BT: "It is established that many RPGs today tend to follow a system of “choice” that can lead to a more definitive role-playing experience. Most console RPGs, from Final Fantasy to Dragon Age, follow this through a linear progression to a final conclusion, but it is the choices typically made during the journey that make up the role-playing experience. In the past decade, many of these choices have come in the form of “light and dark side” points; primarily stemming from Star Wars: Knights of the Old Republic.
Because of this, many games today offer a typical “light side choice” which is to emulate the good nature of the player characters choices, and the “dark side choice”, what would emulate a characters more sinister actions in-game. While over time the system has morphed into something more fluid, in the beginning it marked the extreme contrasts to how to role-play; being rewarded by being a paragon of hope or a master of hatred, with little incentive for a mode of neutrality. But one of the most curious arguments for this neutrality comes in one of the most complex companions ever to grace the KOTOR series, the manipulative being known as Kreia from Knights of the Old Republic II: The Sith Lords.: