If I may add to MeltingPenguins’ and RagEgnite’s comments on it, it’s definitely important to recognise that morality is circumstantial and one person’s ‘usual’ behaviour might change under previously not-come-across situations.
I’d agree with the example above of leaving all choices available and having comments based on how the choice aligns with the reader’s previous choices.
It’d probably also be good to clearly define what 100% and 0% look like. If I remember correctly, Hobbes’ argument went that altruism can be selfish because it makes the actor feel nice and empowered, and selfishness is often viewed more along the immoral end of the spectrum, so that blurs the distinction a bit and again reinforces discomfort as a potential reader in having options closed off.
So yes, this wording - and the underlying concept - probably would prevent readers from playing as an ‘evil’ character, because some ‘villains’ do feel justified in their actions and would not label them outrightly as “morally bad” as you have done. Now obviously I don’t know the context, but relativism should be taken into account.
IF also allows readers to take more ambiguous, less socially acceptable or politically correct options than they would in real life, and this gives this medium much appeal as it allows for exploration of potential aspects of one’s character. The morally good/bad labelling therefore would probably deter some of that, too.
I use a morality system in my own projects where there are five categories 1-5, with 1 being complete self-interest, 3 being neutral, 5 being altruism for altruism’s sake - points are therefore assigned based on action and intention. A category 2 action would go *set mor2 +1 etc. The values are converted into decimals and then used to determine flavour text and moral compatibility with other characters (but rarely if ever closes off options).
While not perfect, it’s more multidimensional. Your game might call for a more straightforward percentage scale like you’ve done, but hopefully this helps with your designing