The idea of a moral choice often runs directly counter to the tendency of many players to make optimal moves in the game. The model that rewards certain choices over others, or different choices in different ways, tends to functionally make the choices for the players; the player will be more successful at the game if he picks the optimal choice for his strategy. Often, the result is that only extreme moralities — flawless good or evil — are substantially rewarded. Playing any sort of middle-ground is a poor decision, from a gameplay perspective. (The so-called “Han Solo problem” which titles such as Fallout 3 and Fable II have tried to overcome.)