Do You Have An Ideal RPG Character?

Over the past year or so, I’ve played several games that give you pretty much free reign to create whatever character you want. The Secret World and Fable: The Lost Chapters both allow you to create pretty much any ability set (within reason), and Aion and Guild Wars 2 are both games that allow nearly limitless appearance customization.

My thief in the Guild Wars 2 betaAnd as I’ve played these games, certain patterns have begun to arise. There are certain themes that keep coming up over and over when I’m given the freedom to create whatever character I wish.

This has led me to wonder whether I, and other people, have an “ideal” RPG character that we will always gravitate towards creating if we have the chance. And if so, why are these traits our ideals?

There are two sides to this: appearance and abilities.

Appearance:

My rogue and her "srs" faceWhile I do play and enjoy characters with other looks, there is one look that keeps coming up over and over. If you’re a regular reader, you’re probably used to it by now: a tough-looking woman with an athletic, muscular build and black hair tied back in a ponytail. I’ve also occasionally dabbled with tough-looking women with tied back white hair.

Examples of these include my World of Warcraft rogue, my other WoW rogue, my Guild Wars 2 thief, my GW2 mesmer, and my Templar in The Secret World. If we add those with white hair, the list also includes my WoW warlock, my GW2 thief from the beta, and my ranger in Aion.

This all began with my rogue in Warcraft. I chose to make her tough-looking because, well, she’s a killer. I’m not sure why I always go for black hair, but the ponytail is because I wanted a style where her hair wouldn’t get in her eyes while she’s stabbing people.

Similar reasoning also applies to why I choose athletic builds in games where body customization is possible. My characters are fighters; they should look the part.

My character in Aion, an Asmodian rangerI also tend to make my characters tall when given the chance. The reasoning for this is simple to understand. Despite being of normal height for a white male, I’ve always felt oddly inadequate about my height and wished I was taller.

As for why I keep playing women… that’s more complicated. I’ve already talked about that in some detail, but I suspect I still don’t have all the answers.

Abilities:

I first started thinking about this when I spent a week playing Fable: The Lost Chapters about a year ago. This was by no means a particularly good game, but one thing I did appreciate was the utter freedom of character design. You can pretty much be whatever you want.

I went into this game with no plan. I just did whatever seemed like a good idea at the time and progressed as felt natural. This makes my Fable character possibly the truest expression of what my ideal playstyle would be.

My warlock posing in the Jade ForestSo what was my Fable hero? A great, hulking, plate-wearing, greatsword-wielding, fireball-hurling battle mage.

The Secret World is also incredibly open in the kind of character you can create. What did a I end up using there? Fist weapons and blood magic. Again, melee and magic.

My Templar alt has settled on swords and pistols. In GW2, my warrior uses axes/longbow, my thief uses daggers/pistols, and my mesmer uses sword/staff. All characters that combine melee and ranged abilities.

Is it any coincidence that I stopped playing Aion right around the time my melee abilities stopped being competitive with my ranged skills?

Hanging bodies in Blue MountainSo it’s clear that I prefer characters that are capable of fighting both with melee weapons and at range. Which makes sense, as I enjoy both. If I had to pick one, I would probably play ranged, but melee has a visceral thrill that ranged fighting just doesn’t quite equal. Plus, melee weapons are better aesthetically — they look more heroic.

As for which melee weapons, I prefer to dual wield weapons — usually swords — instead of using two-handed weapons. Plus, dual wielding tends to lead to faster attacks, which is what I prefer.

I also like characters that have at least some magical capacity. I’ll be honest; this is mostly just down to looks. Magic is pretty.

(Mini-rant: Why don’t games put more effort into making non-magical skills look good? You developers could really learn something from Aion here.)

My Norn thief in Hoelbrak in Guild Wars 2Reading it back, this seems kind of greedy of me. I want my character to be everything: ranged and melee, magical and physical.

But is that wrong? Why should our characters need to fit into rigid boxes? I won’t say that classes are a bad thing necessarily, but I feel they are often too confining.

One place where I have to give Guild Wars 2 credit is the way they let you interpret each archetype very broadly. A thief can be a subtle assassin, a sword-wielding brawler, a gunslinger, or artillery.

Classes do muddle the idea of an “ideal character” somewhat, as do game mechanics. I’ve always loved the idea of playing an archer, but most games tie bows to annoying crap like pets, minimum range, or an overabundance of ground target AoEs. So my view of what my ideal character would be may be somewhat skewed by the games I’ve played.

My ranger character in AionAlso, it’s probably impossible to ever get every experience you want from one character. If you like playing tanks and glass cannon DPS, you obviously can’t be both at once.

The ideal:

So my ideal character would likely be a female character with an athletic build, tied-back dark hair, and abilities  that combine fast melee skills with ranged magic.

Hmm, no wonder I liked Dungeon Siege III so much. I basically just described Anjali.

At the same time, it also seems clear to me I could never only play one character, no matter how closely it matched my ideal. We all need a change of pace now and then.

