I was reading Tobold about The Old Republic and how certain story choices give you certain Light Side or Dark Side points and how some gear may require Light Side or Dark Side gear. I want to comment on this, but I am having a little trouble phrasing it in my head.
The thing is that Bioware wants Story to matter in their MMO. Their whole "Fourth Pillar" concept. But for the story to matter, for the decisions you make during the story to be real decisions, they have to have consequences.
If there are no consequences, then the decision and the story is just cosmetic and unimportant.
Now, maybe this particular implementation is heavy-handed. Maybe people will game the Light Side and Dark Side choices to get a specific piece of gear.
But maybe instead people will choose the other way. That they will make their story decisions first, and live with the consequences. Maybe the consequences themselves will make the decision worthwhile.
I'm sure that we all think it's unlikely, but we don't know for certain.
Perhaps that will become a differentiator for guilds. Certain guilds might put a requirement on Light/Dark points, and certain guilds won't.
I don't know if this system will work out for Bioware. But if they want Story to become vital, to become that Fourth Pillar, then they have to have consequences, and they have to attempt something like this system.