Well, Skystorm77, you certainly came up with some food for thought. Good character creation is one of the items I look for in most games. Also, for TES games, I find it entertaining to evolve a reasonably detailed background history for my characters.
On youir concept of bringing certain traits into the game, I believe some of the earlier TES games, Daggerfall, in particular, had http://www.uesp.net/wiki/Daggerfall:Background set of questions. Providing certain answers to those questions allowed one to bring certain characterisics with their new character, into that Elder Scrolls game.
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Thanks for this link to Daggerfall's List of Questions. If any of you never read those, go now and check it out! This is EXACTLY what I was talking about, and I never played Daggerfall, so I had no idea they thought like this. Bethesda once thought in these very same terms! They created a long list of questions that helped you create a backstory for your character. This is just amazing. I wonder why they abandoned this!? They were already thinking like I am now! This is what made RPG's so fun to start before. Then, after creating your character, the time would come with the wondering about how they were going to use that history against you throughout your game ....
I was a Gamemaster and Dungeon Master for 6 long years of hard work crafting game after game. And the reason my players always told me how good my games were was for a couple of reasons: 1) solid roleplaying and story elements .... that were ... 2) based on extensive character histories my players were required to write detailing their enemies and family members (dead or alive).
I would often use the character's history to create scenes in the game that would draw in the player whose history it was into being the center of attention for a short time. While there are always 5-8 players sitting around your table every week, sometimes it's nice to be the one who the story is about and either get the hatemail from the players who are angry that your sordid backstory got them involved in some illicit adventure that tests their morals, or the players love you for having some backstory where some person comes to save your ass because you all got yourselves into trouble.
From my own personal experience as a DM/GM for various games, whenever the player's enemy (from their character history) arrived to threaten, intimidate, cajole, or taunt them, the players all become instantly more personally involved, damn-near salivating over their character sheets as they began to plan out their revenge. And if you let their enemy escape, and live to bother the group another day, then everyone started to also get involved in hating that guy.... together. Then your team actually began to cohese together into a more solid gaming group, becoming bonded through their shared tribulations.
Whenever I used some random new guy, it was never as exciting for them as those enemies that they created that would then return time and time again to taunt them and then escape just before the kill, to live to taunt again.
That aside, you are not all in my game, you are all individuals with your own ideas about RPG's.... and many of you don't want backstory elements. So like many others suggested on here already, just have them make it conditional upon Startup... you choose your graphic settings and options, and then in the same window you select if you want to play immediately, go to a long and interesting starter dungeon (the first time), or just load a character creation window and choose all of your options (like Oblivion at the Sewer Gates). That way, just about everybody is covered.
Many of you defended me by saying I merely wanted more options at startup and not to replace development throughout the game, which was true, so I thank you for that. Take care, friends.