
So the problem isn't character customization per se but the focus on photorealistic graphics and engines. We can agree on that. We don't need any more shinny graphics.
I still want to repat myself: No matter how many variables you put on a nose (or character's face), it's still not the same complexity as casting shadows and rendering reflections in real time (which often means rendering the whole objects two times), textures of any size, any model or any animation. The sliders only modify the polygons already in the face, so the game had to load them anyway to draw them. Placing a face-showing helmet is probably more resource intensive because then you are giving the computer a new set of polygons to draw and textures to place on top of the model.
I still want to repat myself: No matter how many variables you put on a nose (or character's face), it's still not the same complexity as casting shadows and rendering reflections in real time (which often means rendering the whole objects two times), textures of any size, any model or any animation. The sliders only modify the polygons already in the face, so the game had to load them anyway to draw them. Placing a face-showing helmet is probably more resource intensive because then you are giving the computer a new set of polygons to draw and textures to place on top of the model.