Morality in Games, Part One

Chris Avellone was recently interviewed for a master thesis, and decided to share part of the interview on his blog.
Could you outline your professional relation to moral aspects and choices in games? For example, have you worked on titles where these kinds of choices have been a premiere aspect of the game?

Almost all the titles I've worked on have dealt with player choice and moral consequence, either in terms of a character alignment (good, evil). The moral consequences of choices you make in computer games is one of the hallmarks of a role-playing game, so it's core to what we do.

If so, which titles?

Planescape: Torment (the alignment system - you start out as a blank neutral slate, then your actions make you more chaotic, lawful, good, or evil), Fallout 2 (the karma system), Star Wars: Knights of the Old Republic 2: The Sith Lords (you can fall to the light side or dark side of the Force, depending on your actions, and it has consequences for your companions as well through the "influence" system), Neverwinter Nights 2, Neverwinter Nights: Mask of the Betrayer (both feature improved versions of the influence system, where not only can you become more good or evil, but the respect of your companions also increases or diminishes based on your actions).