(Role-Playing) Games have different approaches to how the player character (PC) gets created or selected. They can be broken down into:
No to little configuration allow easy access to a game, while complex creation systems allow the player to shape his player character, which might lead to stronger identification/binding. The following examples are supposed to help you visualize the differences between the systems and how they have been implemented in existing games.
None
No configuration that affects gameplay is offered.
Rhapsody (1998)
No character creation.
Dungeon Siege (2002)
Character visuals, which don’t affect the game can be changed before start.
Jeanne d’Arc (2006)
No character creation.
The Witcher (2007)
No character creation.
Persona 4 (2008)
No character creation.
Selection only
A character can be picked from a given selection. The available characters are either balanced or there are custom paths for the characters through the game.
Diablo (1997)
Diablo player characters each have one unique skill and some limitations.
Diablo 2 (2000)
Each character has their own skill trees.
Nox (2000)
Each of the characters has their own linear game path, which allows the description “Nox is three games without character selection/configuration”.
Dungeon Siege II (2005)
In DS II, race is the only stat-changing player character variable that can be picked.
Sacred II (2008)
Sacred 2 allows to pick character and god, which doesn’t count as creation in my book.
Creation only
Mandatory character creation requires the player to see the stats before the game.
Planescape: Torment (1999)
Stats need to be distributed, while class (warrior) is pre-selected (and can be changed in-game through dialog).
Baldur’s Gate II (2000)
Multi-step character creation is a requirement in BG2.
Eschalon: Book I (2007)
The one-screen character creation is mandatory in Eschalon.
Winter Voices (2010)
Character background and a few non-common stats need to be picked.
Flexible Creation/Selection
Characters can be picked from selections and configured or created, which allows restless beginners and perfectionist pros to start at the pace they desire.
Fallout (1997) & Fallout 2 (1998)
Three character defaults or one loaded creation screen.
Fallout Tactics (2001)
Pre-made characters or Fallout 1/2-style creation plus portrait/look.
Arcanum (2001)
Selection and Creation are separate title menu entries and are not connected. Arcanum’s creation/selection system could be called “Creation or Selection” (full size).
Drakensang (2006)
Pre-made characters can optionally be configured in multi-tab character sheets.
Avernum 5 (2007)
There’s a handful of characters to select from, which can be configured.
In-Game Creation
Allowing the player to take first steps and get accustomed to the controls/UI before introducing character statistics is a trend popular among 3D RPGs.
Ultima IX (1999)
After a player controls tutorial, a card-reading character creation is preformed.
Fallout 3 (2008)
A multi-stage, in-plot tutorial level lets the player 1. move around, 2. set primary stat points, 3. talk, shoot, sneak, 4. set secondary stat points by dialog (which can be hand-edited at the end of the dialog) and 5. change all character configuration at level end (in that order).
Mass Effect 2 (2010)
After some player character movement, a multiple-choice dialog is used for creating the PC.




























This post is epic in all senses of the word! I’ve only skimmed it so far, but I’m definitely coming back for a closer look when I’m more at liberty. Till then, you might find this interesting:
http://forums.wolfire.com/viewtopic.php?f=2&t=6910
William
I didn’t pre-order (yet?…) :)
“The requested topic does not exist.”
Link works for me, and isn’t on the restricted board either :-/
Never mind – I finished reading the post. I like your analytical mind: truth be told I prefer not to spend an hour making a character. The sooner you get into the game the better. I think Fallout 3 did a fairly good job making character creation interesting.
Also reminds me how many classic RPGs I need to play. Planetscape for instance…
Ok the link works for me now :) (dunno why it didn’t…) And the post looks interesting!
I hate the idea of a linear “wannabe-story but actually tutorial” level before starting to play in an open world. I hated it in Oblivion and Fallout 2. Didn’t play F3/NV yet.
And yes, you need to try to play Plane(no ‘t’)scape :)
Apparently Arcanum is interesting too, from the point of view of multi-linear… ness. All good “research” :-P
I didn’t like Arcanum – I wasn’t able to develop any interest for the story/characters and my eyes hurt from its looks. I didn’t play much of it.
I don’t think my post is much of research. “Pretty graphs and screenshots” more like. :D