The importance of iconic appearance for the protagonist.
#26
Posté 30 juin 2015 - 01:50
Because I will always edit the face. I don't need to empathize with the player character; I populate his mind. I know his thoughts. Empathy isn't necessary.
It also isn't real, but that's a separate discussion.
If I'm given a character who isn't mine with whom I'm expected to empathize, I never will, and I will forever be indifferent to that character's welfare (as I was with Shepard - and Hawke).
If I can't play my character, I don't want to play at all.
- FKA_Servo et Pasquale1234 aiment ceci
#27
Posté 30 juin 2015 - 01:52
I disagree. /Revan
#28
Posté 30 juin 2015 - 01:54
Poppycock! Sheploo is the imposter!
Who is this Sheploo? Never heard of him! FemShep FTW!
- FKA_Servo aime ceci
#29
Posté 30 juin 2015 - 02:08
That was a helmet.
More importantly the SJW rhetoric is cliched and boring. There are better boogeymen to be found than a community of immature and good intentioned teenagers on tumblr.
Whatever happened to blaming greedy corporations for every little inconvenience and complaint? That makes for such better villains in any story
I wouldn't mind an "iconic" appearance, as long as it isn't another generic white male dudebro. And that's not me talking as a SJW, it's me talking as a seriously bored person. Can we please have some variety?
I'd rather they not have a scanned protagonist face used for all advertising. As several posters have mentioned, an iconic silhouette or armour design can do the same job without imposing a particular face upon a customizable character. If anything, it hurts immersion to be constantly reminded you're not using the brand's chosen face; there's always this strange imposter in trailers or cover art. It can be a bit jarring, and it overlooks a key feature of the game, which is the ability to tailor one's own protagonist. And for those who don't go in for facial customization, there are often a handful of presets available from which to select.
That word... I do not think it means what you think it means.
Man, I wish I wasn't out of likes. All of these are likes.
I'm utterly indifferent to the presence of an "iconic" protagonist, because I've never used one for any of my games, and while I won't say never... I really doubt I ever will. The ability to craft a custom PC is one of the greatest strengths a game can have. There's plenty of compelling supporting characters and striking imagery in a given Bioware game to base an ad campaign on, if you ask me.
When we have beautiful stuff like this:
Do we really need this to sell people on the game?
- PhroXenGold, Will-o'-wisp, Dirgegun et 5 autres aiment ceci
#30
Posté 30 juin 2015 - 02:18
I don't mind an iconic protagonist albeit give somebody hot like female Hawke.
#31
Posté 30 juin 2015 - 02:20
Man, I wish I wasn't out of likes. All of these are likes.
I'm utterly indifferent to the presence of an "iconic" protagonist, because I've never used one for any of my games, and while I won't say never... I really doubt I ever will. The ability to craft a custom PC is one of the greatest strengths a game can have. There's plenty of compelling supporting characters and striking imagery in a given Bioware game to base an ad campaign on, if you ask me.
When we have beautiful stuff like this:
Spoiler
Agree, Babylon 5 the Citadel and jumpgates mass relays were iconic images of ME.
- Sylvius the Mad, Absafraginlootly et Coming0fShadows aiment ceci
#32
Posté 30 juin 2015 - 02:24
-- Face codes. There are websites where people post the characters they've created, along with the face codes. Find one you like and copy the face code into your own playthrough.
-- The ability to change your PC's appearance after you've started the game. IME, characters often look different once animated and in different lighting conditions, so the ability to tweak their appearance can be very helpful.
- FKA_Servo et SNascimento aiment ceci
#33
Posté 30 juin 2015 - 02:25
OP: If you have trouble creating a character with an appearance you like, there are a couple of other features you might want to request.
-- Face codes. There are websites where people post the characters they've created, along with the face codes. Find one you like and copy the face code into your own playthrough.
-- The ability to change your PC's appearance after you've started the game. IME, characters often look different once animated and in different lighting conditions, so the ability to tweak their appearance can be very helpful.
Man, remember when they made face codes? They were such a great idea that they never used them again.
- Sylvius the Mad et Pasquale1234 aiment ceci
#34
Posté 30 juin 2015 - 02:32
As long as the iconic appearance doesn't go the route of Dragon Age 2 and make it so the blood smear on the face is only available to the default Hawke.
There should be more blood smear options, bathe in the blood of the smear.
#35
Posté 30 juin 2015 - 02:33
Revan was my character. I got to craft a backstory (which may not have ultimately been true, but those memories were real and informed the personality), and I got to control his reaction is events and revelations.I disagree. /Revan
Few BioWare protagonists have been more mine than in KotOR. NWN is probably top of the heap, but then I'd rank KotOR just behind.
