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[The Monthly Musings theme continues on with ZargonX's take with customizing RPG parties. -- CTZ]

In most cases, when you sit down to play an RPG, there are a few safe assumptions you can make. You will probably be killing things, you will probably be collecting XP and earning levels, and you will most likely at some point have to go on an incredibly annoying fetch quest.

Where your assumptions may start to fall apart, though, is when it comes to how your characters are handled. While there are as many character management methods as there are games out there, they can generally be broken down into a few schools.

First of all, you've got the single-character games. These are the ones where you, the player, control a single character that is completely your creation. These types tend to be found more traditionally on the PC, exemplified by games like Fallout and Oblivion. In these games, you build your character from scratch and have the power to flesh them out any way you like.
 
PipBoy says: PC RPGs are A-OK!

Once you make the step past a single character though, you enter the world of the RPG Party. Now you've got multiple characters to deal with, and that leads to a whole new world of decisions. Some games go down the "natural growth" path; as characters gain in level, they improve in predefined ways. At level 15, Character X gains the Face Stab skill, and at level 18 they learn Hyper Face Stab. The player doesn't really have any control beyond choosing what sword to give the face stabber; as long as they gain levels, they will grow down their defined path. This sort of system is seen in games like Final Fantasy IV and Chrono Trigger. Lucca is always going to learn more fire techniques, and Rydia is just going to keep on learning new summons.


She not only f*cks with time and space, but also your heart

Now where things start to get extra tricky is when we get into situations where the player is still managing a party, but where each member of the party is customizable on top of that. With all of this control, it is inevitable that some systems will handle it better than others, and that some methods will end up a good idea while others, well, not so much.


Giving players freedom is generally a good thing; people like to feel like they have control and it can really help to draw them into a game if they feel like the decisions they are making have consequences. The flip side of that is making sure you don't overwhelm the player with so many choices that they feel they can't properly understand the pros and cons associated with their decisions.

When it comes to party management, presenting the player with the power to manage all of their characters is very intriguing, but making sure it's clear what their choices will result in is a different story.

Let us take a look at a recent PS2 RPG, Rogue Galaxy. Rogue Galaxy focuses on a poor young man, Jaster, living on a remote desert planet being contested by warring Imperial houses (let's just call it Dune). Soon, after a case of comic mistaken identity, he is whisked off into space to become a space pirate. During the course of your adventures, you of course assemble a motley crew of misfits as your party, and here is where things are done right.

Each character in your party is restricted to a certain type of weapon, first of all, as well as specific pieces of armor. While this is functionally interesting (some used range weapons, some use melee, etc), where things get far more interesting is with each character's skill tree. Every character has a pre-defined skill map, called the Revelation Flow, that the player can see from the get-go. A few initial skills are unlocked, and subsequent skills must be unlocked following the branching map pathways. To unlock skills, special items must be placed into the skill slots. Of course, some of these items are more rare than others, so you can't go haphazardly unlocking every single skill of every character as you please.

I gain most of my abilities from meat and hot peppers, too

What this system serves to accomplish is that it sets out a very clearly defined set of results as well as clearly presenting the roadblocks in getting there. With the entire skill tree viewable from the start, the player can easily pick a route they'd like a character to focus on. Knowing that they are limited by the number of unlock items they may find, the player must also be conscious of making sure to plan out their path to best fit their desired goals. There is no chance of getting to level 50 and saying "boy, if I had known OMEGA FACE STAB was going to be available, I would never have chosen Fairy Slap back at level 20!"

The other thing about the Rogue Galaxy system, and this is important, is that each character has a unique skill map. Just as the characters themselves are colorful, unique personalities, they each have their own special skill sets that make them distinct from one another. This encourages the player to really investigate the options available with each of them, and often to try and switch things up depending on the situation. The party becomes a group of individuals, rather than just a mish-mash of sword-guy or gun-chick.



On the flip side of things, we have the system used by a little game called Final Fantasy XII. FFXII focuses on some incredibly complicated political intrigue and epic warring that I'm not even remotely going to attempt to summarize here. Needless to say, boys who look like girls and girls with rabbit parts are involved, and Chocobos are very much available.

