I mean, for an RPG, EVERY EFFORT SHOULD BE MADE TO CREATE MORE CHOICE AND MORE DIVERSIFICATION BETWEEN CHARACTERS. So that everything you do will help to make your character more unique and varied, for added replay value on 2nd and 3rd runs through the game. But the trend these days seams to be to cut down skills, cut down starting time, and get the player into the game as quickly as possible. That's fine for FPS games and such, but for RPG's, this is for many of us what defines an RPG... the CHOICES that are available. As such, I feel the industry is falling down in these matters. Someone needs to remind them that less is not more when it comes to RPG's ... more is more. More is better. More choice, more ways to diversify your character, especially at the beginning. If I could help design an RPG, and I truly wish I could, then here's what I would like to see go into Character Creation, and why....
1. Don't start the game with character creation. Start the game with fun. Show a great CGI cut-screen with awesome animations and visual effects. Make us feel the full nature of the epic world we've invested into. Show us the grand scale, awe us with your dazzling visual display to help set the scene. I refer to Blizzard games for references to this expression. They always pull you in with their intro movies and make you wish they'd make real full-length movies set in their game worlds too. Then ... move the CGI film into in-game action. Put the player in the world doing something dangerous and exciting right off the bat ... maybe by showing a dizzying ride aboard a sea-going vessel amidsts a turbulent storm, with water waves crashing into the ship and water everywhere, and darkness, and ghosts ... really scare the shipoopy out of us .... and then during all the chaos have a man in charge of the ship run up to us and ask who the heck we are .... to then allow for us to ....
2. Initiate Character Creation. Use a dialogue system to allow for this conversation while continuing the action onboard the ship. People running about, more storm, more danger, more spellcasting going on ... After each question you answer, there should be a break in character creation to allow for some more action to unfold. You run here, you fight there, you help flesh out your character through the sequence. The battle ends just as you end your character creation, and the ship crash-lands on shore somewhere, and you are thrown overboard into the violent sea. You wash up on the shore by morning barely alive and crawl onto the mainland to begin your adventure. Since we always end up in prison in Elderscrolls games, maybe at this point the guards have come and arrest us and take us off to jail to await a hearing.
During Character Creation, there are a number of options I would love to see added, so that even if the Dev's Main Quests don't use these ideas, community MODS could make use of them!
A> Flaws:
The game should let us select flaws to add into our character creation. For every flaw we add, we can take a Talent to match it. A sort of re-balancing built around life's cruelties, that would add immense flavor to character creation. A person could have a limp that causes the screen to shake more when walking, or his hearing could be bad, resulting in missed "Spot" checks for enemies in the nearby area. Your character could be extra dumb, and not be able to gain anything from reading books. Your character could be extra weak and pathetic physically and yet be more magically inclined as a result. The list of flaws could be very large and interesting to choose from. The flaws in hardcoe Mode would actually change the game somehow, such as being deaf would remove the audio from people speaking in the game and you'd have to "read lips" to get what was said ... meaning you'd have to read the subtitles which could have one or two missing words on occasion. Outside of hardcoe Mode, however, the flaws would not affect the game in such ways.
B> Talents:
In contrast to the Flaws above, Talents are much more helpful. They should provide a very huge list of options, with a number of good ideas per each kind of class, so if you intent to play as a thief down the line, there could be 5 or 6 options to choose from, leaving you salivating over which one to finally pick. This would replace Birthsigns, since if don't choose your class, birthsigns no longer make any sense as those were predicated on the Class system of MW & Oblivion but which is gone per se in Skyrim. Talents, however, are things any character can use to make them better, and are not predicated on any particular classes per se. Yes, many of them would only be useful for certain classes you intended to evolve your character into later even if you don't choose your class initially.
C> Scars:
You can choose from a number of nasty scars from a variety of cool graphics, but in addition to the appearance aspect, there is a backstory aspect as well. The scar ... who gave it to you? You can select a name, a class, their age, and one particularly awesome weapon that enemy carries with them as a family heirloom of some kind. That enemy can be assigned a presence in your life via the Radiant Story engine picking a random unimportant NPC, renaming them with your selected name, and retrofitting their class based on your specs, and dropping the selected pre-fabbed cool weapon onto the character. If you kill them one day, you can take their cool weapon as reward.
