User blog comment:Stormlilly/Late Night Insomnia Jam Session I/@comment-6830263-20130618091421/@comment-4332975-20130622214930

"instead of a good/evil morality axis, perhaps depending on your actions, different entities are hostile, neutral, or friendly - but these moods can shift rapidly"

You know, this could be built off in another way. The problem with games with a moral choice system tends to be that it's less "good or evil", and more "saint and asshole". In real life, choices are seldom so simple. It's more about altruism versus self-interest, most times. I'm actually reminded of one of the few truly good elements to come out of "Fable III". Kind of a spoiler, but toward the end of the game, you learn that your brother was such a tyrant because there was a great threat to the kingdom looming, and he was trying to prepare for it. So, here's a thought... What if the incomprehensible alien entities were all powerful in different ways, offering considerable boons if you keep them happy, but they all required you to commit absolutely abominable acts to keep them happy?

Taking it further, what if making such choices had concequences that mattered? For instance, an extreme choice, ritually murdering other survivors grants you enhanced stealth, but other survivors fear you, and may even band together or lay traps to try to kill you...and if you don't keep killing them, and in the proper way, your abilities will be lost, but their attitude toward you won't. Of course, the game would have to be hard for such choices to work - hard enough that even knowing all the disadvantages, it still seems like an attractive choice, while still having the benefits not make the game so much easier that it becomes an obvious solution. It's a tricky balance, but would really make players uncomfortable and afraid, if one could pull it off.