Inquisition is probably next, followed by DAO and BG.
Then Jade Empire
Then Shepard.
Then Hawke.
- mopotter et daveliam aiment ceci
#36
Posté 30 juin 2015 - 02:37
Face codes were an incredible innovation; I don't understand why they're not in every game.Man, remember when they made face codes? They were such a great idea that they never used them again.
It's a computer. There is some numerical value which represents literally every aspect of the game. How hard can it be to extract it?
- FKA_Servo aime ceci
#37
Posté 30 juin 2015 - 02:40
All faces need to be craftable using the CC tool. I hate that the iconic faces, when they exist, aren't editable.
Because I will always edit the face. I don't need to empathize with the player character; I populate his mind. I know his thoughts. Empathy isn't necessary.
It also isn't real, but that's a separate discussion.
If I'm given a character who isn't mine with whom I'm expected to empathize, I never will, and I will forever be indifferent to that character's welfare (as I was with Shepard - and Hawke).
If I can't play my character, I don't want to play at all.
I'd like "iconiq" face if there is supposed to be one be editable as well or at least it's features be something you can add to custom characters as well. It wasn't fair that custom Hawkes couldn't have defaults' blood smear that was supposed to be iconiq feature of Hawke (at least this was fixed in DAI) and even Marian Hawke's great hairstyle wasn't available for all what sucked.
#38
Posté 30 juin 2015 - 02:41
Meh, iconicness is still on a superficial level. I just want Bioware to make our protagonist have a good character arc this time, and if it isn't too much to dream about, hopefully s/he get's a multi-branching character development (that is if Andromeda is a one-off)
#39
Posté 30 juin 2015 - 02:42
I'd like "iconiq" face if there is supposed to be one be editable as well or at least it's features be something you can add to custom characters as well. It wasn't fair that custom Hawkes couldn't have defaults' blood smear that was supposed to be iconiq feature of Hawke (at least this was fixed in DAI) and even Marian Hawke's great hairstyle wasn't available for all what sucked.
- PhroXenGold et Feybrad aiment ceci
#40
Posté 30 juin 2015 - 02:47
After playing DA:Inquisition I realized how painfull is lack of iconic characterisation of the protagonist. Iconic representation (even if optional) is important for two main reasons:1. It makes the protagonist universally memorable. The player may use default model or design his/her own version of the protagonist. Yet everyone easily recognize the iconic version. It is one of these things that helps to make the whole game/series unforgettable. One of the major disadvantages of DA:I is rather forgettable protagonist, especially compared to Shepard or even Hawke.
2. It may ease to empathize with the protagonist. Face model of our own design may sometimes damage immersion instead of improve it. It happens especially when player is not skillful enough to manually create satisfying facial structure. In this case protagonist may look painfully lame compared to professionally designed companions and/or models created with face scanning method.
Personally I prefer to use default model when I have the option, possibly changing most obvious traits like hairs and color of eyes (unless default model is really bad like these uninteresting presets from DA:I).Of course in RPG games the option to create/modify protagonist's facial structure is always welcome especially for players with proper designing skills. I just hope that memorable iconic version of the protagonist will be available for both genders like it was in previous Mass Effect games.
Iconic representation is important. Bioware is full of smart and creative professionals and thankfully have resourceful ways of going about it rather than your conventional point of view. If you look at how all of their games were marketed, focus wasn't placed on the protagonists' pasty white face, but on key symbols. I.E. N7 armor, the Inquisitor's helmet...they tried with Hawke's blood streak but made a blunder of only allowing it on the default face but atleast they rectified that for DA:I.
I modeled all of my Bioware protagonists after me and my asian female features, and that only made the franchises all the more immersive, unique, and memorable for me. However, DA:I's protagonist felt the weakest to me, not for superficial reasons that you're suggesting, but because of content. Weaker personality writing (99% of the game is the IQ asking for dictionary definitions) little to no background (between DA/ME, the IQ is the only protagonist we play without experiencing his/her humble origins) much fewer cutscenes, and surely other similar weaknesses.
- mopotter aime ceci
#41
Posté 30 juin 2015 - 03:04
Revan was my character. I got to craft a backstory (which may not have ultimately been true, but those memories were real and informed the personality), and I got to control his reaction is events and revelations.
Few BioWare protagonists have been more mine than in KotOR. NWN is probably top of the heap, but then I'd rank KotOR just behind.
Inquisition is probably next, followed by DAO and BG.
Then Jade Empire
Then Shepard.
Then Hawke.
My order would be
KOTOR; DAO: JE; Shepard; Hawke and then NWN and BG
I was just getting into rpgs with BG and NWN so didn't put in my background thoughts on them.
