Evil Is Easy: Difference between revisions

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{{trope}}
{{quote|'''Luke:''' Is the Dark Side stronger?<br />
'''Yoda:''' No, no, no. Quicker, easier, more seductive.|''[[The Empire Strikes Back (Film)|The Empire Strikes Back]]''}}
 
{{quote|"Evil is easy, and has infinite forms."|''[http://www.dictionaryquotes.com/authorquotations/636/Blaise_Pascal.php Blaise Pascal], French mathematician and [[Trope Namer]]''}}
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* Negi Springfield of ''[[Mahou Sensei Negima]]'' chose Black Magic because the light path wasn't fast enough. The reward in this case was power. Somewhat subverted in that it's not ''actually'' evil, just much more dangerous--both to himself and others.
* In [[DragonballDragon Ball]] Muten Roshi repeatedly tells that Tao Pai-Pai and the Crane Hermit have gone "The easy way of evil".
 
== Film ==
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* Several ''[[Star Wars]]'' mentor figures refer to [[The Dark Side]] as "the easy path."
** This is a gameplay mechanic in the tabletop game, where at lower levels using the Dark Side provides more benefits, but it quickly peters off and is eclipsed by the Light.
* From ''[[Three Hundred|300]]'' : "Cruel [[The Hero|Leonidas]] required you to stand. I ask only that you [[Kneel Before Zod|kneel.]]"
 
== Literature ==
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== Religion ==
 
* Jesus says this in the [[The Bible (Literature)|Gospel of Matthew]]:
{{quote| "''Enter through the narrow gate. For wide is the gate and broad is the road that leads to destruction, and many enter through it. But small is the gate and narrow the road that leads to life, and only a few find it.''"}}
** There are similar passages found throughout the Bible which share this sentiment in different ways; Isaiah 35 is one such example.
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== Western Animation ==
 
* ''[[Kung Fu Panda: Legends of Awesomeness (Animation)|Kung Fu Panda Legends of Awesomeness]]'' has this when [[Owl Be Damned|Fenghuang]] wants Po to [[Face Heel Turn|join her]] in "Owl Be Back". Unlike [[Stern Teacher|Shifu]], she's not just ''willing'' to teach him all sorts of cool kung-fu moves, but ''eager', to the point she turns {{spoiler|her assault on the Jade Palace}} into an impromptu, entertaining and fast-paced training session. She also lavishes him with praise and calls him a fast learner, as opposed to Shifu repeatedly pointing out his flaws.
 
