I am of the opinion that morality in the real world tends to be fairly grey. I'd like my games to potentially reflect that. Rarely do they, ESPECIALLY the games that promote a supposed morality system. More often than not it's the choice between being some saint and just being an asshole. There's a lot more to morality than that.
Take the western for instance (and what Red Dead Redemption could've been), the mythical wild west as a setting has a LOT of room for giving us a realistic morality system. Making a character choose between robbing a bank or not doesn't really mean anything, now instead let's say our main character has to eat, needs to pay for clothes and his home? What if money in this game wasn't given to us by the boatload for just any and every mission? What if you could cut your leg and need to pay a doctor huge amounts of money?
Suddenly a bank robbery makes sense. It's not just about being a nice guy versus being an asshole. It may be about survival. Suddenly the 'evil' choice is represented like it is in real life, which is a risky choice, but also possibly a quick way out of a bad situation! What if after you made say, a choice to rob a bank, you had to deal with those consequences? Sure you had money now, but you're also a wanted man. Practically pushed into a future life of crime. Are you going to be the bandit with a heart of gold? Can you even afford to be the bandit with the heart of gold? Do you wound the bounty hunters sent to bring you in, possibly giving them the chance to track you down again? Or do you kill them to send a message to future bounty hunters that you are not to be fucked with? etc...
So many ways a really cool, realistic morality system could be approached and instead for the most part we get dialogue trees and A or B decisions that give us the same basic outcome, but a good ending or a bad ending.
Take the western for instance (and what Red Dead Redemption could've been), the mythical wild west as a setting has a LOT of room for giving us a realistic morality system. Making a character choose between robbing a bank or not doesn't really mean anything, now instead let's say our main character has to eat, needs to pay for clothes and his home? What if money in this game wasn't given to us by the boatload for just any and every mission? What if you could cut your leg and need to pay a doctor huge amounts of money?
Suddenly a bank robbery makes sense. It's not just about being a nice guy versus being an asshole. It may be about survival. Suddenly the 'evil' choice is represented like it is in real life, which is a risky choice, but also possibly a quick way out of a bad situation! What if after you made say, a choice to rob a bank, you had to deal with those consequences? Sure you had money now, but you're also a wanted man. Practically pushed into a future life of crime. Are you going to be the bandit with a heart of gold? Can you even afford to be the bandit with the heart of gold? Do you wound the bounty hunters sent to bring you in, possibly giving them the chance to track you down again? Or do you kill them to send a message to future bounty hunters that you are not to be fucked with? etc...
So many ways a really cool, realistic morality system could be approached and instead for the most part we get dialogue trees and A or B decisions that give us the same basic outcome, but a good ending or a bad ending.