My mesmer showing off her gear in Rata SumWhat about you? Do you have an “ideal” RPG character? What would it be, and what makes it your ideal?

God damn it, now I’m upset there wasn’t a Dungeon Siege III expansion again. ><

The Secrift World of Guild Warscraft Aionline

Or Building the Perfect MMO:

If only...I’ve tried a lot of MMOs in the last year or so. Though I’ve generally wound up going back to World of Warcraft after every one, each has had at least one little area in which they blow WoW out of the water, and it’s always left me wishing I could smoosh all of them together to create the perfect game.

So just for fun, I’ve come up with a list of all the best features of the MMOs I’ve played, the traits that when combined would form what I believe to be the perfect MMO.

World of Warcraft: Class design and backstory

Say what you will about WoW, but I think their class design is second to none. The classes provide very different playstyles, and while some are occasionally similar, they’re generally very different from one another. A combat rogue plays nothing like a demonology warlock, and both are totally different from a retribution paladin.

The end result is that there’s something for everyone. In some cases, multiple somethings. Why do you think I have so many alts?

All my Warcraft charactersThe other great strength of Warcraft that other games can’t match is its years of backstory. More than half a dozen games and countless novels, comics, and short stories have created tens of thousands of years of fictional history that simply makes the universe come alive.

Guild Wars 2: Overall design and philosophy

It’s difficult to succinctly explain if you haven’t played GW2, but when I tried the beta, I just felt… free.

All the pressures and pointless crap you put up with in other MMOs are gone. If you want a linear story experience, it’s there for you. If you want to wander the world as an itinerant adventurer with no specific goal, you can. Play alone or with other people; it doesn’t matter. Just do whatever you want.

Battling a major boss during a dynamic event in the Guild Wars 2 betaYou don’t need to worry about gearing — upgrades are cheaply available from vendors. You don’t need to worry about other players stealing your loot or your kills.

Guild Wars 2 may be weak in peripheral areas like story or class design, but when it comes to the bones of the MMO experience, it’s a quantum leap forward.

Rift: Patch cycle

Rift isn’t a game that greatly impressed me. But the one thing you have to give its developers, Trion Worlds, credit for is their patch cycle.

Trion has managed to completely embarrass the entire MMO industry with the speed and regularity with which they’ve been able to roll out new content — all without a huge subscriber base or the massive cash behind something like WoW. In the long months between patches, bored Warcraft players look at Trion’s record and cry themselves to sleep.

Rift patch 1.5: Ashes of HistoryAnd these aren’t insignificant updates, either. We’re talking whole raids and game-changing updates, like merging the playable factions. Most games would reserve such changes for an expansion pack — if they found the balls to do them at all.

Rift is the evolving game all MMOs try but largely fail to be.

Aion/Star Trek: Online: Customization

I’ll be the first to admit that Aion is a game with a lot of problems, but I still have a soft spot for it, and the character customization is a large part of that.

Aion’s customization options are nearly limitless — some even say it went too far, allowing people to play as bizarre freaks. But I don’t really think there’s such a thing as too much customization. It’s just too cool to be able to make a character look exactly how you want, down to the finest details. I was even able to perfectly recreate characters from my novels with Aion’s amazing character creator.

A character from my writing recreated via Aion's amazing character customizationStar Trek: Online is another game with great customization, if not great gameplay. It doesn’t have quite so many options as Aion, but it’s close, and it does have perhaps the best customization option I’ve ever seen: the ability to choose your character’s animations and body language.

I’ll never stop wishing other games had that option. Never.

The Secret World: Story, ambiance, and quest design

I read a comment on Massively the other day that struck a cord with me. Paraphrasing: “It’s funny how SW:TOR spent all that money on all that voice-acting and story, and then The Secret World sneaks in with better voice overs, better writing, and better cinematic direction.”

That about sums it up.

The Dragon mission "Into Darkness" in The Secret WorldI would go so far as to say TSW probably has the best quest design of any MMO to date — Guild Wars 2 doesn’t count because it doesn’t really have quests. The quests are challenging and diverse, and they actually help teach you how to play the game, introducing you to the kind of mechanics found in dungeons and raids.

More importantly — to me, anyway — the quests have good stories that are well-told. Funcom, the developer, hit the perfect balance that needs to exist in video game story. There’s plenty of story for those who like it, but it’s not obtrusive.

Each major quest has a good voice-acted cinematic to explain its basic plot, but then it’s pretty much non-stop action to the end. If you want more story, you can engage the NPCs in conversation, but that’s entirely optional.

Out at night on Solomon Island in The Secret WorldThis is both more streamlined from a gameplay perspective and more engaging from a plot perspective than either the “busywork occasionally interrupted by a story” approach of WoW and its clones or Star Wars’ technique of ramming story down your throat at every turn whether you like it or not.

Blend until smooth:

The end result is a game with diverse, compelling classes; non-obligational, BS-free design; unmatched customization of every aspect of your character; rapid content updates; and a compelling, well-told story based on massive history and backstory.

Sigh…

We can dream.