A bit late, but I wanted to chime in on "morality systems." The problem with how they're universally done is the polarizing aspect of it... you must wear a white or black hat. I didn't mind most of Mass Effect's system where you could play a certain way in the middle (paragade: everyone gets a fair shake but if someone has shown they can't be trusted or will almost certainly backstab you, take them down, hard.), but it was flubbed when you had to have enough Red Points or Blue Points to take certain actions, and Renegade just got turned into "dickbag Shepard" in 3.
The best example I've seen was Alpha Protocol, where your choices were nearly ALL morally gray and each did have some impact on the game. Even though the ending played out basically the same, there were a ton of variables that could affect the final mission up to and including how many/which bosses you ended up encountering.
That's a huge part of why I loved Fallout: New Vegas so much. You picked a side and, while forwarding their goals, parts of the game were straight-up closed off to you, or some missions played out completely differently depending on whose side you were on. The NCR have Legion infiltrators... depending on when you do the mission and who you want to win, you can root them out, turn them in, play to the NCR's good faith and KILL THEM FOR THEIR FAILURE, or finish the job on your own and let the incompetents rot. Games need more of these and less black-and-white strictly enforced moral dichotomy.