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Personally, I consider Evil in its purest form to be "the ends justify the means." Pretty much every time people do horrible things to each other, it comes down to this. The lust for power/control/etc in the mind of the villain is justified, at the very least, by "It's what I want, so it doesn't matter how it effects anyone else." And, well, Stalin, Hitler, the Khmer Rouge. You get the idea.
Now, in a game context, Pure Evil characters really never work together, per se. They would all be jostling for control over each other/etc.
But, if you want a sudden switch with the protagonist suddenly being shown to be Pure Evil, show the entire game and world from HIS perspective. Anyone the protagonist talks to, you can have their dialog seem to make no sense, or even twist their words around, if they disagree with the Pure Evil motives of the protagonist.
Maybe they're saying "Please, stop killing our people" but he HEARS "Please, end our suffering." After he kills several of them, one begs "No! Please stop!" and the protagonist looks confused and says "But you asked me to. Your suffering will soon pass." And the Reveal at the end might be he finally sees what he has truly wrought --- a landscape of utter ruin, destruction and death.
Maybe he thinks he is doing what is Truly Best for everyone. The millions who had to die for that end? Unfortunate. The atrocities he committed? Necessary for the ends. You see, Ends Justify the Means can work quite well here.
I think, in 2-D RPGs, there is an implicit assumption the "narrator" (i.e. what we see/hear) is a neutral, disinterested party.
So, you can get a LOT of mileage with the unreliable narrator trope (i.e. The Telltale Heart).
Now, in a game context, Pure Evil characters really never work together, per se. They would all be jostling for control over each other/etc.
But, if you want a sudden switch with the protagonist suddenly being shown to be Pure Evil, show the entire game and world from HIS perspective. Anyone the protagonist talks to, you can have their dialog seem to make no sense, or even twist their words around, if they disagree with the Pure Evil motives of the protagonist.
Maybe they're saying "Please, stop killing our people" but he HEARS "Please, end our suffering." After he kills several of them, one begs "No! Please stop!" and the protagonist looks confused and says "But you asked me to. Your suffering will soon pass." And the Reveal at the end might be he finally sees what he has truly wrought --- a landscape of utter ruin, destruction and death.
Maybe he thinks he is doing what is Truly Best for everyone. The millions who had to die for that end? Unfortunate. The atrocities he committed? Necessary for the ends. You see, Ends Justify the Means can work quite well here.
I think, in 2-D RPGs, there is an implicit assumption the "narrator" (i.e. what we see/hear) is a neutral, disinterested party.
So, you can get a LOT of mileage with the unreliable narrator trope (i.e. The Telltale Heart).
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