I found this system in D:OS I limiting. If the game tells the player what each action mean, it effectively takes away any reason to contemplate the possible ramifications of the presented options. If the player thinks that one of their character is kind, and a conversation option gives a point towards kindness, then they will know that that is the correct option for them. Without this system, the players can freely think about their choices, and chose what feels right to them, instead of what the game says is right.