PC games have been foisting tricky decisions on players since back in 1985 when Ultima 4 made us navigate a moral compass with eight different spokes to prove we were Britannia's best boy. But the Big Decision Era really kicked off in 2003 when Knights of the Old Republic made us pick between the light side and the dark, and every videogame was stuffed with choices people could fill their blogs arguing about. (We all had a blog in 2003. It was the law.)
Those obligatory Big Decisions didn't always come off as tricky as they were supposed to. Fable's cartoonish morality was more of a toy to play with than a series of dilemmas to wrestle with, and BioShock making you choose between being a child murderer and a child non-murderer wasn't really a choice at all. Especially since the good playthrough offered even more rewards, albeit slightly delayed. And let's not even talk about the daft ending choice of Far Cry 3.