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I think it's worse because right now there are no nuanced options. It's just ME KILL YOU BECAUSE YOU DUMB for all evil options, etc.
All the lawful options are just purely what is legal in the moment. Say you're a paladin of Tyr (D&D deity but just to make a quick point). You're a frigging paladin of law. You should uphold the law. But you should uphold the law that is just (LG), not just any law wherever you are. You should be able to do lawful options that clearly break whatever law is going on, but justifying it with your external law.
Etc.
75% of the Lawful options make your character seem like they got some weird legal OCD, or are really into killing people for no reason. I think one of the worse example is with Sosiel's quest, where the lawful option goes "Kill this guy now he deserves it" when Sosiel's taken an oath to not kill prisoners who surrender. The lawful option is you encouraging someone to break an oath. WTF.
It's so rare for games to do evil right. You can be evil and not necessarily want to hurt anyone. It's just that you'd do it without a thought if it would benefit you (long term, unless you're chaotic stupid). An evil character could happily perform a good act if it benefits him. Of course there's room for the cartoonishly evil characters too, but it's kinda sad when they're the rule rather than the exception.
It's like Devs struggle to give evil player character proper motivations.
[Good] "I am gonna be nice and spare you, ravenous beast that will probably wait till a wee bit later and sink its fangs into me, 2 min. later"
[Evil] "DIE RAGAMUFFIN DIE!"
[Lawful] "The laws of your land seem tyrannical and unjust, but must be followed!"
[Chaotic] "Time to do something unexpected and random! Why not? No reason!"
They often all seem stupid. Look, I may remember better how the alignments were described in pre-PF D & D, but this doesn't seem to follow the system I remember. Good characters aren't always naive. Evil characters don't always act like maniacs. Lawful (LN) characters care about JUSTICE even if not LG. Chaotic characters aren't just like blobs of random capriciousness.
But you are usually often also given a non alignment marked choice. Interestingly, even beside it being unmarked, it OFTEN makes RP/logical sense for the situation.
As I've said, many game systems, TT or C-RPG, are moving away from alignment systems. Faction-type systems are becoming more common. You choose the ethos of a faction to follow. Your actions affect your reputation with various factions. People react to you differently as a result.
I just got to a point where the "good" option was to tell a companion not to kill the wicked evil hag and to let it go, I was just like wtf is this ♥♥♥♥? like seriously? THAT DOESNT SOUND GOOD AT ALL!!! I mean I actually felt more like a good guy with my evil character in that moment from not choosing the good option.
It really strikes me as odd with what's going on with the dialogue choices for the PC, I mean they nailed the companions, and other than thinking a couple of them are boring I think they all convey their characters morality pretty darn well.
Maybe they needed to have added some dual dialogue choices? so having occasional, probably wouldn't have to be all the time to give the player a better impression, but occasional options like lawful neutral or a chaotic good one, etc. then maybe they could have had more fleshed out and nuanced personalities the player could have chosen instead of it being so generic