In our experience of life we have to make decisions on moral situations. Our conscience helps us guide our decisions. This aspect is often times mimicked in video game stories. Some of these "systems" fall under harsh criticism from reviewers and players alike. Do these games offer a good reflection of moral choices?
Linear Story
Most games do not offer a "moral choice system". The game will usually support some reflection of a moral code. In a game like Uncharted, it is acceptable for Nathan Drake to shoot people because it is self-preservation. It is acceptable for him to steal, simply by virtue of being the protagonist. In many adventure stories like this (i.e. Indiana Jones), normally reprehensible behavior is justified somehow.
In this case, whether the player agrees with the story's moral standard or not, it is out of their direct control.
Sandbox Games
There are a few games that allow for a style of play with only a story world to play in. There may or may not be consequences for in-game "moral" actions. Red Dead Redemption has a series of "quests". John Marsten's reputation in various towns changes based on how the quests are completed and other random in-game actions. Killing an innocent bystander will result in a Bounty on your head. You can either pay the bounty or get arrested.
The actions the player takes have in-game consequences similar to consequences one might expect to meet with in our own world. Bad choices are "punished" and good choices are not.
Story Games
There are some sprawling RPG titles that allow the player to co-author the story. Mass Effect serves as a good example as there are three ways to respond to situations of conversation: Paragon (Good), Neutral, or Renegade (Evil). These responses affect the narrative and the types of "conversations" the player can have with other characters. The player can interpret if the moral system of the story rewards or condemns certain choices.
These types of games also tend to reflect on moral standards we accept in our society and apply game rewards accordingly.
Our Morals in Games
Culture shapes our entertainment as much as it shapes us. I find in games there are always going to be actions in which the consequence is obvious to us. However, I've noticed in some of my games some actions which are morally reprehensible and/or outright sinful.
Most commonly is the revenge storyline which will somehow justify ANY mass murder. These actions carry much of the same reasoning used to defend the death sentence in the United States.
Another growing theme is the casual nature of sex or sex for fun. Not only is it marketing gold, but reaffirming people in their beliefs of treating other humans as toys. And lastly, a demonizing of anyone practicing an orthodox religion or presents qualities of being concerned with moral behavior. Most commonly, it is some sort of Catholic doctrine which somehow ends up on the chopping block. The character will be poised as intolerant, naive or somehow reprehensible/foolish. (And of course become my favorite characters.)
These are just a few things I've noticed in games with strong narrative worlds that are just so obviously modern in a non-modern setting. (For example, I've heard some modern linguistics in a medieval set game which continues to make me roll my eyes.)
Lessons Learned in Game
In one or two of my Video Game Theories courses, we discussed how games like Grand Theft Auto and Mass Effect could be platforms of discussion. They can become case studies of behavior, morals and philosophy if played in the right frame of mind. I personally tend to compare notes with a Catechism when I play certain game titles which have moral systems to see if they really line up with what the Church teaches. At times a game title will make me wonder about a moral issue and how I project my own moral compass onto those in game decisions.
This frame of playing a game is not something I always do. It is not uncommon to completely ignore the morality system and only make in game decisions that provide the best ending, the best gear or the best rewards. However, I feel more powerfully moved by a narrative if given the chance to immerse myself and get a feel for how actions can affect others. In my play-through of Dragon Age Origins, I was moved powerfully by some of the results of my in-game choices. In all cases I tried to apply my own morals. (Avoiding confrontations that would end in violence, remaining chaste, and not giving into revenge.) The results were bitter, but I think by far it was my best play through. It actually made me wrestle between wanting a particular ending and accepting the results of my "decisions".
This is merely a possibility that such games can allow. They may unintentionally reaffirm some good moral decisions. Yet there is still the prevailing modernism and moral bankruptcy saturating the storyline. It takes someone strong in their faith to really view gameplay and game narrative through that lens.
Conclusion
Games provide a pretty good reflection on what our society considers "good morals". Protecting the poor and unfortunate is good, accepting outcasts is good, murder for the sake of murder is bad, and prejudice/racism is bad. Some things that are in the grey area are homosexuality, sexual promiscuity, and vengeance. Such topics have pretty clear boundaries in light of the church but in games the Church more often than not is an evil conspiracy sink.
Even if fantasy worlds provide a bit of escapism there is always elements of our own culture within it. Virtual worlds provide us a "safe place" to test anti-social behavior or gives us moral choices we probably won't face in our own lives. As I've mentioned many times, exposure to such stories and "systems" can lead to a weakened will. Game Narratives are no place to learn a good moral system, you must have one prior to playing to fully appreciate the nature of in-game choices.
God Bless!