I think this approach reminds me too much of Bioshock's attempt at morality.
The choice to kill or save Little Sisters didn't boil down to a moral choice, but a
gameplay choice.
Save Sisters for half the Adam and the good ending?
Or kill her for all of the Adam and the bad ending?
In essence, you are deciding how difficult you want the game to be, not how great or terrible you are as a person.
Some of the moral 'choices' that hit me hardest in games were those that I was forced to do.
There was no in-game choice to save the Colossi in Shadow of the Colossus, if you wanted to continue the game, you HAD to kill them, even as your character became more and more corrupted over time.
And Far Cry 2, my friend who had saved my life lay bleeding in the dirt, and I was out of syrettes. Do I put an end to his misery? Or leave him behind? Either way, he dies.
Deciding to pull the trigger was a surprisingly emotional choice.
Similarly, the thing that impacted me most in Bioshock was not the vaunted moral choice over the sisters, but the realisation that
.
When giving a moral choice, don't make it a choice between making the game hard or easy. A good moral choice system makes both sides viable, and leaves it up to the player's morals as to what they should do.
As for me, given the choice between burning down the world or saving it in a game, I'll usually take the evil path.
It's the small things that matter most. If given the choice between being a nice guy or a douchebag in a conversation tree, i'll always pick the nice guy ones.
Of course, if they keep bagging me out, I'll choose the insults every time.
I can be an arsehole to the entire planet, but I can't bring myself to be a dick to people who treat me like a friend.