2009
Bioware recently released a character creation tool for their upcoming RPG Dragon Age: Origins. I’ve spent some time messing around with the various settings, knowing full well that crafting the character I want to use can often take me days before I start the game proper, and it’s set me thinking about Dragon Age and about character creation in general.

This is Dragon Age's Maximum Face character, achieved by moving all the sliders to max. Thanks to the PC Gamer UK guys for divulging that fun little distraction.
As promotional tools go releasing a character creator early is a stroke of genius. I’m amazed that all RPGs don’t do it. Not only does it give the player a glimpse into the technical, mechanical and narrative aspects of the game but manages to do so without ever showing a piece of gameplay footage. It’s also useful for the player, giving them time to weigh up the different options and aspects that they can pursue without having to deal with the moment of “fuck it this’ll do, I actually want to start the bloody game” (while at the same time, I’m sure the developers are hoping, forming an attachment to their character that will increase the chances of them actually buying it.) It feels weird to actually take some time to praise what is, in essence, a marketing move but, frankly, Bioware’s previous attempts to sell the game have been so cringe-worthy that I was almost put off the whole damn thing.

I get into trouble when I start messing with sliders. I was only able to rescue this character from an expression of permanent surprise after much fine tuning.
Above is the character that I was seriously considering using until my cycling of the menus in order to collect some pictures led to all her characteristics being reset. I’m somewhat on the fence about whether to go for a male or female character this time around. I generally play males in RPGs and never really considered the alternative until Mass Effect came along. Mass Effect’s male lead was such a typical Space Marine douchebag that I couldn’t bring myself to spend even a second with him (that Jennifer Hale did the voicework for the female Shepherd didn’t hurt any.) I probably had a lot greater attachment to my Shepherd than I do to many of my RPG characters partially because the fact that she was female made her a more compelling character without the story having to make any changes for that fact.
That said, my favourite character creation is my Baldur’s Gate half-elf Ranger, Lujan (+50 respect points if you can identify where the name comes from.) Or I should say my favourite character creation ‘was’. As I typed that sentence I realised that Lujan died when my old computer’s hard-drive corrupted. This makes me genuinely quite said, an odd response considering the least important, and least flexible, thing about Baldur’s Gate was what your character looked like. This is, of course, the main aspect of creating your character: the attachment you feel toward them is less about what they look like as it is about the actions you have them perform in game.
I’ve never played as a dwarf before and I must say that I’m seriously considering it. Of course I was instantly disappointed by Dragon Age’s lack of beard configuration options. In Keith, the dwarf above (specialisation: twatting things), I chose the optimum beard length to dispersment ratio and I’m still a little disappointed I can’t go further. What’s the point of taking on the role of a dwarf if your beard doesn’t make NPCs fall to their knees?
Beards aren’t the only thing about the character creator that get the short shrift. Elsewhere, and I’m going to keep comparing against the D&D based Baldur’s Gate because the developers have kept crowing about how DA is a spiritual successor to the series, there are much less options defining both race and class. From the sounds of it this is actually a good move, as the choice you make will have dramatic effects on the whole narrative, right from the story that kicks off your adventure. This is nothing but good news, especially as Bioware’s previous attempt to cultivate a meaningful backstory choice for your character, in Mass Effect, was used in only the most superficial way (to paraphrase, it basically manifested as follows: “so it was you that [survived the siege.]“) Another thing that’s missing is the choice of an alignment which I was all set to spend A Lot Of Words talking about until I realised I should probably save it for my next Let’s Improve Gaming thing.
The most interesting removal, from my perspective, you might spot in the second screenshot. Where’s the Charisma stat? I generally move through my RPGs entrancing the NPCs in the glare of my charasmatic avatar. I then rob them blind. The closest stat Dragon Age has to charisma is Cunning, which nevertheless implies something different. This could turn out to be an interesting move, one I’m quietly excited to discover. It would be a special kind of madness to deny the wordy resolution path from players but it could mean that the warmth people will show you is tied more to your in-game deeds. By the same token it could just transpire that Cunning is a cache-all re-skin of charisma designed to distance the game from its ‘spiritual predecessor’. Either way, I’m looking forward to finding out.
If you’ve spent any time with Dragon Age’s character creation tool then link to your chosen character in the comments and tell us a bit about why that character in particular appeals. It should be interesting to find out why we choose the lives we do…







