Totally agree. I think this was touched upon in a certain Extra Credits episode. On second thought, I'm sure it was.
There are several problems with morality systems.
First of all a good/evil meter is wrong to start with. Banality of evil is the chief argument here as no human willingly commits evil for the explicit purpose of being evil alone. Each act deemed evil can be rationalized by greater good, necessity ect.
This means a good/evil system is worthless. Mass Effect had the Paragon/Renegade which is a much more ambiguous system of idealism vs realism and as we've seen works much better.
The problem with having such a system at all is that it's too often a core element and plays a much more prominent role than it should. Instead of trying to fit existing content into the morality system it's the other way around, content being created with fitting into the system in mind. The designer doesn't come up with varying solutions based only on the circumstances but instead tries to think up solutions that would fit neatly into the framework of the morality system present in the game. Even if this is done subconsciously it's limiting and often results in choices that are stupid or pointless. Yahtzee mentioned this more than once.
The biggest problem here is that morality can't be easily quantifiable. Not real-world morality which is a very subjective thing. Only by making the available choices unrealistic and frankly dumb can a clear and obvious distinction between good and evil be made. And regrettably a lot of games go down this route. In order for the game content to fit into the simple morality framework the choices are unrealistic, between being a psychopath for no good reason to being a sucker-saint.
Bethesda's Fallout 3 is a great example of how NOT to do this.
There are several problems with morality systems.
First of all a good/evil meter is wrong to start with. Banality of evil is the chief argument here as no human willingly commits evil for the explicit purpose of being evil alone. Each act deemed evil can be rationalized by greater good, necessity ect.
This means a good/evil system is worthless. Mass Effect had the Paragon/Renegade which is a much more ambiguous system of idealism vs realism and as we've seen works much better.
The problem with having such a system at all is that it's too often a core element and plays a much more prominent role than it should. Instead of trying to fit existing content into the morality system it's the other way around, content being created with fitting into the system in mind. The designer doesn't come up with varying solutions based only on the circumstances but instead tries to think up solutions that would fit neatly into the framework of the morality system present in the game. Even if this is done subconsciously it's limiting and often results in choices that are stupid or pointless. Yahtzee mentioned this more than once.
The biggest problem here is that morality can't be easily quantifiable. Not real-world morality which is a very subjective thing. Only by making the available choices unrealistic and frankly dumb can a clear and obvious distinction between good and evil be made. And regrettably a lot of games go down this route. In order for the game content to fit into the simple morality framework the choices are unrealistic, between being a psychopath for no good reason to being a sucker-saint.
Bethesda's Fallout 3 is a great example of how NOT to do this.