
One of Unreal Engine 5's standout features is character customization. With Metahuman, developers can build high-fidelity character creation systems that let players design avatars with life-like human faces. Two recent titles showcasing this technology are Dune Awakening and Chrono Odyssey.
Mortal Online 2 was the first MMORPG to launch using Unreal Engine 5. Still, with fewer than 10,000 concurrent players, it struggles to live up to the “massive” in its genre label.

I’ve had the opportunity to try the character creators in both Dune Awakening and Chrono Odyssey, and the pace of innovation in this space continues to impress. It would not surprise me if, in the near future, players could scan their own faces using a webcam and import them directly into the game. That kind of integration would push immersion even further. I say webcam because we do not need 1,000 versions of Chris Hemsworth, Henry Cavill, Margot Robbie, or Scarlett Johansson running around the same server.

One of the biggest compliments Chrono Odyssey’s Closed Beta Test received was for the strength and flexibility of its character creator. Most players loved it. A few mocked it for enabling some goofy-looking avatars. Others got sentimental, like Twitter user Remus Sirion, who wrote:
"what I liked most about chrono odyssey was the character creator. this is the first time my bf and I were able to play with characters that we both truly love, tailored to our unique preferences. besides that, the dark fantasy setting is just fantastic."
https://x.com/RemusSirion/status/1938344536503202268
With that said, I was shocked to see this announcement from BongGun Bae, CEO of Chrono Studio and lead developer on Chrono Odyssey:
Our development team originally chose not to place restrictions on character customization.
We wanted to see how far players' creativity could go, to let imagination take form without limitations. During internal testing, the reception was very positive, even when some characters turned out a bit silly. We believed that even exaggerated appearances were a player’s choice, and we made the tough decision to allow full freedom. (Placing restrictions would’ve been the easy way out.) However, this CBT completely changed our perspective. We were shocked to see characters intentionally designed to look as strange and uncomfortable as possible, even to the point of distorting the beloved character models our team worked so hard on. It was honestly heartbreaking.
For the next test, we’ll be putting meaningful limitations in place. This experience taught us that not everything will go as we imagined. While we hoped to celebrate players’ creativity in its purest form, reality turned out quite differently. We’re saddened… but we’ve learned. And we’ll adjust accordingly.
https://x.com/bongunn/status/1937733232256254283
I’m saddened by this decision and design direction, even if I understand it. As the genre evolves, we are rapidly shifting from traditional MMORPGs toward Permanent Persistent Worlds. The trend leans away from theme parks and toward sandboxes. less restriction, more freedom. That raises a core question: should freedom have limits?
On one side of the argument are Twitter users like AgoraphoicMess, who states:
I really enjoyed the beta, but I think character customization needs some limits. People creating monstrosities that take up half my screen really hurts the immersion of the game. Looking forward to the next test though.
https://x.com/albinoape23/status/1937254151513047339

Meanwhile, on the other side of the discussion are users like DethCometh:
Who cares? You're not the one staring at it 24/7, only the creator is.
Complete freedom in creation is what games need, not limitations because people don't enjoy what other people do.
Pathetic, much bigger issues with the game then ruining players fun.
Do better.
https://x.com/DethCometh/status/1937988426634301624
Neither of these claims are well-structured arguments. One is sensational. I do not believe these “monstrosities” are actually taking up half the screen. The other includes a personal attack, which undermines an otherwise well-written response. That said, I do understand the frustration behind the “monstrosities” argument. I’ve been guilty of it myself. May I introduce you to Smashface, a Warborn from ArcheAge with a face only a mother could love?

Is it silly? Yes. Is it immersion-breaking? Perhaps. But how long are you really going to be staring at it if it isn’t your character? Also, where do we draw the line? Does it stop at character creation? What about how a character looks in-game after assembling a specific collection of armor?
In many games, when players have full control over armor, things can spiral quickly. They can create appearances that, from AgoraphoicMess’s perspective, damage the game’s immersion. But what about the immersion of the player who created that look? Maybe it was meant to disturb others. Maybe it is the result of a non-meta build where those armor pieces are essential to how the build works. Or maybe the player is in the middle of upgrading from one set to another, and due to progression walls, their gear is temporarily mismatched.
While it may be the developer’s fault for allowing those combinations, should we really punish the players for that?

Chrono Odyssey intends to feature a cash shop with cosmetic items. What should be done when players make purchases solely to assemble awkward or immersion-breaking combinations? The responsibility falls on the developer to ensure that every item sold fits the game’s visual and thematic style. A good example comes from Ashes of Creation, a game currently in development by Intrepid Studios. Its collection of standalone cosmetics demonstrates how player freedom in cosmetic choices can lead to combinations that disrupt immersion.

At the end of the day, although I’m trying to approach my feedback with a more level-headed perspective, I do believe Chrono Odyssey is making a mistake. The issue is not with the players. It is with the studio's perspective. BongGun Bae said:
"...even to the point of distorting the beloved character models our team worked so hard on. It was honestly heartbreaking."
"...We’re saddened… but we’ve learned."
This is not an occasion for heartbreak or sadness. It is an opportunity to celebrate. Chrono Studio should be proud that they created a system where players can build expressive and unique characters, and that those creations successfully carry over into the game world. The team should be proud that people are engaging so deeply with the character creator. When players feel ownership over their design, they are more likely to use that character in the game. That results in box price sales. With a well-designed cosmetic shop, it can also lead to continued revenue.
Cosmetic items can stay within the boundaries of the game’s visual theme. At the same time, you can offer accents and creative flourishes that support players with fringe or experimental characters.
I understand what it feels like to see something you care about used in ways you did not intend. I imagine Tim Berners-Lee might feel the same. The internet he helped create now sees an estimated 10 to 20 percent of searches related to adult content. That fact does not erase the value of the rest of the platform. People use it every day for health and wellness, mental health, news, and educational searches.
I hope Chrono Studio avoids placing too many limits on character design. Removing too much freedom could cost the game one of its most compelling and personal features.