>>3842102
No, a good morality system should make others treat you by the reputation you'd get for your actions and choices.

Do you always take the psycho choice? You have a perma bounty on your head and basically can't enter cities unless you're disguised because the moment you do everyone straps up assuming (rightfully) you're there to burn the place down. You won't have any companions except for total psychos like yourself, and they constantly fuck up your game play by acting like schizos too.

Do you consistently betray people? The steadfast and trustworthy NPCs won't work with you, shop keepers won't give you loans, no one will make deals with you it will always be cash up front.

Are you a kind hearted doormat who always tells quest givers you need no reward besides the feeling of a job well done? People will really like you but they will constantly try to get the best for themselves at your expense. Some shopkeepers will try to charge a little more, some quest givers will try to avoid giving you material rewards for quests, some people will try to exploit you by asking you to do unimportant things that they just don't want to be bothered with. And in an actually good morality game, if you get tired of this treatment and finally stand up for yourself and demand proper compensation or fair treatment won't give you negative karma or diminish your good standing.

The problem with morality systems is either they're secondary to the core game play, like KOTOR 1 or Fallout 3, so they're hard binary systems that don't really affect anything so they could basically just be written out. Or they're central to the game, but the writer/devs are mouthbreathing mindbroken autismos who want to force their brainlet concept of morality on you by throwing in constant "gotcha!" moments from your choices, like basically any Avellone written game or The Witcher.