by Nicole163 on Apr 17, 2013
The character generation process is a player's first taste of how a
roleplaying game will work. In some games, it serves as an introduction to
the background math that determines the abilities and potency of the
character. In other games, it's not much more than putting a custom skin
on a generic package.
There are three types of character generation systems in the MMO world,
and each has its own strengths and weaknesses. We'll take a look at each
one - where it can be found, what are its merits, and what makes the other
systems better.
In this system, the player selects from a few standard options such as
race, gender and character class. These factors alone determine the
character's stats, skills and combat specializations. Actual player input
into the functionality of the character is limited - mostly, this system
focuses on choosing hilarious mohawk-and-moustache combos and picking
awesome facial tattoos.
This is the most commonly-encountered character generation system in
"themepark-style" MMOs, where balance and fairness are of paramount
importance. Everyone has the exact same opportunities and players don't
need to be armed with spreadsheets and scientific calculators to be good
at something.
The numbers that are used for stats can vary pretty widely. Usually,
stats increase with level, and the specific increases depend on the
character's class.
Where It Can Be Found:
World of Warcraft,
RIFT, Tera
Online, Star Wars: The Old
Republic, the
Lord of the Rings Online, Guild
Wars 2, many others
Pros:
Uniformity - If all characters of the sameCons:
Gear Dependency - Particularly at highWhere It Might Pop Up Next:
It seems very likely that this system will be used by the
Elder Scrolls Online. The single-player games all use a
point-buy character generation system, but the MMO game will be more
heavily-focused on character classes rather than freeform, sandbox-style
characters. And while the MMO may keep the single-player gimmick of
leading the player through character creation via a prison-exit story as
has always been done in Elder Scrolls games, chances are that it will end
with simply picking a class and using sliders to make your dude really fat
or buff and sporting an hilarious muttonstache.
With the Point-Buy system, players tweak their stats with pluses and
minuses, distributing points at the player's whim. Often, a character's
stats will start out at an even, low-average number, and points are drawn
from a pool to increase these stats as the player sees fit. This can also
apply to combat skills, where points are drawn from a pool to increase
specific combat abilities in preference to others.
This one is more common among "sandbox-style" MMOs, where player freedom
is valued over uniformity. It's also quite common in single-player RPGs
like the Elder Scrolls series (except for TES V: Skyrim), and in more
recent 3/3.5 Edition D&D-based games.
Point-buy systems may find use later in a game as a progression tool,
even if they are not used for actual character generation. Even in games
with locked progression paths, talent or skill trees use a point-buy
system for incremental increases every level. This is technically not part
of the character creation process, but it does show the flexibility of the
system - it can be used for anything.
Where It Can Be Found:
Dungeons & Dragons
Online, Neverwinter Nights, Fallout's S.P.E.C.I.A.L., The
Elder Scrolls I - IV, other single-player RPGs, some sandbox-style MMOs
Pros:
Min-Maxing - By allocating as many points asCons:
Math Is Boring - It can potentially take aWhere It Might Pop Up Next:
Chances are pretty good that the forthcoming Pathfinder
Online will use this system. Point-buy has proven to work
very well with the d20 ruleset, which is at the core of the Pathfinder
system. It is also quite likely to be used for Elder Scrolls character
progression, using points to increase combat skills every level.
Generating stats via random number generators (RNG) used to be a lot more
common than it is nowadays. This system mirrors the tabletop D&D
system of rolling actual dice to determine stats. This style has fallen
out of favor in recent years, but back in the day it was a part of nearly
every D&D-influenced RPG.
This system is often combined with a point-buy system, allowing players
to randomly roll a set of stats and then reallocate the points. In the
Baldur's Gate and Icewind Dale series, it was possible, usually with
dozens and dozens of re-rolls, to get a set of maxed-out (or nearly so)
stats with an average of 16 - 18 across all six stats. Most often, though,
the player ended up with an average of 12 - 14, with a couple of high
stats and everything else average or lower.
Where It Can Be Found:
Baldur's Gate, Icewind Dale, other old-school 2nd Edition D&D-based
RPGs
Pros:
Same As Tabletop - Random number generatorsCons
Likelihood of Useless Crap - TheWhere It Might Pop Up Next:
As dated as it may seem now, this system will be used in Neverwinter.
But only for actual character generation - the new character progression
system, which will be in place for open beta when it starts on April 30,
uses point-buy for training new and improving old skills.
Everyone has a favorite character generation method, but it is important
to remember that no one system is perfect. And no one system is going to
appeal to every type of gamer. But each type certainly has its place.
What's your favorite character generator, and why? Let us know in our
comments!