"In the case of Star Wars Outlaws, the reputation system described by Gerighty adds conditional values to which missions and areas you have access to at a given time. "A good reputation could lead to some of the most lucrative opportunities," Gerighty says, "and a bad reputation could result in [Kay Vess] facing a syndicate's wrath as they hunt her down."
This is always such a hollow promise in games, making it sound as if there are permanent consequences from choosing to do a mission for one NPC syndicate versus the other syndicate(s).
Meanwhile, the "conditional values" often just mean that if your reputation lowers -5 for one syndicate for choosing to do another syndicate's mission, you just have to grind out 5 mindless activities to restore the +5 you lost.
My problem with this is that it destroys the authenticity of a bad reputation. If you choose one syndicate over the other, it really should label you as the syndicate's enemy permanently.
The best example of this for me was way back in GTA III. Once you got on the wrong side of the mafia in Liberty City after betraying them in an early story mission, mafia members would shoot at your gas tank every time you drove through Little Italy. Every time you went into Little Italy, you were a target, and there was nothing you could do to stop it from happening (short of stealing/driving one of the mafia's bullet proof cars, which only helped because they wouldn't explode). It sucked to have your car blown up (especially if you were in a car chase or another mission), but it definitely felt like the mafia had a permanent vendetta because of your betrayal.