You do, of course, assemble your motley crew of misfits during the course of your adventures, and here is where things start to go wrong. FFXII handles all aspects of character growth through a device called the "License Board." Essentially, a giant, misshapen grid with every square on the board offering the chance to unlock a new ability. These range from things like equipping swords or heavy armor through advanced magic spells or item enhancing abilities. While interesting in concept, the License Board fails in several ways.

First of all, players can only access squares next to licenses they have already unlocked. This makes sense, as you wouldn't want to be able to access advanced abilities right away. However, only the squares next to what you've unlocked are visible, with all other squares only giving the general category description of what they are. While this allows you to vaguely plan in a long-term sense as to what direction you want to go, the categories are not always that clear, and it leaves one with a dim sense of stumbling around in the dark. You can flip back and forth between your different character's grids to compare what you've unlocked, but that feels like a lot of hassle.


What the hell government body issues these licenses anyway!?

The second, and perhaps more serious problem, is that the license grids for all of your characters is completely identical, right down to the last square. While on one hand, this does open up the player to a lot of freedom, what it does on the other hand is make each of the characters notably less distinct. The charming rogue with the nice taste in shirts could become your sword guy, your gun guy, you spear guy, you black magic guy, or, if you spend enough time grinding, all of those rolled into one. Vaan or Fran or Basch, it didn't really matter who you used in any given situation, as you could tailor them to all be the same.

It also gave the player far less of a sense of direction as to where to take the characters. Each one starts with a few selected licenses open, but after that the player is free to go in whatever direction they want. With no direction, it is easy to find yourself in a situation later wherein you realize you are lacking in a certain skill area or another. Nothing is permanent, of course, since the only limit to license points is your willingness to kill monsters, but it is frustrating to feel like you've been cast into the wilderness without even the vaguest outline of a map.

Two games, two different systems tackling the same idea, with two different outcomes. Allowing players the ability to customize their characters is very often a good thing, but it has to be done with care lest you get into a situation where your characters start to lack character, or your players start to lack understanding. A clearly defined system, with very obvious benefits/consequences is always a help, and making sure that the characters that you want the player to grow close to remain distinct is just as important. There is no doubt that even more RPGs will come out with even more novel systems for handling party customization, and that is a good thing. We just have to keep our fingers crossed that the designers have enough sense to separate the good ides from the bad ones.


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50 comments | showing # 1 to 50

Hitogoroshi's Avatar
Hitogoroshi at 02/07/2008 09:10
Nice write up as always. Perhaps I'll give RG a try.
Tragic Hero's Avatar
Tragic Hero at 02/07/2008 09:13
People still play Rogue Galaxy? I didn't know that.

Also, Nice Write up
ShawnKelfonne's Avatar
ShawnKelfonne at 02/07/2008 09:14
Nice write-up. I really did despise the license board in FFXII, because it made me care even less about characters that I was already having trouble caring about.
In a strange way, it's just an extension of the sphere grid from FFX, but at least FFX had defined roles and they could only move into someone else's territory after they had finished their own.
I hear the International Edition of FFXII has different license boards to help differentiate people into the standard FF classes, which really makes me wish that was the version that got the final release.
RHibiki's Avatar
RHibiki at 02/07/2008 09:15
RG has actually been on my RPG "short list" for a while now. It seems like, aside from needing specific items to unlock skills, the skill tree is very similar to that of FF10. Which is good, because i thought FF10's worked very well. Each character had their own natural progression, and while you *could* get them skills from other people, it took a hell of a lot of effort to actually *do* it.
RHibiki's Avatar
RHibiki at 02/07/2008 09:18
Damn, Shawn beat me to it. Good writeup as always.
Gen Eric Gui's Avatar
Gen Eric Gui at 02/07/2008 09:34
God, this is so hugely important. IT boggles my mind when the developers of games (and fans of games too) don't realize the importance that character abilities and combat specialties have on their personality. If you just let every character learn every skill all willy-nilly like FFXII, the characters lose at least a part of what makes them special.

