That's not to say you can't have a good game from the standpoint of a TIE-pilot. TIE-Fighter (1994) did exactly that...but without losing the fundamental inhumanity of an empire. It both captured the law-and-order framing of the empire's propaganda, but also... 2/12
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Storytellers shouldn't be trying to capitalize on that human weakness, they should be telling stories that are clear about the dangers of letting that part of our primal brain rule us. Friends don't let friends fly fascist TIE-fighters, is what I'm saying. end/12
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As an addendum: yes, this kind of thing effects how likely I am to buy the game. If I have to play the gleeful fascist parts to get to the fly-for-freedom-in-an-X-Wing bits, I'm gonna pass on the whole thing and go back to making my own star wars sounds in Elite: Dangerous. 13/12
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Perhaps the writers are selling Divine Command Morality for some reason (possibly they feel that way themselves?). Good is not something that people ..."perceive", but the will of the group's patron deity (in a monolatry) (or king, or consensus), and to which one owes loyalty.
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There are a few interesting marks of this worldview. It is very sensitive to lèse majesté. Even if there is no singular king who would have one beheaded for not bowing deeply enough, disrespecting the group's symbol is seen as evil.
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