1 Culture, Aesthetics, Organisations and Society, The Department2 Center for Computer Games Research, Software & Systems, The Department3 Digital Culture, Software & Systems, The Department4 Digital Design, IT University of Copenhagen
Star Wars: the Old Republic allows for characters to make a several choices, turning to the dark or the light side. Despite the slant to the narrative given by the Star Wars Universe, both Jedi and Sith can chose degrees of light or dark, opting for one or the other response to quest option and social play. This presentation looks at the structure for these choices, the rewards and the limitations, as well as the narrative imperative inherent in the Star Wars universe. Based on personal play and selected player interviews, this work explores the narratives the game offers experienced players and the, the affordances, limitations and motivations for their turn to either side.