Article still fails a little for not mentioning the BEST customization system, aka. the Master system from Breath of Fire 3 & 4.
KamikazeTutor's Avatar
KamikazeTutor at 02/07/2008 09:40
I'm actually waiting for the Zodiac edition of FFXII to play the game; supposedly it will replace the license board.
Variable Gear's Avatar
Variable Gear at 02/07/2008 09:58
@ Shawn and KamikazeTutor:

I'm waiting for it too!
BigPopaGamer's Avatar
BigPopaGamer at 02/07/2008 10:07
That's disappointing about FFXII. I thought this was supposed to be a game along the lines of Tactics and Tactics had a great system. It was similar to FFXII in that any character could be anything, but at least they showed you all the abilities you could learn given enough time and experience.
Chad Concelmo's Avatar
Chad Concelmo at 02/07/2008 12:13
OMG! ROGUE GALAXY! That was on my Top Ten Games of 2007! I love that game so much. :)
I kind of disagree with you on Final Fantasy XII, though. I thought the license system worked well. Granted, I am a little biased since I adored that game.
Great post. :) :)
Tubatic's Avatar
Tubatic at 02/07/2008 12:16
Great write up, and I say this should seriously get the promotion.

Because wide open customization KILLS otherwise excellent RPGS.

I gave my copy of XII to my dad, who is now retired, and always buys the strategy guide for RPGS. He definitely enjoyed XII, but probably either because the paths and skills were well documented or because he had LOADS of time to wander around and level up.
ZargonX's Avatar
ZargonX at 02/07/2008 14:33
Thanks, all!

Yes, playing with a party in an RPG is supposed to be about getting to know each of the character's stories, personalities, quirks, etc. Turning them all into interchangeable cogs, even if just for combat, is a serious strike against getting the player really into the experience.
KyleGamgee's Avatar
KyleGamgee at 02/07/2008 16:36
I'm with Chad. I liked the game. Also, it allowed YOU to decide what the character did, if you envisioned Basch as an archer/mage so be it. if you but the biggest, heaviest swords into Ashe's hands, well that's kinda badass.

Great write-up though. It did feel like I was cheating in FFVI (III at the time) when EVERYONE could learn to heal and cast elemental spells and such.
Tragic Hero's Avatar
Tragic Hero at 02/08/2008 17:56
Congratulations on getting the promoted article.
moonkid's Avatar
moonkid at 02/08/2008 17:59
Good write up. I've not played RG, but generally I tend to get sick of RPG party management, I'm currently playing Fallout(1!) and my guys just run off and die. I know it's the end of the world and stuff but c'mon people. Suicide is pointless, no, painless, or something.

Anyways, the party system works beautifully in the Fire Emblem games, if you haven't played them then you are a lucky bastard as you have yet to discover their brilliantnessessness.
DrNutt's Avatar
DrNutt at 02/08/2008 18:03
As much I loved FFXII, I gotta agree with this write-up... I wish that the so-called International Edition would be released in the states.

Note to Square-Enix: I own three copies of FF6, two copies of FF4, and I even own the mehtacular Dirge of Cerberus. I would <i>gladly</i> fork over more of my disposable income for a better version of FFXII.
king3vbo's Avatar
king3vbo at 02/08/2008 18:04
/agree!

I just started RG the other day, and I love the customization system.
rpbowlinggod's Avatar
rpbowlinggod at 02/08/2008 18:07
man, I had eyes on RG for awhile but this article makes me want to go get it, ya know, after next paycheck
Tubatic's Avatar
Tubatic at 02/08/2008 18:08
Put me down for one of those international deallies too.

Also, I think I'll check out Rogue Galaxy.

Though I really should finish off Front Mission 4 . . .
Robert's Avatar
Robert at 02/08/2008 18:28
FF12 sucked in nearly every way, IMO. All my characters ended up being melee-ers, two with shields (because they couldn't hold aggro). Seemed useless having all those ways to customize. Mana was also very precious early on, and I sure wasn't going to waste it on a weakass Firaga or whatever if I didn't have to.
Wedge's Avatar
Wedge at 02/08/2008 18:40
Yeah... I wish the "International Version" of XII was like the version of X, so the Japanese version had English text =<. As is, there's not really any way to play that.

