Many RPGs have morality meters in some way, adding points based on whether you select the "good" or the "bad" dialogue option. Of course, the instant reaction when presented with this system as a player is to immediately devote yourself as tightly as a disciple to the good or the bad. BioWare is especially good at manipulating this system, with the possibilities and beguiling discussions of the way of the Grey Jedi in the Knights Of The Old Republic games, encouraging the player to follow the dialogue trees the way they see fit and discover where they would lie on the spectrum of morality, rather than only selecting the good answer just because it's blue. In a fantastic evolution of this system, the Mass Effect franchise added cutscene specific Renegade or Paragon moments, where - if the player followed the on screen prompt and pulled the correct trigger - Shepard would perform some suitable act of dastardly violence and pragmatic evil, or an act of true heroic giving. There is only one problem, one minor betrayal that comes with a system as interesting and appealing as this. The whole point of a morality meter is to tell the player whether their specific choices unique to them are good or bad. Or, neutral! But nobody would ever choose to play as a neutral character, answering dialogue options as they actually want to because that would cut them off from both the Paragon and Renegade exclusive content. Which means the whole system overall is utterly pointless.