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== Tabletop Games ==
 
* ''[[Old World of Darkness (Tabletop Game)|Old World of Darkness]]'' as a whole seems to be quite the fan of this. Whether vampire, werewolf, mage, or other monster, the player characters are supposed to be regularly and reliably tempted with the easy but vile path.
** ''[[Vampire: The Masquerade (Tabletop Game)|Vampire: The Dark Ages]]'' did this with Infernal disciplines. They made them incredibly easy to earn... it just cost a few more bits of your soul. Or whatever vampires had that didn't make them tools of the devil. [[Evil Versus Evil|Or more like tools of the devil than they already were.]] Or something.
** ''[[Werewolf: The Apocalypse (Tabletop Game)|Werewolf: The Apocalypse]]'' Werewolf: The Apocalypse]]'' in particular lacks the Harmony of ''[[Werewolf: The Forsaken (Tabletop Game)|Werewolf: The Forsaken]]'', making it easy to build up useful Rage through needless violent acts.
* In ''[[Exalted]]'', being evil causes [[Heroic BSOD|Limit Break]], and even the Abyssals, a bunch of Solars corrupted by the very forces of the underworld, can bleed off their punishment for being good without acting evil.
** Alchemicals play it straight with Transorganic Desecration Cyst, which gives them brain cancer, Gremlin Syndrome (which turns them into murderous, psychopathic avatars of the Engine of Extinction), and the ability to grow Charms that don't take up Essence to have installed.
** Also, Limit Breaks do not happen if you are evil. They happen if you act against your virtues. Depending of how you make the character, it can means you're likely to do so if you ''don't'' kill everyone in the village because doing so is the most efficient way of completing your objectives.
* In core ''[[Dungeons and Dragons (Tabletop Game)|Dungeons and Dragons]]'' 3.5, there's the Paladin, a 20-level hard-to-handle base class that often makes it more difficult for the rest of the party. On the other hand, you have the 10-level Blackguard, which gets evil-flavored versions of just about every paladin ability. By the numbers, the Paladin should be more powerful at the end of the day for anything that counts level into the numbers, but this is subverted when fallen Paladins get most of their powers back as Blackguards.
** Mostly accidental. Paladins are [[Linear Warriors, Quadratic Wizards|Linear warriors]]
* Borderline version in ''[[The Dresden Files (Tabletop Gamegame)|The Dresden Files]]'' RPG. Lawbreaker supernatural powers grant bonuses to the effectiveness of a given spell, if you're using it for the purposes of further breaking that law. For example, a character who's killed with magic once will get a +1 bonus to his spells if he's trying to kill someone with it afterward. Killing more increases the bonus. This is said, in the rulebook, to represent the [[The Dark Side|seductive, corrupting nature]] of breaking the laws of magic.
** Similarly, Sponsored Magic comes with several bonuses that will both make your spells stronger, and let you cast them easier. The catch, of course, is the more you take advantage of the bonuses, the more in debt you become to the sponsor, and the more they can exert influence on you. Deals with Demons and Fallen Angels fall squarely into this trope, whereas deals with, say, [[God]] fall right on the "Good is Hard" side.
 
