SinisterSlay posted...
There's very few game stories where what the character looks like matters. Sometimes there is a little bit to the gender but barely.
It's not so much about what they look like (though that's certainly part of the appeal of character creation), it's also about how much of a personality you choose to imprint on them.
When you play GTAV, Michael, Franklin, and Trevor are very well-defined characters with very specific personalities. Even if you let the player customize their appearance (which you can do on a
very
basic level), you're still playing AS Michael, Franklin, and Trevor.
The appeal of a create-a-character is that you can decide for yourself what you want your main character to be. That goes beyond just deciding if you're black/hispanic/caucasian or male/female/other, but also extends to past history, personality, and attitude. When I play Fallout: New Vegas, I'm deciding for myself where my Courier came from, what sort of person they are, who they want to side with, and how much they know about the world.
In Saints Row, very little of "The Boss" is defined, beyond being a sociopathic adrenaline junkie, and the fact that you happened to be in the wrong alley at the wrong time, which is what set everything in the games in motion. The later games even joke about your character being unwilling to talk about your past, because "it doesn't matter". The player is free to decide for themselves who The Boss is (and who they were), for the most part. Did you grow up in the 'Hood? Were you a bored rich kid? Did your parents love you, or did they beat you and lock you in the basement, and that's where your killer instinct started to grow? Do you secretly have an irrational hatred of clowns? When you're playing the game, do you go out of your way to at least try and avoid hitting innocent civilians, or do you deliberately swerve to take them out? That's entirely up to you.
But that makes it harder to tell stories (especially if you're not very good at it). You can't really tell a story about Michael being a bad father who gets cheated on by his wife without forcing the player to accept that their main character desperately wants to be a family man but isn't very good at it. It doesn't really matter if you allow the player to change Lara Croft's skin color (or even gender) if you still say that Lara Croft was raised in a very specific way in a very specific place and has developed very specific personality traits and skills. You're still playing LARA CROFT no matter what you make her look like.
That's why the games with the best character creation tend to also come with dialogue trees. Where you can influence (at least to some extent) how you interact with the world. It might just be choosing whether or not you're a violent jerk, a sarcastic jester, a serious professional, or a silent assassin. But it can also include things like choosing who to side with, or making other major decisions in a story.
But again, that usually requires a lot more work, so lazier or more incompetent dev teams hate the idea of it.