Jora said:
But what if, for some reason, the character has no previous life and hasn't developed any personality or skills before TGQ? The character hasn't and couldn't have decided what he wants to do in life and now the player can roleplay him from the moment his mind becomes active to the moment he understands his place in the world and has developed a firm personality.
In that case there wouldn't be a need for character creation because the character has no previous experiences.
Not quite. The problem here is that the character likely would have had some measure of skill and power, but the amnesia blocks access to it. It basically translates to there being a character creation which instead of having the traditional aspects, simply doesn't deal with skill choices and attributes. This would be similar to Torment's, except that Torment allows players to define the starting attributes of the character, but doesnt' allow the character to regain what he had lost. Players just have to build him from the ground up, which is something i've disliked in games dealing with amnesia. Instead of recovering what was lost, the character just has to learn it all again. And when he does remember the past, he doesn't remember any old skill he might've learned.
IMO character creation is in CRPGs because it wouldn't make sense for the character to have lived 25 years and not have learned anything from it.
More or less true. Character creation is a necessary "evil", so to speak, because it basically allows players to bypass that downtime of the character's past. Traits and Backgrounds are a way to determine a character's background while avoiding to play trough 25 character years. Darklands also had a fairly interesting system of allowing players to decide what their characters did in the past: what was their upbringing, what did they specialize in, what classes did they learn, etc..
But if there was a logical reason for the character to be completely clueless, the character creation screen wouldn't be needed and the TGQ itself would become a long development process that would end when the game ends and the character would be created.
You'd still need a way to relay to the player the character you're playing. The character may be amnesiac, but it has some characteristics, after all. Likely, there'd be a shallower character creation which just focused more on the aesthetics than actual character knowledge.
You said you care more about the characters created in a character creation screen. But in my opinion a properly designed game (PS:T, not KotOR or Gothic 2) can be more rewarding if a good reason is given for the campaign itself to be a long development process that reaches its conclusion at the end of the game and a character is created.
That's a benefit with premade characters which are exclusive and pivotal to a story. The Nameless One has an intricate story because he is only one character. Its much easier to weave a more detailed characterization and storyline when working with a single character. If the player had the possibility of choosing gender, name, class and race for the main character, the story and the charterization would not be as powerful.
In this sense, leading a well made character trough a story-driven game is rewarding to some. And I can see
why it is rewarding for some, but i much prefer to to roleplay a multitude of characters i conceived which are acknowledged by the gameworld, instead of playing the same premade character time and again.