The problem with moral choice systems is that morals are inherently subjective. Yes, there are actions that are generally accepted to be 'good' or 'bad' morally, but not everyone's intersection of the two is going to meet in the same place and some may even disagree entirely with the developer's judgement of morals.
I do like the idea of choices in video games as long as they are done organically. Choices should be there only to yield the consequences of those choices, not to add to what the developer perceives as morally good or bad points/stats for your character. A truly reactive world, where every player action has some effect on the game, would be brilliant, leaving the player to judge whether their actions were good or bad in the end. In contrast, just labelling the player as one thing or another and maybe having different missions/endings is not particularly effective game design in my opinion.
I do like the idea of choices in video games as long as they are done organically. Choices should be there only to yield the consequences of those choices, not to add to what the developer perceives as morally good or bad points/stats for your character. A truly reactive world, where every player action has some effect on the game, would be brilliant, leaving the player to judge whether their actions were good or bad in the end. In contrast, just labelling the player as one thing or another and maybe having different missions/endings is not particularly effective game design in my opinion.