I am examining protagonist design in action RPGs, and my conclusion so far is that fixed, authored protagonists consistently allow for deeper and more effective storytelling than blank-slate customizable avatars.
FromSoftware is a good example. Bloodborne, Dark Souls and Elden Ring use fully customizable characters with no identity, no voice, no past and no personal stakes. Sekiro uses a defined protagonist with a personality, a voice, a history and emotional motivation. The difference in narrative potential is enormous.
Based on this pattern, my bias is clear: authored protagonists create stronger narratives. What I want is to understand the design and production reasons behind the alternative.
My question for developers and narrative designers is:
Does choosing a customizable blank protagonist inherently limit the narrative structures a game can support? And to what extent is this choice simply a way for studios to avoid the cost and commitment of developing a strong, defined character?
More detailed sub-questions:
• Does the lack of a defined protagonist reduce opportunities for character arcs, internal conflict and emotional stakes?
• Does customization force the story to orbit the world instead of the protagonist, weakening narrative cohesion?
• What production factors push studios toward blank protagonists (voice acting cost, animation complexity, fear of alienating players, etc.)?
• And critically: how often is this choice driven by resource constraints or risk aversion rather than creative intent?
From the outside, customization sometimes feels like a shortcut that avoids writing a protagonist with depth, voice, history, animation demands or narrative consequences.
I am not pretending to be neutral here. I believe authored protagonists are better for narrative strength. But I want insight from people in game development: How do studios actually weigh these trade-offs, and how much narrative potential is sacrificed when choosing a customizable avatar over a defined character?