As far as morality-based choices are concerned, I like the approaches taken by The Wolf Among Us or The Walking Dead, or This War of Mine: Choices where you’re placed in a situation where the “right” thing to do isn’t immediately obvious, or where you’re forced to choose between the lesser of two evils, or make choices that are downright cruel when taken out of context (the Villains Wiki lists roughly…85% of the main cast as villains for this precise reason) but seem perfectly justified and less cruel than the “kind” option in context. Even if you make a decision that FELT like the right one at the time, it can still leave you feeling bad about it later—both the character and the player. Rather than simply making a character pure good or pure evil as shaped by their choices, simply make them a complex human being who’s in a messed-up situation where they have to step back and think about their decisions with no time to make a list of “pros and cons”, and not just blindly guess in the dark, or go off morality they were taught in a civilized setting that had no real need for a major conflict up until now.
To provide a good example of this in, say, season two of The Walking Dead (SPOILERS for episode four):
When Jane and I came across Arvo and she wanted to rob him, insisting he was probably a junkie and that he stole those drugs, while Arvo kept insisting they were for his sick sister, I had to step back and think, but had no time to actually decide, right then and there, what the “right thing” to do was—not based off gut instinct, but what was best for the group. Rebecca was in labour, and in this setting, both she and the baby could potentially die in childbirth. So maybe we DID need those meds after all, maybe this guy was just trying to play off our emotions. So I had Clementine help steal them after all…only for this choice to later be nulled when Rebecca died anyway, and it turned out Arvo was telling the truth about his sister. And even if his sister was doomed no matter what, she probably spent the last 24 hours of her life in agony, all because I took a “the ends justify the means” approach. And boy, did I feel AWFUL. Clementine must’ve felt awful, too, but that was an instance where the game actually made me feel guilty about a decision I’d made because I “felt” it was the “right” thing to do…when it wasn’t, and I had no way of foreseeing the consequences of my decision.
There are countless examples of something similar to this in This War of Mine, where I also felt similarly awful about making a decision that seemed like the lesser of the two evils at the time, but to list off all of them would be to take up three pages of the topic, so I’ll leave it at that.
That’s another thing: Don’t cheat and take a “third option”. Have actual CONSEQUENCES to your player’s decisions no matter what. Don’t provide “an easy way out”. That’s cheating, and robbing the player of the experience. If you want the player to “shape their own morality”, show that their actions in-game have consequences, and make them THINK about WHY they made the decision they made, and if it was worth it or not. And if other characters in-game are going to react and provide you with their two cents, I don't think there should be universal popularity or universal scorn either--some will either go “you did the right thing” or “you fucking ASSHOLE”. The Wolf Among Us comes to mind with this. Not all of the decisions you make as Bigby will win everyone over, some decisions can and will piss off a lot of people and yet also make others very happy. But the point is not to win a popularity contest, of course. It’s to make you think about why you’re making these decisions, and why you want the character to develop this way. (Slightly off-topic, but THAT is what makes The Wolf Among Us mature, NOT the fact that it has mature content /rant over)
That said, however, a common criticism I see of TellTale games is that your choices actually don’t matter in the long run—all they change is just dialogue, and that’s it. Rather than actually giving the player agency and choice, they give you the
illusion of choice. As much as I like season two of The Walking Dead, I do have to admit that’s where this criticism can be applied to the strongest. (spoilers for all of s2 of TellTales’ The Walking Dead)
At times, it felt like a half-finished game—like, early on in the first two episodes, it SEEMED like they were adding this stuff in that was going to build up to SOMETHING later on, and might have possibly had a long-term plan for each choice you made, but then had to cut things out when deadlines caught up to them. For example, in episode two, you can teach Sarah how to shoot, and there’s even a small notification of this, implying this will have an impact later on. I thought this was going to build up to something, like, say, she panics and uses a gun to save her father or Clementine, but this horribly backfires somehow—it attracts walkers, calls attention to herself and she gets captured by Big Bad of the week, accidentally kills someone or hurts herself, or even just gets yelled at for using a gun and this leads to a big emotional confrontation, or...SOMETHING.
Except, it never does—there’s no opportunity for her to use a gun, and by episode four she ends up dying with no means to defend herself anyway, either because you decided to leave her to die in the trailer (which I didn’t) while she was in a semi-catatonic state, or because you saved her, and then she later on died in the exact same manner she would have if you had left her, because she was trapped and couldn’t get out and Jane refused to save her no matter how much I insisted she stay and try…and of course, she wouldn’t have saved her either if you had just let her come back up right away.
In fact, the only area of the game where your choices actually DO seem to have an impact on the story, and summation of Clementine’s character development overall, is at the very end—whether you’re with Jane or Kenny or alone, and what you choose to do after. I DO otherwise like this game, and how Clementine is developed as a character, and I’ll still play these games because I like the story and want to see what happens next, but I really do not like this one element of it. Season one is also somewhat guilty of this to an extent, too, but handles it far better--at least there are CONSEQUENCES for saving or killing a character that last past just one episode.
Part of it may be because I’ve just been spoiled by numerous VN’s where the choices you made actually DID impact the story later on (like, for example, Long Live the Queen—that’s an excellent example of where you need to tread carefully when dealing with other royals, or else one, tiny misstep could and does sneak up on you later on), but when you sell a game on the premise of making tough moral decisions, it’s a better pay-off to see different consequences to said decision rather than the same one framed in a different manner. There’s at least one area of this where not changing much can have an impact: It doesn’t change the story, but it does make you step back and consider why you made the decision you did. From that angle, it can be really powerful. But it would be nice to have a bit more agency, too.
tl;dr: Rather than have a binary “good or evil” moral based decision system, or a passive/malleable one, try having morally complex decisions where the “right” thing to do isn’t immediately obvious and you have no way of knowing the long-term consequences of said decision until later on, but also give the player more agency than just having a moral decision impact the dialogue and not much else.