Edit - Disclaimer added after posting: I was actually just making a joke, but well since you did ask.
The "Hasn't played *Insert game here* yet" thing is more just a joke than anything. I haven't actually played Soul Nomad yet, so I can't comment on the quality of it in particular, but Fable is really amazingly poor example of it more than anything else.
Ultimately Fallout doesn't really have a path split and THAT is what makes the evil path good, it is just a chain of various events that you can explot to your own benefit in various ways and well it is kind of evil if you do them all. Arcanum is similar, but there is an actual path split and it does effect how you ultimately get to the end, but by the time you hit the end of the game the path split isn't the key deciding factor in the plot, it is again, just a way of characterising your journey. Both of these stand out as exceptional with doing this because they aren't meaningless choices (Like say Deus Ex: Invisible War "path split").
There is far more elegance to morality when it isn't the defining component to your story while still actually having an effect on the way the story is told and doesn't just end up being a trite oh you picked one of two possible endings like you see in most games these days that bandy out "good" and "bad" routes.
Radiata Story's flaws comes from the fact that it is just a singular choice that you have no input to earlier or later and it actually feels like a pretty arbitrary choice at the time. I.e. you get a situation like this where you decided not to follow some chick who was generally speaking just a bitch previously while you are in a situation where you have no reason to be interacting with her directly at the oment and to actually get some sleep before you are summoned to the castle tommorow. This leads to, Okay lets kill all the fairies, you have no interest in sueing for peace or abandoning this lot even though you have been primarilly befriending the fairy races. Wait what? Following a girl into the forest or not does not have a logical cause and effect progression there. It is a bit deeper than that in game of course, I am stripping it to bare bones of the situation, but it is far from the best executed path split around (There are worse of course, see Deus Ex 2 where there is only an illusion of a path split throughout the entire game and when you reach the end of the game there is 3 endings and you can get them all regardless of what you had done previously, but this means little).
So yeah that is why Fallout did it well, Arcanum did it very well. Torment handles it a bit more like Fallout than Torment just for reference (Torment is about Mortality not Morality though).
It wasn't actually a dig at Soul Nomad, it was just well yeah I don't consider the two things you are comparing it to as very good gauges for how good you mean it is >_> I am going to go out on a limb and assume it is infinitely better than Disgaeas stupid "Did you ever kill one of your units? No, good ending, yes bad ending. Did you kill a stupid number of them? Yes, even worse ending." which has like zero warning in game and has fairly big diversion in how huge a dick the final boss in the game is.
Edit 2 also - I cannot stress how bad the good/evil business in Fable is. It is just like... the bottom of the barrel. It is nothing but a cosmetic choice.
Edit 3 - Oh yeah also worth noting the near meaningless path with binary ending choices is fairly commonly becoming the way this stuff is working in games that have it these days with varying degrees of suckiness. It is certainly a trap otherwise good games can easilly fall into. It is pretty far from making or breaking a game, it just harms the credability of the plot is all.
Edit 2 - Lets break this response off from the main babble a bit.
Disgaea sounds like it does a better job at it than it really does hinode. It is just trading some RPG tropes for more Anime tropes. Milage varies in it, but hey, Originality isn't really rating high up there. It has some interesting concepts it could play with ones that SMT brings up more frequently and cock teases with dealing with a lot more (Humanising demons and whatnot), but it doesn't really follow through. Mostly for the opposite reasons as SMT though. Disgaea demons are functionally just (shallow) humans, they are incredibly lacking in any truely disturbing demonic aspects to go with their human aspects (Where SMT just you know stops having plot at that point).