Somekindofgold said:
Because it leads to laziness, and the last thing this industry is laziness. You wind up in the trap where a character's main, or sometimes only, characteristic is that they're 'x' or 'y'.
When you create a character to address 'We want different bodies' you've already failed, because when developing a character you shouldnt start with 'they're x'. Superficial diversity is almost as bad as no diversity. I'd rather have a few Alyx Vance's or Omids sprinkled around because at least they're quality characters.
Yeah, I don't interpret this as laziness. If it is, it will be decried by the people that asked for it in the first place and force the developers back to the drawing board.
Change does not happen overnight and mistakes are made on the way. The notion that people just accept things as is, as long as it's even remotely close to what they asked for simply isn't true.
And I disagree that superficial diversity is bad. It depends entirely on the purpose of the product. If the purpose is to create a visually distinct character, then that's plenty enough. If there's a deeper narrative, then you need more effort. This is why fighting games, the most shallow of all games in regards to design, has been able to boast more overall visual diversity than any other genre of video game.
There's room for games that have characters that are just X or Y, as well as characters with a more rounded design.
And no, I disagree that starting a design with "They are X" is faulty. The traits of a character, however superficial, do influence and inform the personality of the character. Few things are exactly as shallow as they first appear. It's perfectly reasonable to write a character form the outset with the sole trait of being a meek man, muscular woman, morbidly obese or gay. It doesn't even have to relate to the story, but it still informs the character and influence the design and ultimately their personality, depth and actions or even the very nature of the story being told.
There's a reason why a lot of established characters are said to write their own stories. Because the attributes ascribed to them over time makes them partly autonomous. Even seemingly shallow attributes matter.
But I can definitely understand the design being criticized for copying attributes straight from other works. That is lazy.