Tangent: I think this illuminates why I enjoy the “evil” route in many RPGs. My evil party doesn’t have to be moustache twirling. They can pick and choose their evil moments. But a good party feels more constrained.

Rarely a great RPG forces my good party to make difficult decisions.

Funny enough Mass Effect: Andromeda, which I never finished for obvious reasons, actually had a few few moments with pretty thick gray areas where I had to really sit down and think about my decisions. It’s interesting looking back and recalling that mess as one of the only strong examples.

My favorite was one of the KOTOR games where helping an NPC got you dark side points for taking the opportunity for the NPC to help themselves.