Of course that's a good thing to add... but what what bothers me more than the time until the effect hits in is the actual choice of the player. If the choice is very obvious, it isn't fun anymore for me. An example:

You walk around and suddenly someons attacks you... you fight and just before winning and killing the enemy, he asks for pardon and tells you that some aliens abducted his mother and told him to kill you - otherwise, they would kill his mother. That's why he had to attack you.

Your choices:
1. "OMG, that's a terrible story. Come on, let us rescue your mother!"
2. "Who cares about your mother? Die, fool!"
3. "Oh in that case you can kill me."

As long as the dilemma choice isn't as obvious as in this example, it's fine.

I'd prefer a constant evaluation of the player's actions anyway...


Nigel Powers: "There are only two things I can't stand in this world. People who are intolerant of other people's cultures... and the Dutch!"