Why put up with the slow dribble of credits if you could just buy your way up? Before the market was turned off, Star Wars: Battlefront II allowed real-money purchases of crystals, a secondary kind of coinage that could be used to buy loot crates. A helpful shortcut, if you will, to bypass some grind. “Why would you want to actually play this game?” the system sneers. There’s an easier path to power. A Dark Side.
Suddenly I thought of a version of the game that would incorporate two layers of progression, cash-based vs. time-based. If you pay cash, you level faster and have cool tricks like Force Lightning… BUT your character model becomes uglier and uglier, and you can only wear dark, edgy clothing. If you stay noble and pure and don’t throw cash into the system, your character can obtain a higher power level. When a character from either side dies, all progress is lost. The dark siders, almost certainly more numerous than the light siders, can and will fall into infighting, whereas the virtuous light siders have friendly fire turned off. The Dark Side isn’t stronger, but it is easier, more seductive.
Players that try to use both sides would have character models wracked with indecision, and penalized by needing much more effort to gain bonuses from the newer track. If they pay enough in money or effort to overcome this penalty, they get extra temporary powers and a “redeemed” or “corrupted” tag.
Maybe it would also be a terrible game, but it would be an interesting psychological experiment, and would be thematically appropriate. I think the original plan for including Jedi in the Galaxies game was like this, except for the microtransactions.