I think that games where the player has almost no dialogue just fare better in the morality game, because, like Alex said, there is only the actions of the player to go on. But on top of that, there are the games which do or do not have a story that automatically makes you a hero. Take Mass Effect: you're saving the galaxy, but ruining everyone else along the way. You're being the cuntiest hero ever, but you're still a hero, because you're trying to save the universe. Or take (again) Grand Theft Auto 4: Niko is given the freedom to be a total asshole, but the scripted story sequences show him as a definitive hero, albeit conflicted. Then you take games like Bioshock and Fable, and to an extent, Fallout 3 (I think morality had a sizeable impact, at the least): Bioshock; you're trying to find out what happened to Rapture and how to leave, and your moral choice is simple. Fable, you're trying to get/not get revenge on dubious characters, but there's no player dialogue, only player agreement and actions. You can get evil revenge or good revenge, or let the guy go but still rule with an iron fist, etc. Fallout 3, you're trying to find your Dad (I haven't finished this yet), the only moral absolute that the game forces on you is that you loved your mother and father. Neverwinter Nights 2: Mask of the Betrayer (IMO one of the finest written dialogue-heavy games), you're trying to do something about a presence inside of you. You can get rid of it, or keep it and abuse it's power.