Also Rogue Galaxy is pretty cheap nowadays, considering how recent it is.
Holyetheline's Avatar
Holyetheline at 02/08/2008 18:42
I haven't played this Rogue Galaxy game yet... hummmm
b4con's Avatar
b4con at 02/08/2008 18:55
Nicely written. I quit playing ff12 for those very reasons, along with contempt for the new battle system. Haven't tried Rogue Galaxy, even if it does have a similar battle system, but maybe if I see it cheap I will.
cokpendejo's Avatar
cokpendejo at 02/08/2008 19:04
Well in some ways you are right, the developers admitted to the problems of FFXII and fixed everything in the INT version. Except now people are complaining that they can't move their characters from one job to another and are stuck in that role. See people are always unhappy. And rogue galaxy was lacking in the sense that there was no incentive to learn any other technique then the 1 hit kill area effect first. you'd take down 90 percent of the enemies with 1 hit, and since magic replenishing items were so cheap, it was one of the most boring games I've ever played.
Jetsetlemming's Avatar
Jetsetlemming at 02/08/2008 19:25
Very nice write-up. The terms you're missing, though, are western RPG and J-RPG. :P Those PC focused, customization, small or no party RPGs are WRPGs. The Party focused, little-to-no customization RPGs are JRPGs. Of course, the name means little anymore, since there have been western style RPGs from Japan (Parasite Eve 2 is the big one I can think of off the top of my head) and probably JRPGs from western devs (Not that I can think of any, I'm not typically attracted to that type of game :P)
I, personally, vastly prefer the WRPG. ;P
moominsean's Avatar
moominsean at 02/08/2008 19:32
yeah i enjoyed ffxii, but the board was kind of pointless. by the end, you pretty much have every square for every character, so it didn't really take much strategy, and one character isn't any better than another. it's more of a 'what to buy first' deal, but towards the end it doesn't really matter what order you collect them in. and most of gear and boxes are pointless. you end up buying boxes for gear that is 30 levels below your character just to get the stuff on the other side. the stat-ups were the most useful.
i get sick of party management, too. i kinda just want to play the game without spending hours of micromanagement (though the original front mission on super famicom used up many hours of my life). ffIII (VI advance) is still my favorite.
ArrestedDeveloper's Avatar
ArrestedDeveloper at 02/08/2008 19:35
As a side note, if anyone has a save game for Rouge galaxy at around chapter 10 and is familar with porting the save using the PS3 please PM me. I got a corrupted data after 50 hours of gameplay and just didn't have the heart to start from the beginning.
XEROXM3's Avatar
XEROXM3 at 02/08/2008 19:37
I haven't play Rogue Galaxy, but I agree with you on FFXII's system. I actually just beat Blue Dragon which despite some short comings had a really good party customizing system. I believe set party skills are really a thing in the past with user freedom becoming more and more common in games. But yeah awesome post.
Y0j1mb0's Avatar
Y0j1mb0 at 02/08/2008 19:44
Good read man!! and Congrats..welcome to the front page club. Here's your green jacket. Remember to pass it to the next in line.
Syn's Avatar
Syn at 02/08/2008 20:00
Customization in RPGs is a thing I kind of debate with myself a lot. Many people seem to think that RPG's are SOLELY about character and party customization. However, I think in some cases it is fine to play it like FFIV did: You don't get to choose your party and the story dictates who you have with you, and you don't get to customize them at all; Each had it's own distinct personality and skills that you had to draw from to win.

Final Fantasy XII's system was good as long as you progressed the way that the game wanted you to, which was easy to determine, but tough to stick to. I never bothered trying to balance out my party though, I stuck with the same 3 people through the whole thing.

SRPG's like Disgaea and FFTactics have a good customization system; Disgaea more in particular though. Each character you build has it's own class and it can only keep that one class and be taught things from it's students untill you transmigrate them, but in order to do that you have to start back at lvl 1.

If micromanaging is absolutely necessary I think Persona 3 handled it the best-they give you an array of people to choose from to make a party of 3. But you only get to control you and what abilities you obtain, which works well because the rest of your party are unable to be as diverse as you are.

Oblivion had a great micromanaging system also, but again you are only focusing on you because you are alone.

To wrap this up I'll say that my preferred method for "standard" RPGs would be to follow FFIV's example: Give your party a set number of people and have the story dictate who is in it. It gives the game more control over the challenges it can give you because it will know what abilities you have to draw from and you don't have to be concerned about keeping people you don't use strong enough to not die when you grudgingly are forced to go get them (Mass Effect - Electronics is my bane).
Im OK's Avatar
Im OK at 02/08/2008 20:02
Now that I've made the distinction once and for all, myself, I can never go back: That's Vault Boy not Pip Boy.

