ID:153188
 
I have been sitting on a fangame RPG for a while (it won't be DBZ, but I don't want to go into any details on exactly what it is until I have a rough demo ready), but I have one question concerning character selection and customization.

Most BYOND games that have variable appearances of characters have it so that the players can select everything from hair color to skin color to build. My question is, would a system where the player inputs some parameters of preference and the game generates a form based on the input, or, even more realistic (IMO, anyway), where the player doesn't even get to control the customization process?

I currently have the completely randomized system, where the game randomly selects, from a database of about 30 different skin and hair colors, one combination and applies it using overlays.

Perhaps I can do a system where the game selects the appearance randomly, but the player gets to "approve" it?
Drafonis wrote:
My question is, would a system where the player inputs some parameters of preference and the game generates a form based on the input, or, even more realistic (IMO, anyway), where the player doesn't even get to control the customization process?

Your question is a sentence fragment, you left out the actual question half of the sentence.
In response to Loduwijk
I think he means "would a system...be better." - He he! =D

I've often wondered about this aswell. Often in games I have wanted players to play a variety of roles, but unless you get them to all agree, and all later joining players to agree to already made decisions, it doesn't work! So I thought about making the game choose who gets what role, but then that would be unfair. And the player that wanted to be the woodcutter but got stuck as a farmer would complain! Because of this I have had to throw away many game ideas.

But the real point of this guy's thread is; is it better to allow players to choose what they look like, and be unrealistic but have less complaining players - OR randomly/computer-chosen appearances and roles, which are much more realistic, but has possible complainability (the word exists because I want it to! =P)?


~Ease~
In response to Ease
I think it would be better randomly, actually-
It would help roleplaying, and give better variety.

I'd love to roleplay and act up to a personality given to me, rather than me make my own.
In response to Ease
It all depends on the style of the game then. If you don't expect the players to be able to make reasonable choices, and if you care and it needs to be balanced, then make it random. If not, it is better to let them choose.

Even if you do let them choose, it would be interesting to have a random character generator that the players could use if they prefered.
In response to Kholint
Kholint wrote:
I think it would be better randomly, actually-
It would help roleplaying, and give better variety.

I'd love to roleplay and act up to a personality given to me, rather than me make my own.

Most roleplayers would disagree. What makes RPGs enjoyable is that you create an avatar of YOU. Something you want to be. If that is imposed on you, you take away part of the role playing. Forcing a character into a role means they may not know how, or want to play like that.

Don't get me wrong. If your game needs ballance, then you would have to put the players through a cookie cutter. But most RPGs are not that way. And usually you get a variety of players anyways.

Why not just do both? Have a random character generator. If the player doesn't know what he/she wants to be, give them the choice of letting it be determined for them... just like real life!
In response to Jik
Yeah, I use that method in one of my game prototypes. The player is presented with a screen:

I AM A FATALIST -- JUST RANDOMLY CHOOSE MY BACKGROUND
I don't choose what happens to me. I couldn't choose my life path. I'm made by the way the universe works. No one has the power of free will.

I AM A HUMANIST -- LET ME CHOOSE MY BACKGROUND
I choose what happens to me. I chose each step in my life path. I'm made by my decisions. I have the power of free will.



...and can click on whichever s/he prefers.

(Note to all readers: feel free to steal the concept, but don't steal the text. If you steal the text, I will know, and I will find you, and I will hurt you. =P)
In response to Ease
Ease wrote:
I think he means "would a system...be better." - He he! =D

I've often wondered about this aswell. Often in games I have wanted players to play a variety of roles, but unless you get them to all agree, and all later joining players to agree to already made decisions, it doesn't work! So I thought about making the game choose who gets what role, but then that would be unfair. And the player that wanted to be the woodcutter but got stuck as a farmer would complain! Because of this I have had to throw away many game ideas.

But the real point of this guy's thread is; is it better to allow players to choose what they look like, and be unrealistic but have less complaining players - OR randomly/computer-chosen appearances and roles, which are much more realistic, but has possible complainability (the word exists because I want it to! =P)?


~Ease~

I think either one of these two options for Drafonis: either make character customisation random, or let them choose a LESS descriptive version of their character. For example, you could choose between skinny or fat (bad example, everyone'd for skinny) and if you chose fat (for a change), it'd range from 150 - 200 pounds. (That's probably innacurate for whatever time and setting your game takes place in.)

For what Ease said: DON'T MAKE CHARACTER CUSTOMISATION DESIGN THEIR LIFE! THE PLAYER is supposed to be making the life! No matter if your character is skinny or fat, he can be a woodcutter! Let the player choose that!
I like the idea mainly because I hate games that have insane levels of customization but the players all choose the same few generic combinations.
I would like a little choice in the matter however. I wouldn't want to end up a tiny bald black man with a green shirt and pink pants. I'd much rather the setup went something more like this:
Step one:
You select a few 'base features' such as sex, skin colour, age, etc.
Step two:
Random base features are added. Ie, hair colour, eye colour, the ability to grow facial hair and other stuff that you can't really base your character around.
Step three:
Now you can customize the cards you've been dealt by step two. So if you've got brown hair you may want it short, but if you got silver hair you might choose a pony tail instead. If you can grow facial hair you can select what style.
Step four:
Choose a stereotype for your clothes and junk that can be changed in game. The stereotype randomly selects a set of stuff from specific categories.

Another potentially good method is a 'creation points' system. Basically the player is given X amount of CP. During the customization process you can spend CP to buy parts. However if you don't buy a part you're given a random part.
Now you don't have to buy a specific part, you can also buy the cheaper 'ballpark' parts. Ballparks just narrow down the randomness. So if I was happy with any dark colour for my hair, I'd select 'Ballpark - Dark' and I could get dark red, black or brown but not silver, white or blonde.

Both are a little annoying, and like any customization system the larger the icon base the better, but they can help give your players a more unique feel.