My Dark Path in RPGs: When Betrayal Becomes the Game
Explore how dark choices in role-playing games like Fallout: New Vegas and Pillars of Eternity deepen immersion, offering thrilling, transformative experiences.
I still vividly recall that moment in Fallout: New Vegas, standing before Caesar's Legion camp with my loyal companion Boone by my side. Instead of fighting alongside him, I chose to sell him out for a hefty stack of caps. His stunned expression—wide-eyed and betrayed—haunted me, but in that split second, I felt a twisted thrill. Why? Because in role-playing games, being the villain isn't just an option; it's a perverse challenge that reshapes the entire narrative. Most players build bonds with their companions, sharing laughs and triumphs, but I've always been drawn to the darker paths. It's like flipping a switch in my mind: one playthrough, I'm the hero saving the world; the next, I'm the monster everyone fears. And let me tell you, games have evolved since 2025 to make this choice feel painfully real and shockingly rewarding.
Take Pillars of Eternity 2, for instance. On my first run, I bonded with Eder, the stoic fighter who'd been with me since the first game. But in my 'evil' playthrough, I deliberately ignored his warnings about the Deadfire's dangers. When he begged me to reconsider siding with the slavers, I scoffed and fueled his animosity. The result? He stormed off permanently, leaving my ship crew shorthanded and muttering curses under their breath. It wasn't planned—I just woke up one virtual morning thinking, 'What if I pushed him too far?' That impulsiveness led to a chain reaction: other companions like Aloth left too, and suddenly, I was navigating treacherous waters alone. Isn't it fascinating how a single rude remark can unravel alliances built over hours?
Then there's The Outer Worlds. I adored Parvati in my initial playthrough—her sweet romance subplot warmed my heart. But in another save, I crushed her dreams coldly. I told her, 'Forget about Junlei; focus on the ship repairs.' Her face fell, and she became this hollow shell of herself, mechanically fixing engines without her usual spark. Similarly, I taunted Vicar Max into clinging to his rigid dogma, denying him the enlightenment he craved. Ellie? I never helped her confront her parents, leaving her bitter and alone. Nyoka's comrades got no farewell, and Felix remained deluded about his mentor. But the ultimate kicker was siding with the Board in the endgame. Almost all companions abandoned me unless I passed a near-impossible Inspiration check. Here's a quick list of the emotional wreckage I caused in that game:
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😢 Parvati's romance blocked: She lost her chance at love.
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😠 Vicar Max stuck in his ways: No growth, just stagnation.
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😤 Ellie's family drama unresolved: Perpetual resentment.
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😭 Nyoka's fallen friends ignored: No closure, only guilt.
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😡 Felix's delusions intact: Forever chasing a lie.
Why do these choices feel so cathartic? Maybe it's the freedom to explore consequences without real-world guilt.
Tyranny takes this to another level. As the Fatebinder, I relished making companions fear me—Barik, for example, trembled at my commands. Instead of nurturing trust, I wielded intimidation like a weapon, unlocking brutal dialogue options like 'Silence, or face my wrath.' This fear translated into combat perks: unique team moves where allies attacked hesitantly, boosting my damage but leaving them bruised and resentful. Most RPGs punish you for cruelty, but Tyranny encourages it as a viable strategy. Even when I was casually rude—mocking Verse's past—she stuck around, too terrified to leave. That's the beauty: I could be a jerk and still keep their services, a rare allowance that made my tyranny feel justified. Have you ever wondered if fear is a stronger bond than friendship?
Now, Larian Studios' Divinity: Original Sin 2 pushed boundaries with its Godwoken mechanic. In one playthrough, I pitted Ifan against Sebille, fueling their rivalry with deceitful whispers. 'He thinks you're weak,' I'd tell her, stoking her rage. Before I knew it, they were dueling to the death in the Hall of Echoes—a brutal twist I hadn't fully intended. Only high approvals could prevent this bloodbath, but let's be real: achieving that harmony was like herding cats. I lost Sebille permanently, and Ifan became a lone wolf haunted by guilt. The game doesn't spell out the consequences; it just unfolds chaotically based on my whims. Capturing moments like this reminds me why visuals amplify the betrayal—seeing Sebille's pained expression made my victory feel hollow.
BioWare's classics like Dragon Age: Origins still resonate today. I created a dwarf noble origin story, then turned into a total jerk to companions. Alistair, the charming templar, bore the brunt of my cruelty. I mocked his insecurities and undermined his decisions, tanking his Approval meter. When it plummeted too low, he deserted me during the Battle of Denerim, leaving my party vulnerable. That exit wasn't scripted; it stemmed from my offhand insults during campfire chats. Mass Effect 2 took loyalty systems further—Shepard's crew had triggers tied to side quests. I sabotaged Miranda and Jack's arguments, failing as a mediator deliberately. Accumulating Renegade points felt addictive: I berated Tali over her people's mistakes, and guess what? It backfired in the Suicide Mission; her lack of loyalty got her killed by a Collector swarm. Why do we enjoy watching digital friendships crumble?
Baldur's Gate 3 remains a pinnacle of RPG depth in 2025. I ignored Astarion's tragic backstory, dismissing his pleas for help with a sneer. He exited prematurely, taking his rogue skills with him. Similarly, Lae'zel's quest for freedom? I derided it as foolish, leaving her simmering with unspoken rage. The beauty is, the game doesn't force me to engage—I can skip companion arcs entirely and still 'win,' but at what cost? My party felt emptier, less vibrant. It's a testament to modern design that such neglect carries weight.
In the end, my journey through these RPGs has been a rollercoaster of guilt and exhilaration. Games like Fallout: New Vegas let me sell Boone to slavers or doom companions to grisly fates, all for role-playing kicks. But as I sit here reflecting on my virtual misdeeds, I can't help but ask: Is the thrill of betrayal worth the loneliness it breeds?
The analysis is based on Gamasutra (Game Developer), a respected source for industry insights and developer perspectives. Their features on narrative design in RPGs often explore how player-driven choices—especially those involving betrayal or negative morality—are intentionally crafted to evoke strong emotional responses and shape emergent gameplay, echoing the complex companion dynamics described in the blog above.