I tend to agree with this. It comes back to that rather clumsy statement made by Palpatine in Star Wars about good and evil being a "point of view". He's almost got it but his statement is still incorrect because it's a gross generalization (which is very much in character, considering the dishonesty inherent in the use of any form of sophistry). In point of fact, the relativism, in question, is solely confined to the range of viewpoints which are solipsistic while all non-solipsistic viewpoints tend towards objective criteria that are increasingly held in common the further the viewpoint deviates from solipsism - and therein lies the rather significant exception. A key mechanism driving this is the fact that subjective anolysis (i.e. rationalization) is a tool which psychopaths and, less frequently, sociopaths use to obfuscate dishonest arguments (e.g. ad hominem, ad hoc, straw man, generalisation and exaggeration) and, otherwise, endeavour to make their statements insufficiently clear to test against verifiable facts (i.e. equivocation). Like all other forms of sophistry, this is about being able to deceive people without getting busted for telling lies.
Reading through the very interesting variety of responses on this thread, it comes to my attention that "evil", rather than always being used to refer to harm, tends to be very commonly used to caricature whatever is at odds with a person's ideology or agenda. In the old days, waerlogas (later known as warlocks) were vilified as "evil" and I suspect, based on the etymology, that this was simply because they didn't blindly believe just anything that was pronounced by authority. Likewise, herbalists and other master peasants were demonised as "witches" just because they knew more than it was "their place" to know and, to this day, we continue to propagate this very medieval propaganda in the fictional elements revolving around cackling witches handing out poison apples and riding around on a broomsticks. Interestingly, warlocks seem to have taken pride of place as male equivalent of witches in the modern usage. The bodies may be long buried, but the etymology speaks for itself and casts a surprisingly long shadow on the motives behind the kind of linguistic abuses which result in terms acquiring unnecessary ambiguity.
In this sense, the whole good/evil scale seems to be really quite silly because this scale ultimately offers solipsists the mechanism or tool to vilify roles which are not approved of within the perspective of a given solipsist's ideology. I think this comes back to why some people find judgemental behaviour so offensive because the injustice of it revolves around an untruthfully exaggerated vilification of someone simply because the person dared to make her/his own decision. This is not to say anything, whatsoever, about people who want a good/evil option in the game because the whole good/evil alignment is, very much, a powerfully compelling fantasy element (along with the "chaotic"/"lawful" alignments) and dates back to the early days of RPGs (somewhere around 1974-1977).
Coming back to http://www.gamesas.com/topic/1577148-do-you-want-to-play-an-evil-character-in-fallout-4/?p=24776518, I suspect that even "crime" stats are just a bit over the top in the absence of faction specificity AND faction-specific consequences. After all, crime, being defined by the legal system in whose jurisdiction it takes place, cannot exist (by definition) outside a legal system because the criminality of an act is defined by BOTH the seriousness of its impact on others AND by whether it is punishable by a legitimate body of law (not necessarily proscribed - as some of the charges prosecuted at the Nuremberg Trials probably demonstrate). So, outside any faction-specific jurisdiction, acts with harmful impacts would make more sense if described in simple "military" terms like "body count" (murder), "friendly fire" (manslaughter), commandeerings (theft), initiating actions or "surprise attacks" (assaults), infiltrations (trespasses) etc. This way, players can make up their own minds about the "goodness" or "evilness" of their character's sheet in context of their character's role and in a way that's more in line with reality. In terms of immersion, this really is very important because conflicts between player ideology and game ideology really will raise objections and that's really what breaks immersion (which has nothing to do with this "suspension of belief" nonsense, by the way). Moreover, it is expected that morality/crime definitions vary substantially with faction - so what is considered a murder in one faction is not necessarily considered murder in another and there could be additional crimes like sedition (which no beneficial faction would identify with any act but which malicious and tyrannical factions would use to terrorise and coerce members). Irrespective of how any given faction interprets an act, the player always knows the nature of the act.
Anyway, I'd best wrap this up before it turns into another Great Wall of Text.