Gonna talk for a second about expressive design decisions and gameplay dynamics. Back in Knights of the Old Republic, enemies were categorized as either organics or droids. Overall, most enemies were organic, but the game would also throw droids at you at every level.
Level progression involved unlocking force powers by accumulating force points, but you also had an alignment value. Some powers would cost less to unlock - and also less to use - if your alignment was more extreme in the light or dark direction.
The dark side powers were, generally speaking, stronger - and also more awesome - than the light side or universal powers. But there was a catch: a lot of them, like Fear, Drain Life, or Wound/Choke/Kill, didn’t affect droids.
That meant that the play experience for a dark side character was kind of unbalanced. In some encounters you were a devastating force, but in others, your coolest powers were useless. The light side play was steadier; it didn’t have as many of these big swings.
But also, the opportunity costs for light side characters were different. Stun, Disable, and Destroy Droid were all light side powers, and you would eventually take them because most of the other stuff you had access to was buffs. (And buffs are no fun.)
So if you were light side at high level and the game dropped, like, a big turret on you, you would crack your knuckles and grin, because by this point you were *very good* at killing droids.
Just something I was thinking about while watching the end bit of last episode of The Mandalorian.