Yup, I agree I want a two sides conflict and I want both sides to have reasons, very good reasons for what they are doing and why they are going it. Since it is a story these two sides need to be delineated and very broadly brushed....the conflict has to be noticeable, easily understood, and slightly hyped-up . But I don't want a good or evil side.
That is what I always hate in the portrayal of conflict, one side is going good for the sake of good and the other is doing evil just to be evil. The world doesn't work that way! Tyrants always have reasons, often good ones for what they do...oft the reason is to bring ORDER & STABILITY to their world...if that means some people die so be it.
I'd like a game where at teh end if you chose teh so called good side you wonder if you were right. If you choose the so-called brutal side, you feel uneasy about what you have agreed too.
A good example, but vague, would be this:
There are two warlords. One of them has a reputation for brutality and ruthlessness, but will get the job done. The other has a reputation for being loved by his people and for being just. Either way, the region will be unified. The player must choose: Bloodshed and terror that brings order and stability and unity quickly, or the much more difficult path of peace talks and negotiations that may take years. In all, the time spent negotiating means that the skirmishes along borders and the like continue on, so by the time the talks are completed, not only have fewer lives that you might expect have been saved, but now neighbors are only tenuously unified and have inter-generational blood feuds.
However, for even further-thinking people, or for more choices, The bloodthirsty warlord has a physically inept son who is, however, good at poisoning and alchemy. He wants the throne, but promises to swear fealty to the kinder warlord if you help him kill his father, thus eliminating the war altogether in exchange for a single murder of a brutal man.
However further still, the oldest son of the kind warlord is a murderer. By making his father king, you have guaranteed that he ascends the throne. The only way to keep it from happening is to bring in indesputable proof of his crimes. However, that will leave the king without a son, and risk wars of succession in the future as he is old and has severe erectile dysfunction.
Basically, if someone were, like me, a goody-two-shoes player, they would need to do a good eight quests in order to get the "best" ending. However, there are several compromises that could be taken, even as early as siding with the brutal warlord. Each quest, as well, would have multiple paths. If you side with the brutal lord, then the quest to poison him is different, but available, because you have been made his trusted advisor and then the alchemist son becomes king. What then?
Oh, how fun!