Originally Posted by Sozz
I'll summarize my pov. Only a fixed number of iterations are possible in a computer rpg, so making characters with a fixed number of variables to work within that structure is more interesting to me, origin characters are written to work within the narrative, pregen characters can work within that narrative, and no gen characters don't, and possibly narrowing down the avenues the story can go down.
That's precisely why I don't like origins - because there is reastically a limited amount of reactivity devs can do. What we will get are characters who won't be as well developed as single defined protagonist, while not allowing for the feeling of freedom that traditional RPG aim to deliver.

Don't be mistaken - custom RPG characters also provide pre-written and pre-determined characters. Lines for your PC are all pre-written, and devs need to make a decision regarding the range of the characters supported and their character. However, those lines are written with an ability to provide a range of personalities for the players to choose from. So you get some amount of control and still get a coherent character at the end.

Origin system means that most of the writing needs to be shared between various defined characters and "customs". See BG3 PC writing and you will see it is very bland. If it's anything like D:OS2 custom characters will also be bland, but with unique content to them.