I think alignment was just an expedient way to tell the dungeon master what to do with you. Its only interesting if the DM (or in this case the developers) choose to do something interesting with it.
If its something we choose at character creation, then that should have clear impacts on what happens to the character in game. Like the kind of game dilemmas they are presented with, since its basically inviting the DM to test you along those lines.
A dynamic alignment scheme might be fun, where the game tracked what the character was doing, and showed where they fall along either alignment axis based on what they actually did at any given point, especially if it then opened up different avenues of play as a result.
The lightside/darkside meter coming out of Kotor might be interesting to see done up in a D&D game, where instead of just one meter you'd have 2, a second axis for Law/Chaos. But they'd have to find a way to make it engaging for people who aren't already invested in the idea of alignment as a core part of the game. If its not fun or gameful in its implementation, but just a background thing running in the mind's eye, that's a tougher sell.
One approach used by other games is where you can puppet master certain companions one way or the other, based on gameplay with breakpoint decisions. That's pretty easy to work out in a Star Wars game, where there are apprentices to turn or whatever, but to work in a game like this they'd have to do more in the set up.
Another angle is the "darkside grows stronger" butterfly type effect, where actions weighted to one extreme or the other, start to effect the gameworld at large. The idea being that the character is just that important, so that what they do shapes the character of the world itself in ripple effects.
Or there's also the simple aesthetic/cosmetic thing, where pushing one direction or the other opens up various looks not available otherwise. Which is on the level of window dressing, top lit vs bottom lit in the portrait, or different colored lighting or whatever.
But something to connect it to the actual game, otherwise it barely registers.
"Know Alignment" was like the most useless spell in Baldur's Gate 1/2. "Detect Evil" got a little love at least with a couple questlines, but it was mostly irrelevant too. The hidden alignment feature that sometimes made for some fun on the table top, doesn't work as well in a game where you're controlling the whole party and can see everyone else's character sheet anyway. Most of the class based alignment restrictions have been ditched in recent editions, and there were only a few of those to begin with. Fallen Paladin or Ranger tropes aside, its hard to see where they really go with it. Other than throwing a Nietzsche quote at us on the initial load, BG didn't really delve too terribly deep on the Good and Evil front. Reactions were based mainly on reputation, which could be altered pretty easily by temple donations or slaying random villagers. The most serious consequence was usually just a character leaving the party if the rep went too extreme in whatever direction. It didn't have a very lasting impact, except maybe for Good playthroughs on team paladin.
Last edited by Black_Elk; 17/02/21 08:16 AM.