Good question. I'm none of those "for the most part." I try to make a character that feels like he/she belongs in the world. My main is usually male but if the character creator can't make good "men" I'll go female..
I do create a backstory for the characters but this is for my benefit.
Aesthetics are very important. So much so that I once deleted a level 46 character in Elder Scrolls Online because the face change option hadn't come out yet and I couldn't stand playing it unless I remade the character.
If I can't find a character that is aesthetically pleasing in some way I won't play the game.
Like Skyrim? Need more content? Try my Skyrim mod "Godfred's Tomb."
The only character creator worth its salt for me was in City of Heroes, and that was mainly because it had a place to write the character bio. In most MMOs the characters are just generic, sure, they might have a specific look, but that doesn't matter that much.
In Everquest 2 the vast majority of my characters were non-humanoid, as they just looked better.
In most other games, well, the natural direction is to just take a female character, turn to boob slider to maximum and run with it. Right?
Champions Online had a superior character generator when City of Heroes was live, and that gap has grown far greater since. It also has a place to write a character bio.
To claim the specific look of a character doesn't matter much when your example is from a superhero game is a bit strange considering the genre it emulates demonstrates how important appearance is as part of the overall character.
So... that would make you an "Attractive" builder.
Was a pointless joke that came out of not really reading the article fully.
The method I actually used most of the time, especially later in my gaming life when I had less patience, was to create a random character a few times until I found one that looked good to me. Which I guess does fall into "attractive", but not really "sexually attractive". I mean, I don't think that many people will really find a Froglok sexually attractive, but it was one of my main alts in EQ2.
In CoH I had mostly created the costumes based on themes (though sometimes still used randomness). My first level 50 was indeed attractive in the sense meant in the article, as she was themed after Trinity from The Matrix, but the reason she was the first I got to level 50 was mainly because she was a scrapper and that was the easiest archetype to advance in the game. She wasn't the first character I created. I played a mix of male and female and they weren't necessarily attractive.
I think that I used all the methods mentioned except "self image". A lot was a mix of things, especially in CoH. It was the only game that I felt really encouraged character concepts. For EQ2, I had a couple of pun-based concept characters that I actually thought of a background for (like Otto-the-Fae, when the Fae was introduced).
So... that would make you an "Attractive" builder.
Was a pointless joke that came out of not really reading the article fully.
The method I actually used most of the time, especially later in my gaming life when I had less patience, was to create a random character a few times until I found one that looked good to me. Which I guess does fall into "attractive", but not really "sexually attractive". I mean, I don't think that many people will really find a Froglok sexually attractive, but it was one of my main alts in EQ2.
In CoH I had mostly created the costumes based on themes (though sometimes still used randomness). My first level 50 was indeed attractive in the sense meant in the article, as she was themed after Trinity from The Matrix, but the reason she was the first I got to level 50 was mainly because she was a scrapper and that was the easiest archetype to advance in the game. She wasn't the first character I created. I played a mix of male and female and they weren't necessarily attractive.
I think that I used all the methods mentioned except "self image". A lot was a mix of things, especially in CoH. It was the only game that I felt really encouraged character concepts. For EQ2, I had a couple of pun-based concept characters that I actually thought of a background for (like Otto-the-Fae, when the Fae was introduced).
Well as I see it, if I am going to stare at this ass for the next several hundred if not thousands of hours, might as well be a nice ass to look at.
Egotism is the anesthetic that dullens the pain of stupidity, this is why when I try to beat my head against the stupidity of other people, I only hurt myself.
Sometimes I wish any game with a character creator had a way to take an existing photo or camera image to make it easier to put your face on your character. But I can see that being abused and really creepy quickly. My main MMO is City of Heroes so going on a theme works. My secondary game ESO where armor pieces change your appearance, I went with a rugged Norn look. I considered a woman or cat character, but I didn't know the community enough to say I would get harassed if I did that.
Comments
I do create a backstory for the characters but this is for my benefit.
Aesthetics are very important. So much so that I once deleted a level 46 character in Elder Scrolls Online because the face change option hadn't come out yet and I couldn't stand playing it unless I remade the character.
If I can't find a character that is aesthetically pleasing in some way I won't play the game.
Godfred's Tomb Trailer: https://youtu.be/-nsXGddj_4w
Original Skyrim: https://www.nexusmods.com/skyrim/mods/109547
Serph toze kindly has started a walk-through. https://youtu.be/UIelCK-lldo
Champions Online had a superior character generator when City of Heroes was live, and that gap has grown far greater since. It also has a place to write a character bio.
To claim the specific look of a character doesn't matter much when your example is from a superhero game is a bit strange considering the genre it emulates demonstrates how important appearance is as part of the overall character.
Was a pointless joke that came out of not really reading the article fully.
The method I actually used most of the time, especially later in my gaming life when I had less patience, was to create a random character a few times until I found one that looked good to me. Which I guess does fall into "attractive", but not really "sexually attractive". I mean, I don't think that many people will really find a Froglok sexually attractive, but it was one of my main alts in EQ2.
In CoH I had mostly created the costumes based on themes (though sometimes still used randomness). My first level 50 was indeed attractive in the sense meant in the article, as she was themed after Trinity from The Matrix, but the reason she was the first I got to level 50 was mainly because she was a scrapper and that was the easiest archetype to advance in the game. She wasn't the first character I created. I played a mix of male and female and they weren't necessarily attractive.
I think that I used all the methods mentioned except "self image". A lot was a mix of things, especially in CoH. It was the only game that I felt really encouraged character concepts. For EQ2, I had a couple of pun-based concept characters that I actually thought of a background for (like Otto-the-Fae, when the Fae was introduced).
Well as I see it, if I am going to stare at this ass for the next several hundred if not thousands of hours, might as well be a nice ass to look at.