Re: Seems like lots of people want a darker or more evil game, but is that an accurate sampling?
Halycon Styxland
Yesterday at 11:58 PM
The idea of evil runs has been around forever and I really dont see how one could make them work.
Star Wars: Knights of the Old Republic for example has a very strong feature of playing evil, however if you do it, you will be asked to kick puppies a lot.
Thats just stupid.
Darth Vader for example may wipe out planets, torture an important prisoner personally, or endanger a prisoners life and health by freezing them in carbonite.
But Vader wouldnt run around kicking puppies. That would simply be beneath him. He wouldnt waste time with that.
And thats really the best try at an evil walkthrough that I know of. In any game that has primarily a good run.
The core problem of evil runs is that an actually evil person will not be busy with "how can I be more evil today". Evil people will go after their goals, except their goals are evil.
I really think if you want to play an evil game, you have to design the whole game around this concept. Making a by default heroic game and trying to convert it into a game that one can also play as evil assumes too much that good and evil are the same. Which they are not.
The irony is of course that in roleplaying games, the joke among roleplayers that all PCs are neutral evil: always optimizing the loot and other beneficials they can get, with not the slighest concern from people not in their party. So the hero of Baldurs Gate is actually already as evil as it gets. He just doesnt publically admit to it.
Btw it would also be a very interesting experiment to make a game in which when you play good you dont get much loot, only the nice outcomes for everybody else. But if you play evil you get tons of great loot, just everyone else has to suffer.