So, I almost never play evil characters in most CRPGs - despite the potential fun to be had - and recently I’ve been thinking about why.

I mean, lawful good is the most boring alignment, evil NPCs can be an absolute hoot (exhibit A: Astarion), stealth murdering villagers for lulz can be entertaining, so why am I always such a freaking goody-two-shoes when it comes to actual plot decisions?

I think a lot of it comes down to lame and crudely-drawn motivations for the evil option in each case.

Your options in most games always seem to boil down to callous, greedy or spiteful: haha no / fuck you pay me / I just blinded your child lol.

And those just aren’t satisfying. Especially when you’re starting out and forming your character’s persona and network, you’re pretty much powerless, dumped in a situation where you’re casting around for allies and can’t afford to burn your bridges.

Running around just randomly being mean to folk like some poster child for Troubled Youth and the need to be Tough On Crime is just… stupid. There’s some crude sadism there, and there’s some crude avarice, it gets you minor short term benefits but no long-term ones, it gets you hated but not feared, without any real sense of control. Everyone dies or gets led off in chains with big sad eyes, and there’s always the strong implication that you failed.

It just feels like a heavy-handed morality lesson where all the bad people are thugs, arseholes and/or developmentally challenged. Apart from being not much fun to play, it’s kind of erasing the harm presented by smarter, more insidious kinds of evil.

Being a good guy gets you willing allies, is about personal validation, and feels like success. It gets you the generosity of the people you help, but that’s a bonus on top the fundamental win of making the world a shinier better place.

By the same token, being an evil bastard should get you unwilling allies, it should be about power, and it should feel like winning. It gets you benefits you did not earn, but that should be a bonus on top of the fundamental win of tightening the screws on people. That’s the actual payoff, but it seems to be the one they always miss.

I think evil playthroughs could be a lot more fun if you had better ways to be evil: blackmail, extortion, sneaky betrayal and brutal revenge. Not ODD, in other words, but NPD. Control, leverage, perfidy. Locking your victims down so they have no choice but to help you, or deceiving them into working against their own interests. Either keep a tight rein on your PR - or let them hate, so long as they also fear.

And another BG3 example: I think the nature of the shadow curse was a misstep, what with the all the grotesque madness and putrid corruption that surrounded it. I think it would have been far more effective as psychological horror, morally corrupt but reeking of purity, so shadowheart would have had believable reasons for wanting to join the gothstapo, and the player could plausibly be sold on it despite everything. But instead the lesson seemed to be that evil is yucky and broken and ew don’t get it on you, and that just feels like a missed opportunity to me.

What say you?

Am I an outlier in this? Do the typical offerings feel satisfying to you? Are there games that do relatable, enjoyable evil especially well?

  • Shurimal@kbin.social
    link
    fedilink
    arrow-up
    4
    ·
    8 months ago

    I find cartoonish moustache-twirling “evil” boring. Playing as morally grey characters is most compelling. Whether my character is a hero or a villain depends on whom you ask and at which point in history. Damage one faction and help another, when it’s ambiguous who the “good guys” and “bad guys” are. Steal, rob and assassinate for what you believe is a “good cause”. Set up dictators to avert death and destruction, then betray and terminate the them with extreme prejudice when they have served their purpose and become a liability. And so on.

    Or just go full mercenary; everyone hates you, believes you have no principles and thinks they have the moral high ground, but at the end of the day everyone needs your specialist expertise. Every client is one missed payment away from becoming a target and every target is one bribe away from becoming a client—unless the target is eg slavers or pirates, because you actually do have principles.

    For example, in X3:TC I single-handedly brought peace and prosperity into the universe: fought off Khaak threat; contained Xenons and completely denied their incursions into human and alien space alike; set up industry that boosted the economy at large for everyone; hired a lot of people for very good salaries. But, I had the monopoly in most industries; a fleet of warships capable of steamrolling everyone else if I wished so; literally owned a whole sector; controlled trade routes via the Hub; set up alliances with the pirate factions letting them roam free, trading illegal goods with them, building infrastructure for them. In short, very much a shady dystopian megacorps🙃