Replay player for paragon
Another complex morality system is used by the Shin Megami Tensei series, where choices are based on a three-way alignment system: Order, Neutral, and Chaos. Although still loosely good/evil choosing to make a Paragon action does not directly penalize you if you make predominately Renegade options and vice versa, and thus allows for the player to put more thought into their actions instead of being rewarded for consistently choosing one or the other.
Games such as Mass Effect and Mass Effect 2 attempt to solve the problems of prior games by having two discrete meters, for "Paragon" and "Renegade" actions in Mass Effect's case. More complex morality systems attempt, with varying degress of success, to make choices less about "good" and "evil" and more about two or more distinct but equally viable methods to solve a problem - the player will still solve the problem, but how they go about it is up to them.
They have the advantage of being easy to implement and thus less demanding on the developer, as well as making it easy for players to know which choice they want to make based on their personal preferences.
These simple systems have the problem of rewarding a player if they consistently choose one or the other side, but not rewarding a nuanced playthrough where one may choose to be "good" in some circumstances and "evil" in others based on context. Simple morality systems include those in games such as Fable or Knights of the Old Republic and consist of one-dimensional, clearly defined "good" and "evil" choices which are usually directly at odds with one another. There are two broad types of morality systems typically found in games, 'simple' and 'complex.' Simple A more recent variation is the timed decisions mechanic. They have become more popular in many different genres of games, from RPGs to shooters, as they are a popular method of generating player involvement and immersion, as well as allowing for greater "role-playing" or decision-making, as one can choose to react to the game's choices based on either their own or a created set of moral rules and then seeing how the game's story continues. These types of decisions are frequently, but not exclusively, found in the visual novel and role-playing genres. Allowing the player to choose, for example, how they solve a problem or overcome an obstacle both draws players into the game for the feeling that they can make meaningful decisions, but also serves to increase potential replay value - a player can replay a section or entire game and see what happens when they make the "other" choice. Morality in video games is a popular mechanic to allow for player choice in gameplay, giving the player greater input into how the story unfolds than traditional " on rails" plotting where the player simply follows the predetermined path the developers create.