Slightly off topic here. Consistency, Context and Perspective always rule in such situations and to be perfectly honest, that's the last game where you should be looking for either. Some of this is due to the different areas and different class stories having been written by completely separate writers, which makes the entire game be pretty much all over the place with a demented idea of morality, right and wrong.
For starters, you cannot be "good" if your mission entails you to kill living and/or sentient beings left, right and center, in all planets from start to finish. Whether your targets belong to this or that faction/organization, whichever side you belong to, you're a psychopath at worst and a mass murderer with a guilty conscience at best. Despite this, if the choices you make along the way leave you on the "Good" side, then the story paints you as a hero, regardless of how many people you killed.
Case in point: I made a character with the intent of being "Evil". I ended up making more light side choices than dark with the game treating me like a saint despite: leaving people to rot in suspended animation (repeatedly) until the end of time (or until the machines holding them break down from age), robbing others of conscious thought (situations with kiliks and some jedi), having a demonstrably compassionate person being killed by half-sentient monsters while I watched right next to them and imprisoning others for repeated torture afterwards, among other things. All of the specific ones I remembered now awarded me "Light Side" points. Throughout all of this, the game tried to tell me I was doing the right thing...
So yeah. I like the fighting mechanics and the setting, but expecting a well-written story in that game left me a bad taste in the mouth after the first playthrough.
You did mention this, that you knew a choice to be bad and wanted to do it, while knowing it was wrong, while at the same time having made horrible things throughout the game. There is no consistency and context doesn't matter, because the game came from a bunch of different perspectives that instead of working together decided to go in completely different directions and tell completely different stories.
Strictly OP: Killing a man or letting a man die while having the capacity to help, is theoretically not the same for a variety of reasons. However, both leave the same practical result.
In the end, if you let a man die when you could have helped, while you are no murderer, you're also no better than one either. Because you didn't stop it when you could, you were complicit in the murder. This is enforced by Law: if you have the capacity to help someone in deadly distress, you must help.
For starters, you cannot be "good" if your mission entails you to kill living and/or sentient beings left, right and center, in all planets from start to finish. Whether your targets belong to this or that faction/organization, whichever side you belong to, you're a psychopath at worst and a mass murderer with a guilty conscience at best. Despite this, if the choices you make along the way leave you on the "Good" side, then the story paints you as a hero, regardless of how many people you killed.
Case in point: I made a character with the intent of being "Evil". I ended up making more light side choices than dark with the game treating me like a saint despite: leaving people to rot in suspended animation (repeatedly) until the end of time (or until the machines holding them break down from age), robbing others of conscious thought (situations with kiliks and some jedi), having a demonstrably compassionate person being killed by half-sentient monsters while I watched right next to them and imprisoning others for repeated torture afterwards, among other things. All of the specific ones I remembered now awarded me "Light Side" points. Throughout all of this, the game tried to tell me I was doing the right thing...
So yeah. I like the fighting mechanics and the setting, but expecting a well-written story in that game left me a bad taste in the mouth after the first playthrough.
You did mention this, that you knew a choice to be bad and wanted to do it, while knowing it was wrong, while at the same time having made horrible things throughout the game. There is no consistency and context doesn't matter, because the game came from a bunch of different perspectives that instead of working together decided to go in completely different directions and tell completely different stories.
Strictly OP: Killing a man or letting a man die while having the capacity to help, is theoretically not the same for a variety of reasons. However, both leave the same practical result.
In the end, if you let a man die when you could have helped, while you are no murderer, you're also no better than one either. Because you didn't stop it when you could, you were complicit in the murder. This is enforced by Law: if you have the capacity to help someone in deadly distress, you must help.