You know, if you've chosen to be "evil," you probably completely deserve to be scolded like a puppy, you dysfunctional wretch. There's no other response. You can't say, "good job" - no, it wasn't, you were a impediment to us all. You can't say, "you were evil" and leave it laying there on the table and expect it to mean anything. The only correct, meaningful response to being evil is, "you little prick, look what you did." Yeah, you got the bad ending, because you're reaping what you sow.
That said, meaningful choices in general are good, and not enough games provide them. Apparently dynamic content is hard because it's a whole lot easier to code and provide content two concrete possibilities than it is to code and provide content for 10,000 extremes between those two choices. Not to mention coding 10,000 consequences of each action.
I should probably get to work on that. It's really just a matter of the game's design structure. Most are made to be linear because we know how to make a linear game. But, the thing is, we've got variables, we were able to make dynamic worlds since Rogue, just most designers don't bother.