Bad guy choices in games are usually boring because they tend to be the 'I'm not roleplaying and I don't care about these unnamed NPCs, just give me the best loot' types of choices rather than something affectively wicked. Same with good guy choices, really, lots of them are just 'wow, you did a quest and now everything's good for us forever; here's ten feel-good points'.
One of my favorite scenes in any video game is the part in KotOR II where Kreia asks you what you think you're doing giving money to/beating up some rando NPC. The Exile basically tells her that it felt like the good and/or evil thing to do and she shows the guy either getting robbed immediately or taking out their frustration on someone else by beating them up. Her point was that if you want to do real good or evil you're not going to get there with shallow acts of self-satisfaction; that really saving someone or inflicting true cruelty has to be a cascading effect that can cause great change.
TiTS has honestly got some good examples. What you can do to Sera is pretty darn evil but it's also interesting. It's causing a lifetime of bad decisions to catch up with her and all it takes is the slightest push.
One of my favorite scenes in any video game is the part in KotOR II where Kreia asks you what you think you're doing giving money to/beating up some rando NPC. The Exile basically tells her that it felt like the good and/or evil thing to do and she shows the guy either getting robbed immediately or taking out their frustration on someone else by beating them up. Her point was that if you want to do real good or evil you're not going to get there with shallow acts of self-satisfaction; that really saving someone or inflicting true cruelty has to be a cascading effect that can cause great change.
TiTS has honestly got some good examples. What you can do to Sera is pretty darn evil but it's also interesting. It's causing a lifetime of bad decisions to catch up with her and all it takes is the slightest push.