How to make the perfect Bad Guy
Rock, Paper, Shotgun just did an amazing exposé/think-piece on the beauty of Star Control and what makes it such an incredible game experience.
https://www.rockpapershotgun.com/2016/02/15/star-control-ii-retrospective/#more-347263
There are a TON of good points in there, and it's a great read altogether, but the point that stuck out the most is what he commented on about the "evil" bad guys in the game. He nailed it.
They're just not that evil.
Sympathetic, even. Generous overlords, even!!!
Turns out its pretty true, though! And what an interesting spin to send the genre in weird, new directions. You see, it's easy to hate most bad guys. Almost all games have an irredeemable easy-to-use baddie. There's no depth to that. But both types of Urquan were magical BECAUSE they weren't easy to hate.
The Kzer-za and Korean both had very justifiable reasons to either enslave or extinguish all sentient life in the Galaxy, and just because humans may not take that route - aliens, by definition are unknowable. Eventually understanding and even sympathizing with an unfathomable alien evil brings heart to a story that would be so much less enthralling with a simple "I'm evil and going to kill you for fun" alien race!
We have to make this happen with the main badguys in the SCR. WE HAVE TO! What are some ideas you guys have that could bring such a strange, empathetic dichotomy to our new Star Control story?
Let's help design the bad guys' origin story!! Get creative, folks!