I agree about moral choices in games lacking substance and ambiguity, and forcing players into arbitrary dichotomies.
Ironically enough one of the best games I've played for moral ambiguity was KotOR2 (despite its faults and the fact it was made by Obsidian). One of the game's central themes was consequence versus intent, and inside a universe with a pre-established, long-standing, traditional good/evil dichotomy it was absolutely amazing. It's too bad you were ultimately penalized in that game (by being denied mastery bonuses) for taking to heart the moral that good or evil for their own sake can be equally destructive or selfish.
Personally, my biggest wish for games is that moral choices would stop being dichotomous, whether it's good versus evil, short- versus long-term gain, or ends versus means as most important. True, dichotomy works as a storytelling mechanism, but on the other hand dichotomy will always be to some extent unambiguous and limited in scope, and it strikes me the best way to add depth, intent, and consequence to moral decisions is to increase the number of potential choices or investigate player/character intent when faced with a moral dilemma.
A great example of this are the climaxes of Mass Effect 1 and 2. The final moral dilemmas are effectively dichotomous choices, but during the epilogue Shepard explains their intent and that, and whether they are a paragon or renegade, changes the ending (and the sequels) accordingly.
Ironically enough one of the best games I've played for moral ambiguity was KotOR2 (despite its faults and the fact it was made by Obsidian). One of the game's central themes was consequence versus intent, and inside a universe with a pre-established, long-standing, traditional good/evil dichotomy it was absolutely amazing. It's too bad you were ultimately penalized in that game (by being denied mastery bonuses) for taking to heart the moral that good or evil for their own sake can be equally destructive or selfish.
Personally, my biggest wish for games is that moral choices would stop being dichotomous, whether it's good versus evil, short- versus long-term gain, or ends versus means as most important. True, dichotomy works as a storytelling mechanism, but on the other hand dichotomy will always be to some extent unambiguous and limited in scope, and it strikes me the best way to add depth, intent, and consequence to moral decisions is to increase the number of potential choices or investigate player/character intent when faced with a moral dilemma.
A great example of this are the climaxes of Mass Effect 1 and 2. The final moral dilemmas are effectively dichotomous choices, but during the epilogue Shepard explains their intent and that, and whether they are a paragon or renegade, changes the ending (and the sequels) accordingly.