Friendship bars are just as bad, whether they are there or not. I find myself sucking up to my party in games like Kotor and Dragon Age just to get more dialog/kiss/items/sex.
The problem is we have the ability to play again, with great rewards for either side of the spectrum. Imagine if you could go through life twice, once pleasing everybody and one being an evil jerk. And if you are either of those then you get rewarded. Now imagine a game where both extremes are not rewarded. That would encourage the player to think for themselves a bit more.
Sure, we still have the problem of having either good, evil, or neutral decisions, but sometimes life really is like that. I was driving in the snow and side swiped a parked car. Little damage was done to my car, but the othe car had a medium sized dent in the door. I could have chosen the evil/selfish option and left, but I chose the good/responsible option and went to get a note with my number on it, and when I came back the owner was there.
Maybe the problem lies within the major difference between life and games. If that situation was in a game, I would have never seen that car again had I drove off. After that scene, it would be never referenced again. Not taking that opportunity would seem irresponsible because the only difference is how much money I lose, and what direction my moral meter moves. So in games the only reason to avoid the evil option is for when you are worried about your meter. It's vice versa for those odd times when being good is the option that you get the most out of.
There is really no solution to the moral choice system.
The problem is we have the ability to play again, with great rewards for either side of the spectrum. Imagine if you could go through life twice, once pleasing everybody and one being an evil jerk. And if you are either of those then you get rewarded. Now imagine a game where both extremes are not rewarded. That would encourage the player to think for themselves a bit more.
Sure, we still have the problem of having either good, evil, or neutral decisions, but sometimes life really is like that. I was driving in the snow and side swiped a parked car. Little damage was done to my car, but the othe car had a medium sized dent in the door. I could have chosen the evil/selfish option and left, but I chose the good/responsible option and went to get a note with my number on it, and when I came back the owner was there.
Maybe the problem lies within the major difference between life and games. If that situation was in a game, I would have never seen that car again had I drove off. After that scene, it would be never referenced again. Not taking that opportunity would seem irresponsible because the only difference is how much money I lose, and what direction my moral meter moves. So in games the only reason to avoid the evil option is for when you are worried about your meter. It's vice versa for those odd times when being good is the option that you get the most out of.
There is really no solution to the moral choice system.