Chris Avellone recently sat down with Grupo 97 to disuss Obsidian's upcoming game Alpha Protocol. In the interview, Chris discusses some aspects of Alpha Protocol that were inspired by Fallout:
You said that the moral ambiguity of Alpha Protocol will be closer to Fallout 1 and 2, which is very promising. Could you please explain how is this system being developed?
Alpha Protocol doesn't attach a moral absolute to the main character - instead, we track the player's attitude and individual NPC's perception of the player's morality and ethics. Basically, the player gets judged by the NPCs, but his morality isn't a number or scale attached to him personally.
Basically, the world paints you as a saint or demon - but even that's too simplistic for people's attitudes in AP, since each of them has a different perception of right and wrong. Each NPC brings their own morality judgments to the table - so saint/demon can translate into sympathetic, worthy of respect, friendship, object of romance, aggressive shithead, etc., but in terms of you judging yourself? Hell, you're just doing a job. You know why you did what you did to get the job done, the world be damned.
Such a system would have been much better for Fallout 3, which was way too black and white.