I would say neither between that choice. An avatar in the world, to me, implies a situation such as you get in most first-person shooters where that's just how you've chosen to be represented, but you're not roleplaying a character. A character in their own right, on the other hand, seems to imply that it's somebody else's character and not your character, although perhaps that isn't what you meant and I could see it also meaning that they are your character.
The PC in a roleplaying game should always be just that: the player's character. A blank slate in the sense that you can write what you want upon it and shape the character completely, but not a slate that stays blank, once the player is playing the game. Their personality and actions should all be determined by the player.
I do prefer to be simply thrown into the action, as it were, and be able to figure things out about the world from what you observe going on around your character rather than have to ask a bunch of strange questions. Sometimes the questions can make some sense, and that's okay -- when you're just arriving in a new city or that kind of thing.
Sasie wrote...
The
result is more or less what I expected though, a large group of people
do seem to not mind the DA:O approch at all while I personally prefer to
roleplay a character like Hawke. A background for me does not turn a
RPG into a action adventure but just allows more chances to roleplay and
imagine different personalities from said background.
Even BG2
that is generally praised among the better RPG games of all time, in
some circles, had a set background and Planescape torment that is
praised even more has even greater restriction on what character the
player can be.
It's not the background, for me. I'm completely fine with having a background. Baldur's Gate is fine for me, Neverwinter Nights is fine, Origins is fine, even Knights of the Old Republic was fine. It's being able to create and play the character in just about whatever way you want, and in all of those games that was very possible to do.
Planescape: Torment falls into a grey area for me, because the character himself is completely predetermined, but his personality and how you play him is completely open. It's a great game, but not one I want to replay very often.
The difference to me in Dragon Age II and Mass Effect is that through a combination of the unpredictable dialogue wheel, occasional episodes of taking control of things from the player, and the voice, it's very hard to play different characters. The voice because vocal inflection is a very large part of character, and there's no way to change that and it's difficult to imagine that it's different, and the dialogue wheel because surprise dialogue is rather annoying when you're trying to pick something that your character would play.
nihiliste wrote...
The character should
absolutely be moulded by us. A little background is necessary sure, but
Hawke was not my character in any way, shape, or form and that goes
against the core of what I'm looking for in an RPG. When I played
through DA2 I rarely found myself thinking "what would I do?" but rather
"what would Hawke do?" and that is a problem.
I don't
think this is a problem at all myself. A person with Hawke's background
could turn out in many different ways and doesn't just have to be one
way or another. Personally I think we should ask ourselves what our
character would do or rather what this version of our character would
have done rather then play ourselves in a game but then different tastes
and all that. [smilie]http://social.bioware.com/images/forum/emoticons/sideways.png[/smilie]
Yeah, I agree with this -- specifically, the 'what your character would do' part -- but I find that DA II makes it difficult to play the character and get them to do the things that they would want to do. Not because of the backstory, though.
Arcane Warrior Mage Hawke wrote...
Sylvius the Mad wrote...
Ghost43 wrote...
I think he's saying that non-voiced PC's feel like gusied up interfaces, and not people that actually exist in the world at the same level as party members, villains, npcs, etc.
The trick is to perceive them not as you perceive other characters, but as you perceive yourself.
You don't listen to what you say to find out what you've said. You know what you're saying, because you're the one saying it. You don't need to see your own emotional reactions to know how you feel, because you live inside your own head.
That's how it works with a player-designed PC.
And if you don't self-insert?
It can still be like that. Depends on how you roleplay. You can just react as the character instead of reacting as yourself, putting yourself in your character's shoes and all that.