dalf
Everyone's favorite alcoholic administrator!
Posts: 8,683
Evil at first because you got all the offensive attributes and if the game does it right, get to be a royal ******* in the process. Good for any first plays as you just power through the game. Then replay as a good person where you can explore more dialog, story, etc without having to aimlessly wander around trying to find the end goal of the quest. You know what you're SUPPOSED to do to progress the game but you have the added bonus of exploring.
But as Dormouse said, most games make the distinction of good/evil quite black and white. To go evil, all you do is just kill people instead of help them. That's just boring as you just slaughter everything in your path as if you were in a constant and uncontrolled rage. However, and I wish more games did this, there is one part in KotOR II where you
as an evil character, break the will of the refugees on Nar Shaddaa by causing various forms of despair (esp. the bit where you force the mother and child into slavery) and then they have no choice but to accept a life of slavery and a horrific existence before them.
That was pretty diabolical. I think doing that pits you pretty much 100% dark side.
Code to the left of him, code to the right of him, code in front of him compil'd and thundered. Programm'd at with shot and $SHELL. Boldly he typed and well. Into the jaws of C. Into the mouth of PERL. Debug'd the 0x258.