That definition of good and evil in one dimension is straight out of Advanced Dungeons & Dragons. There we have the good, evil and neutral alignments.
The original Dungeons & Dragons game created a three alignment system of Law, Neutrality and Chaos. In Advanced Dungeons & Dragons, this became a two-dimensional grid, one axis of which measures a "moral" continuum between good and evil, and the other "ethical" between law and chaos, with a middle ground of "neutrality" on both axes for those who are indifferent, committed to balance, or lacking the capacity to judge.What got me thinking was: in Fallout 3, and all computer games, I guess, is the designer who decides what good and evil mean. Therefore, I believe it would be even more interesting to relativise that. Each NPC should have it's own system to determine if something is good or evil. Complicated? Yes, a bit more, but it can provide a richer experience to players.
Wikipedia
For example, if you manage to end a war between two factions, some people in both sides will think that's a good thing, some people will hate that, and some will not care.
What is needed now, is a system to specify the attributes of each action. Any suggestions?
[UPDATE] A new game, called Alpha Protocol seems to treat inter character relationships in a way similar to what I thought. Search for it. I guess I was in the right track, after all.
