>>43108203That idea would be far better employed as an antagonist or side-character. By forcing the player to pilot a protagonist placed under such circumstances, you're basically forcing the player to pick up certain ideologies or behaviors prior to even really playing the game. However, if that "fallen ideologue" trainer was a side-character with whom the protagonist had consistent contact, then, provided that the game truly allowed for different ending options (or at least some basic changes to certain gameplay elements based on some side-quest outcomes), the player would feel validated in gameplay participation regardless of whether or not the protagonist went along with the crimes or attempted to stop them. Giving the player agency is always the win-win. Taking it away is social-justice tier game design.