I think morality systems are amazing for video games, it's just that linear, black and white morality systems break them.
People have already mentioned the Witcher series as an example of a series that does morality right - this is mostly achieved through not having a morality meter. Your choices do not build up to some arbitrary reward for leaning one way or the other, nor do they shift the character's personality. Shades of grey everywhere, nothing in the game telling you that Choice A gives you +5 on the karma scale and Choice B gives you -5 on the karma scale. There is no karma scale, really, it's just you. That's a morality system done right.
But let me cite a 2nd example that has gone unnoticed - Alpha Protocol has something similar to The Witcher, in that it's not so cut-and-dry. However, all your choices have consequences. There is never a choice that dominates another choice, and that's the beauty of the game. I can't really explain why, but AP made me think at a lot of points. Even if I was trying to follow a path, some choices were just very difficult.
People have already mentioned the Witcher series as an example of a series that does morality right - this is mostly achieved through not having a morality meter. Your choices do not build up to some arbitrary reward for leaning one way or the other, nor do they shift the character's personality. Shades of grey everywhere, nothing in the game telling you that Choice A gives you +5 on the karma scale and Choice B gives you -5 on the karma scale. There is no karma scale, really, it's just you. That's a morality system done right.
But let me cite a 2nd example that has gone unnoticed - Alpha Protocol has something similar to The Witcher, in that it's not so cut-and-dry. However, all your choices have consequences. There is never a choice that dominates another choice, and that's the beauty of the game. I can't really explain why, but AP made me think at a lot of points. Even if I was trying to follow a path, some choices were just very difficult.