For many years games offer us various types of tasks, and for the execution of them we get different types of awards. For some time I meet with the fact that the game creators pride themselves on the fact that the player can make decisions in the style of good/evil or even some other.
What does it look like in practice?
In practice, many such choices are merely an illusion, because we are in the game world and most of the player's actions are calculated on a specific outcome, not on the conduct of their conscience. Imagine this story in the game: a great industrial magnate wants to demolish the orphan's house in order to place a factory on this site. Magnate offers you an undying free upgrade of every weapon, and an orphan free accommodation in parszywych conditions. Probably many players will choose free upgrades… Although this may be a bad example, it nadwyręży the player's conscience and the player can choose a less cost-effective solution. But you understand the idea. The choice is only an illusion, because one output is evidently more profitable than the other. For the player to be able to actually choose, the rewards for both actions must be about the same level.
Note What type of task we get in games. This is usually a task of type 'pomóż to someone '. So we are rewarded for our deeds only for good deeds. Especially annoyed me in D&D games such as Baldur Gate, where we could create a chaotic character wrong. What meaning did he play with my magic, who just wants to spread the evil of the world when it is more profitable for me to look for villagers cows? For the same affliction suffer games MMORPG, in which theoretically we can try to play their character, but in practice we are limited by the types of tasks that we receive.
The good/evil choices I have mentioned at the outset are rather unuseful when we refer them to the broader context. Simply, what is good for one character in the game can hurt another.
The free choice for a clean calculation is also lost in games like WoW (at least when I played it). There was only one, two or three builds of the characters that gave the best results. This meant that the player, despite the fact that he wanted to play Super Fiery Mage, was forced to invest some skill points in talents not related to what was his desire. The same tyczyło weapons.
Unfortunately, putting a real choice in the hands of the player is a big design challenge, and by the way increases the amount of work (financial) that you need to put into the game.