Funny how in every morality system-related thread it always comes down to
Mass Effect. Anyway, a few things to say.
Planescape: Torment utilized the standard D&D two-axis system, the Nameless One starting out at True Neutral and his alignment changing with your choices. The greatest thing about the system was that there was no obvious way of telling how your actions would affect alignment. So OK, it was pretty easy to tell that being helpful earned you "good" points and so on, but since you couldn't see the point changes, and some consequences were pretty unexpected (you would get chaotic points for just talking to Xaosites, as their madness rubbed off), the only way to see the changes was when you ventured into the character screen and noticed your alignment has changed at some point along the way. And then alignment would affect what equipment you could use, how some people treated you, and all those little things. The beautiful thing about that system was that since alignment changes came so slow, you really couldn't "grind alignment" to cheat, that since there were so many dialogue options you could really be whatever character you wanted to be.
Neverwinter Nights didn't really utilize it in home campaigns, but its powerful creation tools had options for both D&D alignment and faction points. I think this addresses the problem many people have with morality systems, namely that they are arbitrary. In user-made NwN campaigns, you could really make your choices affect how other people see and treat you without utilizing a good/evil slider. It was a good one, I think, although this kind of solution would require a crapload of scripting for it to seem meaningful.
Kahunaburger said:
Most games with morality systems make you choose between stuff like saving children and killing children - The Witcher makes you choose between raising a child based on authoritarian or permissive parenting styles. That is awesome. The focus stops being on an arbitrary meter and starts being on facing the consequences of your decisions.
That's one thing I really liked about
The Witcher, but it should be said that the system wasn't implemented too well. Many consequences were obvious, and for me a real letdown was when at one point, an earlier choice was arbitrarily labelled as "good/evil" (it was made into "I fight injustice / I'm a selfish jerk", but the implications were clear). If the sequel has more of the rare "wow, I didn't see that coming" consequences, I'm in.