I find more and more video games are starting to offer you moral choices, which I like to an extent.

You see, moral choices sort of tag along a promise of a different experience as you play through it, but for the most part, it falls short of this. Sure, if you become the evil guy, you destroy all kinds of innocent villagers, maybe people don't like you as much, and start calling you dirty names as you walk by, but that's all minor things in a game. Take Fable II for example, if I'm someone who just went about murdering half the town in the middle of the day, the blacksmith still has no problem with hiring me to make a couple of swords for him the next day.
Alternatively, there's the holy path, in which people clap as I walk by and generally like me more, this is all well and good, but it's all it is. That's the general theme with morality in games.

Sometimes it's different though, such as in Bioshock, but you get the same result, more or less. Take the "evil" path and harvest the little sister? That nets you a little bit of ADAM, but for every 3 you save you get a gift, and for every 3 you harvest you get 40 more ADAM. Essentially, there's not a lot of difference in choices.

Games need a change if they want to boast moral choices. If you take the evil path, you need to be rejected the service of the hard working individuals in towns, and would have to resort to lesser-quality goods at more expensive prices from some shady guy in a back alley. If you're good, then some of the other back alley people that may make life easier (such as paying fines at the thief's guild in Elder Scrolls) needs to reject your service for fear of you working with authorities or something, and that's just interactions with townspeople, I'm sure there are other things that need to be changed. I want to play a game with moral choices that actually lead up to something.

Alternatively, there's the holy path, in which people clap as I walk by and generally like me more, this is all well and good, but it's all it

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