KOTOR will always be at the top my my list of favorite games. Yes, my Raven was mine. I also usually picked the woman with the pony tail and it moved when she walked. I don't think I ever saw that again.
#42
Posté 30 juin 2015 - 03:47
Spoiler
I'm not sure what Fabio wants to tell me, but I'm sure it's sth intresting ![]()
#43
Posté 30 juin 2015 - 03:52
I'm not sure what Fabio wants to tell me, but I'm sure it's sth intresting
It was an invitation to join the Glorious PC Gaming Master Race.
(I was just being a jerk.)
- Panda aime ceci
#44
Posté 30 juin 2015 - 03:56
The only painful thing I've encountered with DAI is a lack of the in-game custom face-import feature combined with encryption that made 3rd party import across the saves problematic (if not impossible). Measuring the CC grid coordinates manually with a buggy always-on-top ruler is definitely NOT something to expect from the game released in 2014. Console players have it worse, though, they are stuck with triangle ruler, compasses and some duct-tape.
What in blazes are you talking about?
#45
Posté 30 juin 2015 - 03:57
What in blazes are you talking about?
PC gamers can use third party programs to make a numbered grid across the grids used in the CC. It lets them more accurately plot out where the sliders are.
I'm assuming this poster is just once again referring to the barely usable CC, and how if we had face codes, coords for the grids, or the ability to save and upload character presets to the Keep, it would be much, much better.
#46
Posté 30 juin 2015 - 05:46
PC gamers can use third party programs to make a numbered grid across the grids used in the CC. It lets them more accurately plot out where the sliders are.
I'm assuming this poster is just once again referring to the barely usable CC, and how if we had face codes, coords for the grids, or the ability to save and upload character presets to the Keep, it would be much, much better.
Yeah. The actual character creation in DA:I, barring the hair, was brilliant. The usability, UI, QoL etc. side of it though was downright awful.
- In Exile et FKA_Servo aiment ceci
#47
Posté 30 juin 2015 - 06:14
I have a rule: If a game has a character creation tool, I will make my own PC. It's way more fun for me to play with a character that's mine wen I'm roleplaying. And it makes replaying the game way more interesting, since I will be able to make a completely different char. But I don't mind at all an "Iconic" face, since this games are about choice and some people like them, let them have them.
- daveliam et sjsharp2011 aiment ceci
#48
Posté 30 juin 2015 - 06:18
I'm assuming this poster is just once again referring to the barely usable CC, and how if we had face codes, coords for the grids, or the ability to save and upload character presets to the Keep, it would be much, much better.
I don't really see how not being able to export the settings in the CC (i.e. facecodes) makes it "barely usable". Granted, it doesn't allow you to export and reimport faces, which would definitely be nice. That's not really a usability issue, it's just a feature that wasn't included.
#49
Posté 30 juin 2015 - 06:24
I don't really see how not being able to export the settings in the CC (i.e. facecodes) makes it "barely usable". Granted, it doesn't allow you to export and reimport faces. That's not really a usability issue, it's just a feature that wasn't included.
In previous DA games, we could at least count the notches on the sliders. The introduction of the grids, while great for creating the characters, makes it next to impossible to exactly recreate a character if you want to, since we don't have x/y coordinates.
Beyond that, the lighting in the CC is terrible. This was more of a problem before the Black Emporium came along, but the fact that you can't change the lighting there (or completely spin the camera around your face to inspect from all angles) is pretty "what?" in a 2014 game. Added up, I think these make the thing incredibly user unfriendly.
And, of course, the hair.
Not being able to export the settings or share presets accurately (we had face codes in 2010! Why weren't they in DA2, let alone DAI?) is just the disappointing icing on the lackluster cake.
#50
Posté 30 juin 2015 - 07:11
In previous DA games, we could at least count the notches on the sliders. The introduction of the grids, while great for creating the characters, makes it next to impossible to exactly recreate a character if you want to, since we don't have x/y coordinates.
Beyond that, the lighting in the CC is terrible. This was more of a problem before the Black Emporium came along, but the fact that you can't change the lighting there (or completely spin the camera around your face to inspect from all angles) is pretty "what?" in a 2014 game. Added up, I think these make the thing incredibly user unfriendly.
And, of course, the hair.
Not being able to export the settings or share presets accurately (we had face codes in 2010! Why weren't they in DA2, let alone DAI?) is just the disappointing icing on the lackluster cake.
A lot of developers goes backwards in certain things. Take DICE's Star Wars Battlefront which is a game that only has like 4 planets and no space battles. Then you take Battlefront 2, a 2005 game that feature more content (including Space Battles) than the 2015 version.





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