You know, Rogue Galaxy has been entirely off of my radar until now. I had never even really heard of it before this. Or, if I did I probably just said something incredibly retarded like "LOL Star Wars shooter" and even didn't bother to actually look into it beyond the mere name. That's a shame, because it sounds cool. Oh well, better late than never I suppose.
Im OK's Avatar
Im OK at 02/08/2008 20:11
...what the hell, wasn't there a Star Wars game called Rogue Galaxy? A sequel to Rogue Squadron or some shit? Apparently not, because all searches for "Rogue Galaxy" only turn up this game. No clue why the fuck I had thought this was associated with Star Wars. I mean, yeah, there's Rogue Squadron, but that's not the same thing at all. I guess I'm just crazy or something. Damn.
Syn's Avatar
Syn at 02/08/2008 20:19
Understandable human mistake. Most people wouldn't admit to doing that, I salute you ser.
Syn's Avatar
Syn at 02/08/2008 20:21
Dammit, I got carried away and forgot something...again!

It would be cool to combine the set party style of FFIV with the customization of FFT (choosing what skill to learn within your job).
Vanima's Avatar
Vanima at 02/08/2008 20:28
So very true. I'm hoping that as time goes on this is only going to get better and people are going to realize that it's better for the players to have some freedom but you can't make the characters generic to give them that freedom.
Qraze's Avatar
Qraze at 02/08/2008 20:28
l loved every part of ff12, i liked how i could choose where the characters went but later on they all had the same abilities but i was already addicted to the combat and hunts to really care at that point. i thought it is the best FF ever in my opinion. just about everything in it was fun to do.except that chops getting think, i thought that was dumb but it gave it still wasn't that bad. #1_in_the_hood_G!!
alucard963's Avatar
alucard963 at 02/08/2008 20:49
"Needless to say, boys who look like girls and girls with rabbit parts are involved, and Chocobos are very much available."

Wow, that sounds like a really awesome porn description. Well played, sir.
DynamicSheep's Avatar
DynamicSheep at 02/08/2008 20:59
Congrats on the front page nod and the excellent write up! This makes me want to play Rogue Galaxy.

Also, I have to say that I agree with FFXII. I actually wound up restricting that abilities that my characters could get in order to give the characters, well, character.
mourning orange's Avatar
mourning orange at 02/08/2008 22:33
When I play an rpg, I want to level my skills by using them.
Morrowind for life!!!!!
Monte's Avatar
Monte at 02/08/2008 23:07
Frankly, i go with more limited customization... the limitation makes the characters feel more individualized and it also helps push you to use all the characters. Take FFIX for instance... each of the characters had a very clear set of abilities... if you wated to use black magic, vivi was the way to go... if you wanted white magic, Garrnet and Eiko were the only options... you could get by without those characters, but it did push you to use them...

Compare this to a system like FFVIII where you could customize everything including their very stats... really, the only difference between the characters was threi limit breaks... after the required storyline use of the characters, there is not a single reason to choose your three favorite characters (limit breaks) and just ignore the rest
Aurain's Avatar
Aurain at 02/08/2008 23:46
Forgive me if I'm mistaken, but isn't saying the Sphere Grid is great and License Board sucks because the Sphere Grid gives you a route for your character abit rich? Seeing as if you were good at FFX you ended up making everyone the same except for Yuna, who gets Summons, and Tidus and Wakka, who are the only ones with offensive Overdrives that don't suck.
evermourn's Avatar
evermourn at 02/09/2008 01:08
i agree about mish-mashing the skill groups together, but thats about it.

having the license boards being identical saved time. i dont want 6 boards to mess with, now that would be a hassle.

also, just because all 6 of my characters can do exactly the same things, it doesnt mean i use them the same way in battle. i have 2 partys with a tank(sword and sheild), a dd (2-handed weapon) and a healer (bow or gun) each. i use the gambits to differentiate their roles. best part is since everyone knows eveything, everyone is interchangeable. so if both my healers are dead, my dd can raise them and even heal if needed.

i dont like ability learning systems where the heavy hitting guy cant heal anyone, or the frail mage cant deal quad-9 damage. thats like FFIX, and thats one of my least fav ability systems.

its the stats that make the real difference. id rather not have basch be healer because he has the lowest max MP of the group, and i wont have penelo grab the zodiac spear either. thier stats grow at differing levels and top out differently. thats what sets them apart. if all stats of all the characters grew at the same rate and top off the same, then thats where i may take issue.

