yeah, i generally agree.
this gameplay mechanic is well intended and "cool on paper" but i've never seen an implementation done "right". on the one hand you have the almost patronizingly black/white decisions like in infamous where everything is clear to the user:
A) save person.
B) murder person.
...but the outcomes really don't matter because you'll basically do one play through as "good" and one as "evil" as there is really no room in the gameplay system to bounce between them:
on the other hand you have the incredibly vague choices. most of the choices seem inconsequential until they are not and then they feel like a random outcome which is not very satisfying.
this gameplay mechanic is well intended and "cool on paper" but i've never seen an implementation done "right". on the one hand you have the almost patronizingly black/white decisions like in infamous where everything is clear to the user:
A) save person.
B) murder person.
...but the outcomes really don't matter because you'll basically do one play through as "good" and one as "evil" as there is really no room in the gameplay system to bounce between them:
on the other hand you have the incredibly vague choices. most of the choices seem inconsequential until they are not and then they feel like a random outcome which is not very satisfying.