D> Family Members & Their Status (Alive/Deceased)
You can define the names of NPC's that will be used by Radiant Story as your family members. They will have a high disposition toward you if you are a good family, but if you're a bad family, they may even be your biggest enemies, depending.... You type in their names, then select their professions, status in society, income, and current location in Tamriel (outside of Skyrim) ... so that they can be used by Radiant Story as plot vehicles for causing you to feel strong emotions. Some of your biggest Skyrim enemies in game could come and taunt you with proof of having murdered your parents. It would be too hard for your parents to exist in Skyrim due to all of the complications they would bring to the programming team, so that's why when you select their location, such as MW or Hammerfall, you are just providing a way to attach them to several plot devices that can potentially rouse up your anger and wrath.
E> Childhood Enemies.
You could define childhood enemies based on a number of pre-fabricated plotlines such as being bullied, being stolen from, being teased, being tricked, being ganged up on , or a one-time-good friend who somehow eventually grew to hate you, and a lot more. The childhood enemy is assigned to a random NPC who then for the entirety of the game is your rival. Their disposition will be so low, merely seeing your face will be enough to cause them to draw their sword against you. Childhood enemies are the ones who can give you scars in the options above. If you have a scar, then you'll have the guy who gave it to you written into your character creation, and at some point that bad guy is gonna return to your life in an epic storyline arc generated on the fly by Radiant Story based on a number of pre-fabricated templates. This is so that your enemy's dialogue for the interaction you have will not all be the same every time, allowing for greater replay value. Your childhood enemy cannot actually be killed for the first 5-6 encounters with him or her. This is so you can feel their presence in your life (aggravating you, hindering you, pestering you, taunting you, infuriating you) over a longer period of time than a single battle. So that it feels more like a story is being played out that YOU sort of helped to design when you started your character. You gave them their name, their stats, their legendary item, their reason for hating you (from a number of templates of pre-packaged dialogue story arcs. One gets assigned to your enemy based on their reason for hating you and they act out that template throughout their hunt for you throughout your game). So that every time you select a childhood enemy, he can have different dialogue for why he's after you, what he claims you did to him, or stole from him, or cheated him out of ....
G> Back Story.
Additional training in your past. With back story, the idea is that you can select some kind of training or experience you encountered during your upbringing that will give you a small boost to your character's abilities beyond what they should normally have. Perhaps your parents are rich, so they send you some money after you are released from prison, and so you get a nice starting package to help buy your first good set of armour or some spells. Or perhaps you were sent to a military training camp to learn how to fight better. So you're combat skills are already 2 levels higher than they should be for you at 1st level. Or perhaps you broke rocks in a prison mine and are now a bit stronger than the average fighter at your age. Some of the ideas here could also include additional skill at cooking, chopping wood, enchanting, alchemy, etc ... where you worked for a time to help your family survive in some way.
Anyone who uses backstory, however, would then be open for the game's "balancing" feature for back story called "Jealousy" ... which means you can cause random NPC's to become jealous of your special upbringing and will treat you poorly as a result, often slinging insults, holding grudges, and refusing to help you. They may even try to interrupt your active quests in some way, aggravating you immensely until you lose your cool with them. Now we will truly know why those mysterious story replacement arcs of having an NPC's "sister taking over her brother's shop when you kill him" are even needed, hahahaha!
Even if Bethesda's Devs never used these Character Creation tools, as long as they were built into Character Creation in some way, then Modders could come along behind them and go to work putting these features to full benefit. Pretty soon, there'd be a lot of people telling stories about all of the fun they had playing the game the 2nd time because of how all of these features so completely altered the feel of the game that they felt like it was an entirely new experience from start to finish over their 1st game.
Overall, I guess I just miss the old days of gaming when you had to take your book for the game in the can with you to study it and try to determine which way you should build your character at the beginning of the game. Where you had to study every aspect, make a plan, and then execute it to see how well the idea paid off. Where you had to think a long time about what combinations of flaws, talents, skills, and such, it would be necessary to experiment with in order to find just the right balance of power and usefulness throughout your game experience.
It seems like to me, the longer we go along in the RPG industry, the more options they remove at Character Creation, causing RPG's to look more and more like FPS's set to fantasy "themes" ... Bethesda, please do more for Character Creation to restore the feeling of being in a epic fantasy game instead of another Dungeon Siege fantasy-based action game.