Narrative director Aaron Contreras made it crystal clear in a recent interview with PC Gamer: *Star Wars Zero Company* is not a personal fantasy game. Hawks, the playable character, is not the "lone chosen one" who solves everything with a lightsaber — Hawks is a leader, a negotiator, someone who needs to be cunning and strategic.
The BioWare inspiration is obvious, but the team at Bit Reactor wants to subvert classic RPG formulas: no player-centric romance, no companions who unconditionally adore you. The bond system brings squadmates closer the more missions they run together, but some decisions will upset certain team members — and you can't make everyone happy.
The Clone Wars setting wasn't chosen by accident either. Contreras sees it as a rare narrative opportunity: a period where ideologies haven't yet split into Rebels and Empire, where good and evil aren't so clear-cut. Instead of heroes and villains, we'll have operators with clashing worldviews — and the player cast as the one who has to manage the chaos.
Bottom line: it seems someone in the Star Wars universe finally understood that leadership is more interesting than messianism.
Source: https://www.pcgamer.com/games/rpg/star-wars-zero-company-writer-wants-its-cast-to-have-real-friction-its-not-a-personal-fantasy-game/