>game lets you design your character
>realize any "good looking" character is going to be utterly generic
>create misshapen goblin instead
Show me your characters, /v/. They don't have to be ugly, I just want to see what /v/ comes up with.
How is it hard?
Once the ugly meter gets to a certain point, change the dialogue options and how people treat you.
Every fallout did it with you being a retard. Just requires a few extra lines.
>Older age, bad complexion, extra weight, certain hair styles. All will increase your neckbeard points.
I don't see the issue here, I really don't. Enjoy being retards.
I can't be bothered to come up with a list of 30+ facial configuration options which can result in a disgusting monster, but it's far more than just age and weight.
That's exactly what he's referring to
I once tried to make my character as androgynous as possible in SRIV. It went alright, but the female model has annoyingly long eyelashes, hence the sunglasses, and even the smallest tits are still pretty big.
No, it's not, you fucking retard. Literally every character creator has a bar that goes from left to right for ear space, or noes width, or nigger lips.
Have the far left decrease points, have the far right increase points.
Some things may not affect it.
He's clearly referring to certain characteristics being built-in as ugly. Obviously you can beat the system and make an ugly character through a terrible combination of non-ugly features, but there's pretty obvious things they could have result in a recognized ugly character.
>eyes are maximum distance or closeness
>face is more than x% asymmetrical
And your statement right there is the cancer that's killing video games. Enjoy your Dota clones, wow clones and cod clones.
It's from the character editor in Love Death Final. You can edit models and textures in-game. Pic is an example of what you can do when you aren't being retarded.
But most attractive people have some feature or other that would be considered ugly if isolated. That's what gives a face character.
"beating the system" would not only work one way. You'd be able to create an attractive character considered ugly by the systemtoo, at which point the idea is lost.
I'm not into visual novels, but that sounds pretty cool.
Because that was determined by a stat you consciously chose and could modify with items and equipment.
Judging your character's face via some algorithm is a shot in the dark for the player. You could make a really attractive looking character that the computer thinks is a monster because the nose was 0.3 units too small or something.
>That's what gives a face character.
Attractiveness has never and will never be about how unique someone is.
There are plenty of uniquely ugly as fuck people.
Give me the "generic" blonde bombshell please.
I haven't touched the game part at all (I think it might be an action RPG of some kind actually), I just take screenshots in the editor.
Not really. There are 'ranges' in which positioning of facial structure is in an aesthetic or even natural position. If too many dials are outside of these ranges (such as eye spacing, nose size, brow size, chin shallowness.) then they can be seen as 'ugly'. A computer doesn't have to be smart enough to see something subjective, it just has to know what ranges something appears 'natural'. A game is capable of knowing when someone has blue hair. When their eyes are popping out of the skull. When the chin is almost pushed into the nasal cavity and the mouth stretches literally to the jawline.
How do you find this a difficult concept to grasp? I thought critical problem solving among gamers was supposed to be high.
But that's something that only has an obvious gameplay effect.
Int in those games is for all intents and purposes a number that determines how you interact with your environment.
A player designing a character that looks the way they want it to is not easily quantifiable in the same way, at least not without creating the most stilted and awful character customization system and restricting the player arbitrarily.
And of course then there's the issue of having to make the system seperate for both male and female characters as well as the entire cast of NPCs having the exact same taste in everything.
I tried playing ME on my old shitty computer. it wasn't really playable, but I did have fun making my shepherd
No but there are acceptable beauty ranges. There's literally fucking science on it, it can be quantified. Anything that can be quantified can have acceptable ranges in which things are most favorable and appeal to the widest audience.
And this is just ONE piece about it.
his race is african-american
>beauty is objective
Then why do different people find different things attractive?
Why are some people repulsed by a person while others are attracted to that person?
Why doesn't everyone have the same favorite pornstar?
Why do fetishes exist?
I based this one on a comic book character, what do you think guys?
My tank characters are always huge, battle worn old bearded men.
And my mages are always chocolate girls.
Posting some Second Life shenanigans with friends
Dude. Generic sexual attractiveness to a wide audience considered the law to all characters in a game is exactly the opposite of what you'd want to achieve with telling anything interesting about anyone.
I understand reading comprehension, self motivated learning and critical thinking isn't an important part of Western culture anymore but let's try this again-- Let's start with your mistake. I never said that beauty was objective. I said that it can be quantified and that there are ranges in which attractive aesthetics have correlation among large groups of people.
Moving along... advertising does the same exact kinds of psychological studies. People all over have a range of tastes, preferences and habits that are radically different but they all recognize that there are points of convergence. The goal is to find where people's receptiveness converges and take advantage of that.
Beauty and what people find beautiful have convergence points. Certain types of curves, facial structures, body types, eye and skin colors will generate more wide appeal than others. There are also 'ugly' ranges, facial structures, anatomical irregularities and body types that large groups find unappealing.
To sum things up. If we recognize 'ugly ranges' and 'attractive ranges' based on wide appeal. Then characters that stay far from ugly ranges and stick inside attractive one are most likely attractive and vice versa. That would NOT be hard to implement into a game. It's only difficult for people to understand in this thread because they never bothered to look at the resources available.
>I never said that beauty was objective
You said computers can detect beauty
Computers think objectively and can't think subjectively
So you heavily implied it
You can't believe what you are saying and think beauty is subjective because they are conflicting ideas
Still. Building a system that could recognize whether a face was "generally attractive" from billions of possible settings in a character creator would be neigh impossible, without defaulting to penalizing the player for making anything remotely interesting.
And I am againg missing the general usefulness.
>it would not be difficult to implement
But it might be difficult to get anything useful out of doing so.
Which might be why no-one has done it through over a whole decade of games with intricate character creators.
And hey, maybe it WOULD be difficult. Have you done it?
Even if you could create a program that analyzes your character's face and determines whether or not they're ugly, imagine the reaction from all the people trying to self-insert their own face getting told they're hideous.
Besides, it's not like most developers have a firm grasp on what beauty is in the first place considering their generic player characters tend to look like they have a few extra chromosomes.
It will be this, but in 3D
Not too fucking hard