Having a "morality stat" is a pretty weird idea to begin with, since there are many different systems of moral philosophy, which are predicated on many different views about the way the world works, that are frequently mutually exclusive. The alignment system in Neverwinter Nights (and really, the alignment system in D&D, itself) is pretty weird in places. Sure, I freed a few demons and I stole some stuff, but the demons and the people who wanted stuff stolen gave me quests! I'm a completionist! Is that so wrong?
All joking aside, I'd rather see some games that didn't have a stat for morality, but instead had complex moral decision-making where you didn't always know what was the best decision or what would lead to the best outcome. (You know, like in real life.) It would be nice to see some acknowledgment in video games of the complexity of moral choices, some grappling with issues like whether or not certain ends can really justify certain means. Are some actions always wrong, or does the moral quality of an action depend on the outcome, rather than the action itself? And how far into the future can we be expected to predict and consider ourselves responsible for the outcomes of our actions?
All joking aside, I'd rather see some games that didn't have a stat for morality, but instead had complex moral decision-making where you didn't always know what was the best decision or what would lead to the best outcome. (You know, like in real life.) It would be nice to see some acknowledgment in video games of the complexity of moral choices, some grappling with issues like whether or not certain ends can really justify certain means. Are some actions always wrong, or does the moral quality of an action depend on the outcome, rather than the action itself? And how far into the future can we be expected to predict and consider ourselves responsible for the outcomes of our actions?