Well of course.
To be Good, is good. To be Evil, is bad. This is taught to most of us from the time we can crawl and first take a toy from another infant.
Nobody is suggesting otherwise. My own BG3 character, Folk Hero, Paladin of Ancients, talks to Cats and Dogs, saves the day. I am the Big Damn Hero.
Most stories, most media in general paints a picture where there absolutely is a 'Good' and 'Evil' and of course you as a good member of society have been taught what is 'Good' and that you want to be 'Good', not 'Evil'.
A game which tried to flip the script on this, would likely not do very well at a commercial level, it would ask too much of the players philosophically.
Just let me be the Hero, get the girl, and save the world, right?
Perhaps. Perhaps not. There are plenty of games which reward you with powers and stuff when you do terrible things to others. "Video Game Cruelty Potential" is a TVTropes page for a reason.
That's why I referred to things where players get a choice, and are expected to get replay value out of a game. For example, Shadowrun: Dragonfall has a sequence of events where you can choose to either be nice to a dog or be mean to/completely ignore him. If you were consistently nice to the dog, when he's revealed to have actual powers, he will join you as a companion. If you were fickle or inconsistent or just straight-up mean, then he will attack you instead, and you get karma (=XP) for killing him, as you would any opponent.
The vast majority of people who reached that point chose to be nice to the dog and got the achievement for recruiting him. Less than a quarter as many have the achievement for killing him. It is both easier and, in general, more mechanically-beneficial to kill him--you have a limited party size and he's honestly pretty weak compared to the other companions you can bring (and compared to
yourself, since you can build as you like, so that extra karma is a solid benefit.) Yet most players still choose to be nice. Why? Because being nice to animals feels good, even if it isn't always the most effective thing to do. Because humans have a
hilariously over-tuned pack-bonding instinct. Because we recognize that an animal in pain--even just emotional pain--is a kindred spirit that we can connect with and, in so doing, come to terms with our existence.
Or, if you prefer rather more effective rhetoric than my own: "We must do this, not because it is economically advantageous – although it is; not because the laws of God command it – although they do; not because people in other lands wish it so. We must do it for the single and fundamental reason that it is the right thing to do."
These are among our human instincts. So are objectively terrible, despicable,
obscene things. That is the duality of man. How are we to respond to that? I argue that something much more nuanced than "
literally 100% of the time when you have a collection of humans greater than 1, they become collective absolute bastards" is simply more precise, accurate, realistic, and productive. Yes--groupthink is a problem. Yes--humans have proven that they are inconsistent and, quite often, dangerous, whether individually or collectively. Yes--the world is full of problems, and those problems are apt to make men do wicked things even when they would prefer to do otherwise.
Not one of those things actually means that human beings are the monstrous caricatures so often depicted. We can be--and, in many cases,
have been--better. Hope alone will not bring forth those angels of our better nature. But that is no reason to
abandon hope. It is, instead, a reason to weld courage and wisdom to it.