...except in FFX. 255 in all stats for all characters felt soooooo good
Necros's Avatar
Necros at 02/09/2008 02:08
I kind of had that complaint about FFVII too, since while the Materia system was kind of freeing, no character was distinct enough.
Anus Mcphanus's Avatar
Anus Mcphanus at 02/09/2008 06:41
@ Necros
But with FF VII you were limited to what materia you could equip by your weapons and armor which was different for each character and not only were they all varied it added another layer of customization, do you go with more materia or stonger weapons? and also too much materia weakens your character....

Anyway great post but I'm not sure I would completely agree with you on FF XII. It was really easy to figure out where the espers would appear on the license board and for all your characters to get three there's quite an obvious route for them to take along the board that somewhat dictates their character class. Of course you're given the freedom to go whatever way you want though.
The problem I found with the license board was that there were too many good skills that I wanted every character to have because they were so good and because I could give it to them....I did and then everyone ended the same.... I never had any problems figuring out what the skills/abilities on the board were though

FF XII is a classic example of a game that is brilliantly designed but falls short
ZargonX's Avatar
ZargonX at 02/09/2008 09:20
Hey, a promotion! I am quite honored! Glad to see people feel pretty passionately about this issue, as I think it is one of the most important aspects of a good RPG.
Big Z's Avatar
Big Z at 02/09/2008 12:44
I agree totally with the License Board thing, I feel really overwhelmed looking at it. Any time I think about how my characters are faring in combat I always feel like I've done something wrong and that they aren't doing what they could be, and I stare at at the License Board and bang my head against the wall.
Fading Star's Avatar
Fading Star at 02/09/2008 18:06
"She not only f*cks with time and space, but also your heart"

Hell yeah.
ajaxender's Avatar
ajaxender at 02/10/2008 00:02
Yeah, the license board was good in theory, but making it identical for all characters was a bit of a mistake. I didnt mind that you couldnt see what skills you unlocked in any given direction, but then i found more than a few places to train and unlock them all anyway; heck, by the end of the game, i had licenses for stuff i hadnt found yet. Which is another flaw, i guess; how could you know how to use "Random Legendary Sword of Death" without finding it?
Cowboy TTop's Avatar
Cowboy TTop at 02/11/2008 04:21
Totally agree with you. Square are guilty so much of making these games so complicated in management that it not fun at all sometimes.

I feel after building on the FF series post VII, they've gotten to pretentious in their character management systems, so what was originally just a series of text menus, is now a confusing mess of graphic chart, semi boardgame bull shit. Sorry Sqaure, but this is one of the reason your games are starting to grind on me.

Keep it simple, Square.
puppycake's Avatar
puppycake at 02/11/2008 17:27
Hmmmm, sorry but I really don't know that Rogue Galaxy is a good example of character customization. When I played through it at least, I couldn't help but feel the majority of moves the various characters gain are pretty useless. The only ones I really used that much were the kill-everything-at-once moves like Jaster's Desert Wind spell.

I just never felt like I had a direction or plan when sticking stuff in the Revelation Flow. Since it's mostly filled with items randomly dropped from monsters, it's not like you can really move through a certain area of it with any reliability.

Additionally, and I may be wrong about how this works, but I don't recall ever knowing what skills I was unlocking until they were actually unlocked. By this I mean, there would be a set that requires 4 items and I would never have any indication of what I was investing my items into purchasing. There were several times I stuck a bunch of items into a set over the course of several hours of waiting for drops and I unlock...(drum roll)...frost resistance or something similarly underwhelming.

The Rogue Galaxy characters just felt too generic in their skill sets. It prevented me from feeling there was much differentiation between them, apart from their actual hit speed and style when controlling them. For example, I passionately hated the Deego-controlled boss fight because he's so goddamn ponderously slow.

In trying to think of games that did have excellent character customization, I'm not thinking of much. The closest I can think of would be maybe Final Fantasy X-2, a game I would not actually recommend anyone play. Along the same lines would be Final Fantasy Tactics or its precursor, Final Fantasy 5, the former being one of my favorite games.

Although it doesn't quite fit within your definition of how character customization should ideally work, the Baldur's Gate series comes to mind (PC not console). The characters would all be pretty well set in terms of how they developed, but the sheer volume of different character types you could pick to fill your party allowed me to play through the game several times and feel like I had a significantly different experince each time.
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