Max help the slave to the nearest town and onto freedom, his moral standing will shift towards existentialism, because this was a broad-minded choice. If I choose to capture and return the slave to their master, then Max’s moral standing would remain where it is because this was a narrow-minded choice. Suddenly he comes across an escaped slave asking him for help, and I have a choice to make. His moral standing would start somewhere between machiavellianism and utilitarianism. My character, let’s call him Max, might be a little unhinged but ultimately work for the greater good. Pretty much everything affects your moral standing. For example, is it right to steal a loaf of bread for your starving sister and her child? Your answers determine your moral standing, represented by an arc on the moral compass. So how does Broken Roads establish your moral standing? Well, during the best part of every RPG, the character creation screen, you’ll be presented with a series of moral quandaries. Bonus points to any fans of The Good Place because you’ll probably understand what these ethical theories are. Your choices, quest and adventure decisions, and dialogue options determine where your moral standing lies within these quadrants. It features four quadrants “Utilitarian, Existentialist, Nihilist, and Machiavellian," which might change in the final release, but these at least give you an idea of where they’re going. The moral compass is the subject of a recent blog post from Drop Bear Bytes. I think the system bears some resemblance to the personalities in Disco Elysium, but I can see Broken Roads being a tad more unforgiving. As someone who likes to play RPGs through in a few different ways, because you can’t be evil in your first playthrough, I’m intrigued to see how my actions will come back to bite me later on. The makers of upcoming post-apocalyptic, narrative-driven RPG Broken Roads have explained how its morality compass works, and it’s already making me worry about my decisions. ![]()
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