Being a good bad guy in Star Wars: The Old Republic

230340423
Monday, November 28, 2011

I saved a Jedi’s life today.

I shouldn’t have done it. It was a stupid risk to take. I’m only a slave, after all, and an alien to boot. The Sith don’t take kindly to a Zabrak like me, especially one who’s efficient, powerful, and unfailingly polite.

Actually, many of the Sith don’t take kindly to anyone. They say I should harness my hatred...let it fuel me. But hey, that doesn’t mean I have to be a jerk about it, right? Maybe that Jedi will spread the word that we aren’t all evil murderers. They’ll see that we have only the best interests of the Empire at heart, and we’re only taking what is rightfully ours.

This is the philosophy of the Sith Inquisitor character I played in my weekend beta test of Star Wars: The Old Republic. Though I only got through the first ten levels of content, that limited time showed me that a bad guy can still do some good.

 

Star Wars: The Old Republic

One of the key differences between The Old Republic and other massively multiplayer games is its reliance on dialogue and storytelling. This is evident from the second you finish creating your character. After watching a lengthy cut-scene detailing the motivations of your faction (Republic or Sith), you’re thrust straight into a personal conversation with your first quest-giver.

All the standard trappings you’ve come to expect from developer BioWare are here: a radial response menu with dialogue options, top-notch voice acting, and situations that force moral choices on you. What you might not anticipate is that, even as a Sith, you can be a nice guy.

In an early quest, a fellow Sith acolyte had been arrested, and it was my job to interrogate him. My masters encouraged the use of torture to obtain his information. And since I had already been frying critters with my Force Lightning, that route would’ve been easy.

Instead, I played the good cop, told him things would go much smoother if he told me what he knew, and even promised to protect him from the killer he would be informing on. Convinced, the prisoner squawked, and my superiors were mollified.

Star Wars: The Old Republic

But I went a step further, living up to my word. I persuaded the jailor to send the informant off-world, where he would be safer (and less of an incompetent nuisance). He relented, and at the conclusion of the quest, I earned 100 light-side points.

Yes, light-side points for a Sith. Despite apparent thematic flaws in the idea (how do you tap into the dark side if you don’t act with anger or hatred?), you can play through The Old Republic as a noble defender of goodness…who just happens to favor lightning powers and red lightsabers.

In an interview with Ben Kuchera of ArsTechnica back in June, lead writer Daniel Erickson explained the concept:  “A light-side Sith is going to try to make his horrible, screwed-up country better. A Sith is given, by his society, unlimited power to do whatever he wants unless a stronger Sith can stop him. So a light-side Sith warrior can walk out there and protect the Imperial people because he thinks the other side is crazy.”

Star Wars: The Old Republic

My time playing the beta didn’t quite make it clear how this will break down in game terms. In previous Old Republic titles, leaning to one side of the Force or the other granted access to different, distinct powers. That won’t be the case here, and you won’t suddenly switch factions if you accrue enough points. According to BioWare’s community forums, certain gear or titles will only be available to those of a specific alignment. Non-player characters will also react differently in dialogue options, though I didn’t get a chance to see that aspect.

But the point is that my principled, polite, good-hearted Sith Inquisitor is an entirely valid option in the world of The Old Republic. And that alone makes me curious enough to see where his story might go when the game hits store shelves on Dec. 20. 

 
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Comments (6)
Default_picture
November 28, 2011

I liked this - a light Sith Warrior is very strange, as you say, especially your Master would zorch you for being weak.  But there's no reason an Imperial Agent can't be a good guy as long as it doesn't get in the way of work. And certainly no reason a Smuggler on the Republic side would have to be light.

As usual with Bioware the light/dark good/evil paragon/poopyhead thing is far too simple, but I'm glad it's in there. It made for a lot more options for how to solve quests.

Pict0079-web
November 28, 2011

The evil paragon/poopyhead is still a bit primitive, but it's nice that you can play as a chaotic good Sith character in this RPG for a change. I think that's how you'd characterize it in Dungeons and Dragons terminology...

Default_picture
November 28, 2011

Personally when I played the Beta I found it really strange.  My understanding of the Sith is that Hate and Anger give you power and connection to the force.  Just like balance and peace give the Jedi their connection to the force.  So in essence, by making Light side decisions you should be weakening your character's conneciton to the force and make them weaker.  That doesn't happen in the game.  I felt the whole role playing of someone completely heartless and evil, a really cool escape.  While I wasn't a fan of the mechanics of the game, I really loved the story and voice acting.  At least they are doing 50% of the experience right.

230340423
November 28, 2011

Yeah, I mentioned the thematic flaws in the concept -- if you don't have fear, hatred, and anger, you shouldn't be able to use dark-side powers -- but it was still sort of fun to subvert the norm. The idea of a red-faced, tattooed, horned dude who's actually a really nice guy, even while he murders people with pure malevolent energy, is funny to me.

Default_picture
November 28, 2011

He's just very very angry from being headbutted as a child.

Default_picture
November 28, 2011

I usually play games as the good guy; so I felt doing evil all the time was even more fun for once.  I often marveled at the fact that they gave you numerous opportunities to make good or bad decisions.  It just doesn't seem like this kind of thing would come up all that much in Sith Society.  Zabrak are also pretty evil to begin with as I understand the ficiton, so that too is pretty funny.

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