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* ''[[Puzzle Quest]]'' has it both ways. For some sidequests, one can take an easy amoral option for a reward, or the long path for another reward. However, the "good" rewards tend to be superior (though often not worth the trouble) for helping you out down the road.
* In ''Might & Magic VI'', reaching the Saintly reputation (required for Master of Light Magic) requires you to trudge through quest after quest, slowly building your reputation. However, becoming Master of Dark Magic (requires the worst "Notorious" reputation) takes less than 30 seconds of killing innocent villagers.
* Inverted in the main quest of the first ''[[Fable (Videovideo Gamegame series)|Fable]]'' game. Said main quest gives you good points fairly often, and evil points fairly rarely, so unless you go out of your way to slaughter civilians, you'll probably end up good.
** Played straight outside of the plot: things which give you good points when you kill them, like bandits and undead, are rather difficult to find in large groups and yield only 5 good points. Guards, though slightly harder to kill, spawn infinitely and yield 20 evil points. Also, you can get 600 evil points easy by [[Author On Board|divorcing your spouse]].
** Fable is an inversion in that while evil acts are as simple as punching out a window, becoming evil is a full-time job as the default in the game is Good, and going evil mid-game requires multiple [[Moral Event Horizon]] in order to be recognized as evil.
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** In Fable 2, during the part of the story where {{spoiler|you're a Spire guard, disobeying the evil commandant makes you lose experience}}, while taking the evil actions has no negative consequences except, if you don't want them, evil points.
** Played very straight in Fable 3, where {{spoiler|you have to make several evil decisions if you want to save all the people of Albion and you don't have 8.5 million gold.}}
* ''[[In FamousInfamous (Videovideo game Gameseries)|In Famous]]'' seems to invoke both parts of this trope. It's easy to sway the Karma meter to evil (Meleeing a civilian with low-ranked melee skill granted like 4 ticks of bad Karma vs. the 1 for healing a downed one,) and Evil often [[Evil Pays Better|Pays Better]], as well. Take the 1 bit of payment from the guy you just helped, or kill him for 5? Hmm...
** It also makes the game itself easier, good is precision and nonlethality, evil is destruction of whatever gets in the way of you and your enemy, it's easier to play through hard mode when you can spend less time aiming and more time shooting.
* ''[[Mass Effect]]'' seems to try for it and then doesn't! The manual says the easy option is the evil one. But since the evil choice is almost always going to result in lying, stealing, and fighting difficult battles, it seems harder. The good side ends with you saying something gallant, which then makes the enemy give up without a fight, or kill themselves. Which is really the easy choice?
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** Some of the Renegade interrupts in ''[[Mass Effect 2]]'' also make it easier by disposing of enemies "unfairly," such as by setting off an explosion to take out some of the enemy.
* In ''[[Kane and Lynch]]'' the "evil" ending is the easiest, with {{spoiler|Kane betraying his companions and escaping with his daughter}}, while the "good" ending requires to play a last and rather tough level to {{spoiler|save your companions}}. Ironically, {{spoiler|the "good" ending is the bleakest of the two, as it's implied that both your daughter and Lynch die, while in the "evil" ending (established by the sequel as the canonical one) they just hate your guts.}}
* In the PC game ''[[Secrets of Da Vinci the Forbidden Manuscript|Secrets of Da Vinci: The Forbidden Manuscript]]'', the player character has a [[Karma Meter]] which measures his angelic level (white) versus his devilish level (red). You can increase either level at will, if you have the points to spend, and they also are increased by certain choices made during the course of the game. Quite often, the "evil" course of action is the better one to take -- for example, you're going to have a better chance of getting the female character to like you if you lie and say that the gift you're giving her was your mother's, instead of telling her the truth about how you swiped it.
* Averted in ''[[Ace Combat]] Zero'': morality is entirely based on the number of yellow targets you either destroy or spare. In missions with a lot of yellow targets, you have to deliberately take time away from the actual mission to go destroy them if you want a level other than "Supreme Knight". In addition, spared targets seem to effect karma a lot more than destroyed targets. However, destroying yellow targets nets you quite a lot of extra money, such that if you're playing as a Mercenary (evil) character, you'll have an easier time buying new planes and weapons, as opposed to the Knight (good) character, who has to make each purchase count that much more.
* The browser based game [[Nexus War]] made it much harder to stay good than to go evil as an intentional design decision. Demons could wander around murdering whoever they damn well please. Neutrals, goods, evils, all were fair game and all gave experience. If you wanted to be an Angel however or even just a Good Transcendant you had to work considerably harder. While you weren't punished for attacking Demons and evil characters, so long as someone maintained a neutral alignment you were unable to attack them without the karma meter frowning upon you, even if they attacked you first! This isn't at all helpful when a large portion of the neutral population counts as [[Stupid Neutral]]. Avoiding the days of sitting around doing good deeds to gain favor with the karma meter again can thankfully be avoided by friends using Sin Eater to take away some of your evil points.
