Sable Rhapsody wrote...
Baldur's Gate series:
- Customize: race, gender, appearance, class
- Customization's bearing on roleplaying: none except romance
- Background: Set. You're the Bhaalspawn
Being "the Bhaalspawn" is less constricting on your background than the fact that you were raised by Gorion at Candlekeep. But both combined mean you do have a very preset origin and background as far as "where you came from."
That said, the "bearing on roleplaying" depends on what you mean. You could make your whole party (if you played single-player in multi-player, which I did - and then you only have 1 of six with a preset background.) The customization might have no bearing on dialog or plot, but that doesn't mean the player role-playing his or her character finds that it's not important.
There is a difference between the game having programmed responses and the PLAYER having responses based on the character.
NWN OC:
- Customize: race, gender, appearance, class
- Customization's bearing on roleplaying: none except romance
- Background: Open, except that you randomly turned up in Neverwinter one day
Define "no bearing" - people will call address you based on your gender. Certain characters react differently based on class or race.
And you didn't "randomly turn up" in Neverwinter - you joined a training academy answering Neverwinter's call for heroes. Yes, the start of the campaign is "set" as to where you and and kind of why (though why you chose to join, and where you were before, are up to you.)
Fallout 1 and 2:
- Customize: gender, appearance (to a minor degree), skills
- Customization's bearing on roleplaying: none
- Background: Set. You're the Vault Dweller.
Have you PLAYED the games you are quoting? You are NOT a Vault Dweller in 2.
Yes, you are A vault dweller in 1, and people call you such throughout the game, but that's as much as set background as people in the town you are visiting calling you "stranger" or the Empire referring to you as "Rebel scum." It's not a set background - it's just where you are from at the start of the game. Who you are, why you are doing what you do, is up to you.
In 2 you play a descendant of the original vault dweller, and the old woman in your tribe gives you a quest saying it's your "destiny" but that's just a fancy way of saying "we need someone to do this, and we arbitrarily pick you due to your heritage."
Your background, who you are and what your are doing, is not set. There is a difference between "you start here" in a game and "you are Hawke, fleeing Lothering with your family, and you will become the most important person this century by becoming the Champion of Kirkwall." Now if Fallout 1 had, say, said "You are Stirling, and you chose to leave the Vault to save your people and will come to be revered as the Savior of Vault 13." It may seem like splitting hairs to you, the lacking of name and end story being thrust upon you at the start may even seem unimportant to you - but the whole framed narrative thing and "push a button and something happens" are unimportant gimmicks to me.
Planescape: Torment:
- Customize: None upon character creation, class later on
- Customization's bearing on roleplaying: None
- Background: Set. You're the Nameless One
You got me here. Your character is really preset. And I've never finished this game as I'd rather read a novel than click slowly through a novel with travel time.
KOTOR:
- Customize: gender, appearance, class
- Customization's bearing on roleplaying: none except romance
- Background: Set. You're Revan. (Please, no whining about spoilers. This is like freaking Rosebud around here.)
KOTOR2:
- Customize: gender, appearance, class
- Customization's bearing on roleplaying: none except romance
- Background: Set. You're the Jedi Exile.
Here you are dead on again - you choices have zero effect outside of combat. BioWare is very good at turning "characer creation" into nothing more than a more complicated "choose your starting weapons and hairstyle."
DA2:
- Customize: gender, appearance, class
- Customization's bearing on the game: Unknown
- Background: Set. You're Hawke
See any similarities?
Yep - the BioWare formula is strong in the BioWare games listed above. Fallout 1 & 2 do not really fit this pattern you are trying to establish. NWN falls outside of this because your character really has no destiny nor anything predetermined - it is very different.
DA:O
- Customize: race, gender, appearance, class
- Customization's bearing on the game: Romance, dialogue options, flavor text, and roleplaying "feel" of certain quests. Still very little impact on overall plot.
- Background: Semi set. You come from one of six origins, but at the end of the day, you're still the gorram Warden.
You are A Warden, not THE Warden. Depending on how you play the game any number of people could be THE Warden, in so far as who slays the Archdemon. I get what you are saying, and you are kinda stuck having to follow the story BioWare is establishing - but that's not a preset background at character creation - that the plot railroading you to go where the game needs you to. Different issue entirely from character creation.
Customization of your character bears out more in this game, in so far as story and plot are concerned, than pretty much any other game I can think of off the top of my head save perhaps Vampire: The Masquerade - Bloodlines.
You have 6 Origins - 6 different beginnings with mutliple ways you can play through those beginnings. For the first several hours of the game your experience is absolutely different than the first several hours playing a different Origin. This may not be a big deal to some people, but it is a big deal to others (me included) as creating a new character and in the process of creating that character getting to start somewhere else in the game with some different starting story is pretty damn cool as far as I am concerned. It may have bored some who wanted to get to the main story the second or third time, but I find that thinking hard to follow as it is easier for me to understand the people who played the whole game once and then just played the other 5 Origin stories and stopped.
If you don't think your character design and your choices affect the story at all, I think you've not played the game through more than once... or you played the same character more than once.
What is unimportant fluff to you might be key for the game being so enjoyable to someone else.
I'm not saying one system is better than the other. My point is simply that we are spoilt for choice after the six origins of DA:O that did have some roleplaying value. It is not incorrect to prefer one system to the other. I loved both PST and DA:O, and they're pretty different in terms of customization. But saying that going back to a relatively set origins and taking away race choice is a betrayal or somesuch of well-loved older RPGs is downright wrong. Most older RPGs did just that.
No, you were fairly selective of mostly BioWare games. Let me add to your list -
All the Gold Box SSI games. (over a dozen)
Other SSI games (Wizard's Crown, Phantasie series, etc.)
Almost all the Ultima games. (over 10)
The Wizardry series. (I think there were like 8, didn't play them all)
The Might & Magic series.
The Bard's Tale series.
The Icewind Dale series
All the "Elder Scrolls" games (save maybe stuff like Redguard.)
By the numbers, statistically, most cRPGs did not give you a pre-established background or character. By the numbers most older classic cRPGs let you make a party of 4 or more characters, for that matter.
Things have changed, yes. Games have become more and more about telling than experiencing, I get it - the whole "cinematic" thing.
But, whether you prefer it or not, by the numbers, the vast majority of cRPGs let you make your character down to name, gender, race, skills and either had no established background at all or a blank box you could type your own into.
Many of us who like choices and control in creating our characters were "spoiled" long before BioWare was a company.
Modifié par MerinTB, 30 août 2010 - 05:30 .