87 Hairstyles Are Not Enough: How Players Experience Character Creation in Baldur’s Gate 3

In digital roleplaying games character editors are commonly present. Here, not only visual but often also gameplay-related decisions are made. In this paper, we focus on the fantasy roleplaying game Baldur’s Gate 3 . Through an online questionnaire ( N = 171), we investigated how the character editor is perceived, which customization categories players find important and how they assess the number of options offered within categories. We derived design suggestions and our results show that the editor is perceived well overall, but can improve, mainly by offering more categories and more selection options in the existing categories, even in those, that already offer many options. In contrast, categories that already had many options (100+) did not overwhelm participants, indicating that it is not a general problem to offer many options. Complementary to this, we found relationships between individual differences (age, gender, personality and engagement with the game) and the category importance perception, opening up questions around tailoring character editors.

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Publication Details

Journal
Proceedings of the ACM on Human-Computer Interaction
Published
2026-11-03
DOI
https://doi.org/10.1145/3831278
Primary Topic
Digital Games and Media
Type
article
Field-Weighted Citation Impact
0.00
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article

87 Hairstyles Are Not Enough: How Players Experience Character Creation in Baldur’s Gate 3

Pascal Lessel, Marco Weiss
Proceedings of the ACM on Human-Computer Interaction
Digital Games and Media
article

87 Hairstyles Are Not Enough: How Players Experience Character Creation in Baldur’s Gate 3

Pascal Lessel, Marco Weiss
article en

Abstract

In digital roleplaying games character editors are commonly present. Here, not only visual but often also gameplay-related decisions are made. In this paper, we focus on the fantasy roleplaying game Baldur’s Gate 3 . Through an online questionnaire ( N = 171), we investigated how the character editor is perceived, which customization categories players find important and how they assess the number of options offered within categories. We derived design suggestions and our results show that the editor is perceived well overall, but can improve, mainly by offering more categories and more selection options in the existing categories, even in those, that already offer many options. In contrast, categories that already had many options (100+) did not overwhelm participants, indicating that it is not a general problem to offer many options. Complementary to this, we found relationships between individual differences (age, gender, personality and engagement with the game) and the category importance perception, opening up questions around tailoring character editors.

Proceedings of the ACM on Human-Computer InteractionVol. 10(7)
German Research Centre for Artificial Intelligence (DE), Saarland University (DE)
Openalex Percentile: Top 8%
Digital Games and Media
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87 Hairstyles Are Not Enough: How Players Experience Character Creation in Baldur’s Gate 3 — Pascal Lessel, Marco Weiss · Proceedings of the ACM on Human-Computer Interaction (2026) | TGRS Research Map | TGRS