** To sort-of-compensate, good warriors could usually beat neutral or evil ones in a straight fight since they obtained an armor ability (which are massively powerful in this game, completely dwarfing any item-based armor) as soon as they reached level 10, while nobody else gets one until level 20. And it scales with level to remain the best for almost the entire game. They also get the most straight "all attacks do extra damage" skills. Plus demons couldn't be healed even if they ''had'' allies who wanted to (which most non-goods wouldn't). Unfortunately for the angels the game was never ''ever'' about straight fights, and how quickly you gain experience was almost unrelated to how much of a beating you could take except at the highest levels.
** That said, the actual hardest morality to maintain was probably the Nexus Champion's [[True Neutral]]; morality shifts with every attack rather than every kill, so you would literally slip away from the center over the course of a single fight if you couldn't finish it fast enough.
* In [[True Crime: Streets of LA]], to be a [[Karma Meter|bad cop]], all you had to do was drive down the sidewalk plowing down pedestrians. You could reach this unintentionally by, say, accidentally shooting a hostage, or accidentally running somebody over while in pursuit of a criminal, or a stray bullet hitting a passerby. To raise your meter, you have to complete arrest missions, and you're more likely to commit one of the accidental deeds than actually get your job done.
* Very common in [[Epic Mickey]]. While every problem has a paint-based "good" solution and a thinner-based "evil" solution, the paint solutions are almost always much, much more complicated, to the point where many players choose evil not out of preference but out of ''not having any idea or ability to figure out how to solve the problem the good way''.
* [[Command and Conquer]]: Red Alert allowed you to play as either the evil Soviets or the good Allies. The first Soviet mission is unloseable, their tanks are more powerful, and their Tesla coils make their bases nearly invulnerable. The Allies, on the other hand, had much harder missions, separate base defenses for infantry and tanks (the Tesla coil would work fine on either), and small, cheap tanks which were rather slow to build anyway. Reversed in Red Alert 2, however, in that the two sides were rebalanced and made more even, and the Soviet story mode ends up notably more difficult than the Allied story in both the main game and expansion pack.
** Sorta holds up in Red Alert 3, the Soviets are the easiest faction to use and the campaign is designed to be the easiest. The opposite applies in [[Tiberium Wars]], in which GDI's campaign is designed as the easiest since they are the easiest to use.
* In ''[[Prototype (Videovideo Gamegame)|Prototype]]'', [[I'm a Humanitarian|consuming]] defenseless civilians for health is faster than trying to wait for Alex's regen to rebuild the same amount of health and easier than taking on the military, especially in Hard mode where every scrap counts. And have a [[Sarcasm Mode|very fun time]] trying to minimize the civilian deaths from collateral damage, even you try avoid killing them you'll likely fail. As if in acknowledgement of this, there's actually an Achievement for consuming less than 10 civilians in a run.
** Not for ''killing'' less than 10 civilians, mind you. You're going to kill a few hundred or so simply by moving around the map. Prototype is that kind of game.
* ''[[The Godfather (Videovideo Gamegame)|The Godfather]]: The Game'' is confusing about this. If you try to be one of 'em [[Neighbourhood Friendly Gangsters]] and not extort any more shopkeeps or racket bosses, your income is going to be atrociously little, so [[Being Good Sucks]]. On the other hand, trying to take over businesses with violence leads to enemy mobsters attacking, and this game can get rather challenging at times. If you're dealing with a business that doesn't have a backroom racket, it's easier and safer to build up enough Respect that you can take over without violence - on the other hand, building up Respect takes up more time than you probably would going about things the killy way.
* This is present in many sandbox games with [[Karma Meter|Karma Meters]]. While its easy to get a boatload of evil points in a city by killing every person you come across, there is no easy way to get good points except when give a good/evil choice during a mission. They certainly couldn't give you good points every time you walk by a NPC without preforming a spontaneous head-ectomy.
** [[Video Game Cruelty Potential|They should, though.]]
* It is this way in "NASCAR 2005 Chase For The Cup" if you are not a good driver. Accidentally bump into other cars while racing and you become "evil" very quick.
* Played with in ''[[DantesDante's Inferno (Videovideo Gamegame)|Dantes Inferno]]''. When given the choice to absolve or punish a famous shade (essentially equivalent to opening a treasure chest), the [[Video Game Cruelty Potential|Punish]] choice gives out Unholy experience and a small amount of soul economy. The [[Video Game Caring Potential|Absolve]] option, on the other hand, forces you to play a [[Dance Dance Revolution|quick-time minigame]], resulting in an equal amount of Holy experience and a ''generous'' amount of soul economy, depending on how well you score in the minigame. Though [[Gotta Catch Em All|collecting three]] Beatrice Stones lets you bypass the minigame altogether, it is almost never a good idea to do so, especially on your first playthrough, as you miss the soul payoff from playing the minigame.
** Subverted in the sense that the Cross (or more specifically [[Made of Iron|Divine Armor]]) is a ''massive'' [[Game Breaker]], so any effort spent on buffing your Holy EXP is well worth any amount of tedium the minigames may cause. A ''[[Word of God|very]]'' [[Shown Their Work|deliberate]] bit of [[Fridge Brilliance]] with this.