1.) Most games use binary moral choice (Good/Bad, Renegade/Paragon, etc.) because adding options doubles or triples the amount of dialog you have to record and the amount of coding you have to do. Having nine distinct options would be a nightmare, even if you could overlap things in a few places. But if you do that, what's the point in having nine? Why not pare it down to 6? 3?
2.) The D&D alignment system is actually a point of hate for many D&D players, as it attempts to distill your character's essence down to two words, which leads to some players doing things for no good reason other than "My sheet says Lawful Good/Chaotic Evil!" (Lawful Stupid and Chaotic Stupid, colloquially).
It would be far better if character reactions were based on your deeds, and not a slider that says "YOU AMS THE GREETEST." This was one of the things the original Witcher did very well, though at its core, the entire game was about there being consequences for your actions.
Manji187 said:
Fallout: New Vegas.
But isn't this just a more complex bipolar system?
Nude Vague Ass and the other Fallout games have all been binary, or slightly trinary, but you could still choose to be an evil fuck even if you've been running around, feeding orphans and obliterating raiders. Unlike Mass Effect where you get locked in after a while, or just stop progressing because you tried to walk a tightrope.
Which is, really, a better way to develop your character, since you can decide to start out being selfish and taking everything for yourself, but partway through your adventure, "see the light" and realize that you are in a unique position to help humanity rebuild, and blah blah blah words.