Thread 713962803 - /v/ [Archived: 661 hours ago]

Anonymous
6/29/2025, 9:37:27 AM No.713962803
average bioware fight cutscene_thumb.jpg
average bioware fight cutscene_thumb.jpg
md5: 33f377e35cc04a8f42a9693d39b2b59b🔍
How come no RPGs take your stats into account for your characters visual model?
Like you look at Underrail or Fallout and you can be the ultimate melee killing machine strengthmaxxed conan the gigabarbarian statswise but then still be the same rail thin generic man model and you'll still get dwarfed in text and visuals by people like gorsky and it's like I'm not asking for every STR character to look like Olivier Richters or every INT character to be Yakub or a CHA character to have each and every single one of their animations to be replaced by something that would catch the attention of everyone in the room instead of opening doors they just kick them open and powerslide in even if it's on gravel but like is it too much to give my character a slightly wider back or more imposing profile if my strength is higher, or have their sneak animation be a bit more subtle if the stat is higher, or have their attack animations be a bit more cleaner and more practiced if they have higher dexterity or their movement be a bit more agile if my agility is higher or a bigger bulge/breasts if their cha is higher
Replies: >>713963080 >>713963440 >>713963603 >>713963695 >>713964624 >>713965361 >>713965525
Anonymous
6/29/2025, 9:43:34 AM No.713963080
>>713962803 (OP)
Fable did this but I was never too fond of it. It was neat in some ways, but in Fable you tend to get a fairly large spread of stats which means everyone starts looking like the Wizard version of Arnold at the end of the game, with the major thing that changes is if you have white hair or horns based on morality.

I think it could be cool though if the changes were subtle for "normal" stat gains and ones that sent you above and beyond came with physical morphism. So like if you build strength or physical attributes, your muscles do get slightly more chiseled and you start to lose visible fat on your character model. If you trained intellect, your dialog with others had a much larger vocabulary and you would intrinsically understand certain concepts others would talk about it. Not all of this would change the gameplay, but rather change your perception of the world as a player.
Replies: >>713963681
Anonymous
6/29/2025, 9:51:02 AM No.713963440
>>713962803 (OP)
>Underrail or Fallout
yeah that's just budget and ability of the people who made that game when they made them. When modders realized what they had to do to add additional sprites to Fallout they literally had the reaction of "fuck that, that's a lot of work"

as for more modern games I think you can find some examples of it (ex: Fable, I believe)
Replies: >>713963681
Anonymous
6/29/2025, 9:54:15 AM No.713963603
>>713962803 (OP)
GTA SA did take your stats into account for CJs visual model.
Anonymous
6/29/2025, 9:55:39 AM No.713963681
>>713963080
>>713963440
The only other game I can think of would be (I know it ain't an rpg) San Andreas with the strength/fat stats making you look comically buff or fat.
I think it just has to be subdued enough to not look comical but not too subtle to the point where it's not noticeable until the some autist makes an hour long video about it. What I had in mind was just something where you can go into an RPG and get into an encounter and get a reasonably good idea of which enemy does without needing to name everyone "Blorgian Scum" or "Blorgian Fist Lord" or "Blorgian /x/ poster"

If I were to get into dream territory it would be having different attack animations corresponding to skill milestones too. Like an untrained guy trying to fire a gun would look like he's untrained, while someone with mastery of an axe would swing it a lot differently than any random psycho brawler would but at that point you're kind of asking a lot of an indie studio or any studio wanting to make a CRPG.
Anonymous
6/29/2025, 9:56:02 AM No.713963695
Beaver makes dam_thumb.jpg
Beaver makes dam_thumb.jpg
md5: 55e84ee7f7ff0a39b421c3484b46d624🔍
>>713962803 (OP)
because it's slightly difficult to program which means extra work
Also RPG player are often people who want to autistically model characters and changing appearances by stats can throw a wrench in that
Anonymous
6/29/2025, 10:15:36 AM No.713964624
>>713962803 (OP)
why did the glass break? that's so awful CG and looks like that video game thing where objects just disintegrate when NPCs are pushed near them to prevent them getting stuck.
Anonymous
6/29/2025, 10:32:36 AM No.713965361
>>713962803 (OP)
>How come no RPGs take your stats into account for your characters visual model?
I have wondered this myself. My guess?

1) Takes more work to implement so... laziness
2) Many find the appeal of an RPG to be the character creator so making stats change how your character looks would lead to a much less flexible character creation system
3) Not as related I suppose but look what happened with Dark Souls 2 tying actual hit boxes to a stat. Didn't go over well at all
Anonymous
6/29/2025, 10:33:57 AM No.713965432
>be cyberpunk...s anime
>Extreme cyberware leads to wide array of character specialization
>Protagonistman goes from 5'11" thin shouldered manlet to 6'0" gigachad through the power of money
>Be cyberpunk the 2077
>Uh... Unique forearms for your arm launcher
>Not cyber arms like half the NPCs have just the forearms
>Next next gen title doesn't even have a body slider

Underperforming the past mainly. That most of the market consooms anyway even though games old enough to drink succeeded in implementing character visual progression back on the OG Xbox. That's why studios loved the woke shield when they thought it'd work, add a vitiligo toggle and you "don't" need to have a comprehensive body rig that fits your (limited, safe for work) clothing library without clipping.
Anonymous
6/29/2025, 10:35:58 AM No.713965525
>>713962803 (OP)
member Fable?