>>717703257
>We didn't want to make everyone ugly, they forced us to do it!
>I'm sick of this cope.
It’s often the fault of overstretched sub-teams of NPC modelers who also have multiple jobs. A lot of low level designers who are probably pretty lib. They go on a very vague description from the management for any not-main NPCs and get free creative license to make them boring to check quota boxes that is in the back of everyone’s mind. It is much more pervasive in a subtle way than you think. You have to sign documents and shit with ironclad footnotes about being committed to diversity.
IIRC The Outer Worlds had so many ugly characters with wacky haircuts because they wanted to highlight the weird tastes of a distant 1920s future and the disparity between corporates, middlemen, and workers culture. When you mix that with weird diversity quotas and the bland templates of NPCs in RPGs you get a big mess of weird looking people with little harmony in aesthetics and the same dumb prefab model haircuts.
Emil specified Starfields Dev team was very committed to a diverse looking future but it’s jarring because it doesn’t feel like a ‘real’ future for that reason. No racism or prejudice, all the old religions forgotten? Weird looking diverse people in high positions in a class-stratified society but no racial biases or even aesthetic biases?
It feels fake. Star Trek even did this utopian vision better. It just feels weird to be a utopian future full of people who look like that.
But mainly it’s the engine. The NPC models are just weird. Mass Effect did all this better in 2007, too. They avoided uncanny valley with simpler haircuts and lighting tricks.