Bioware & KoTOR I shouldn’t go without praise however, as they introduced us to the concept of morally gray choices through their hermit-like Jedi Jolee Bindo. With his cutting demeanour, scything candour and defensive posture, Jolee forgoes the logical assumption that all force wielder’s either devote themselves to constant good or heinous evil.
This sets up the events of the second game very well, with the idea of neutrally suspect moral judgement in veteran players minds, along with the idea that Jedi & Sith are both unrealistic constructs.
In its discoloring of Star Wars crystal clear moral scale, KoTOR II done away with a fixed alignment for the players companions, giving them a dynamic one to match the ever changing moral choices dealt with by the player. In a vein similar to Mass Effect’s three-choices-that-all-suck system; players had to seriously think about how their actions would affect the gameworld.
This was further reinforced during the players travels across the planet of Telos. With two factions vying to either restore or cultivate the landmass below the floating city structure. Czerka Corporation sees the restoration project as farce and wants capital gains in an all too familiar fashion, while the planets natives seek to restore the wildlife in an almost idealistic fervour, all the while showcasing the inherent moral dilemma to the player.