Red Dead Redemption 2 are both great examples of games that use player choice to give the feeling of greater control over their characters. This is thanks, in large part, due to the ways that players are allowed to change the appearance of the protagonists, in addition to the natural way those characters can be developed through player influence and agency.
As with many other video game genres, RPG characters are getting more customizable as technology improves and audiences expand. Character creation has also started to become a central point in marketing certain games. Cyberpunk 2077, for example, focused heavily on the fact that its main character is extensively customizable. Diablo 4 is branching into more expansive character creation options in a first for the series, and smaller indie games such as Stardew Valley have begun to more regularly include similar options.
While it's often been a possibility to change appearances once a game has already started, thanks to in-game locations or characters like the face sculptor in Skyrim or hair stylists in Fallout 4, it isn't quite as common to see characters who change naturally over the course of a game, due to either time or player decisions. It seems, however, that this feature is becoming similarly common as time goes on - The Witcher 3: Wild Hunt even allowed for one particular visual change (a tattoo) in continuity between it and its predecessor, based on whether players who imported their prior saves had made certain choices. But along with The Witcher's Geralt, Mass Effect and Red Dead Redemption 2 are two of the best-known examples of games with protagonists that visually reflect player choice.
What Player Choices Impact Appearances In RDR2 & Mass Effect
In Mass Effect, Shepard's appearance is largely tied to their morality, which in turn is directly influenced by player decisions. This includes both large, story-altering choices, to smaller things such as dialogue options. Following Shepard's reconstruction at the start of Mass Effect 2, they're informed that the scars from the procedure will eventually fade provided their state of mind is kept calm. Consequently, Paragon players will notice that Shepard's cybernetics scars are virtually impossible to notice by Mass Effect 3. Renegade players, on the other hand, will see the scars worsen. Fortunately, there's a way to opt out of this experience entirely in the Normandy's medical bay, though it does cost a significant amount of valuable resources to obtain. It seems clear that the intended experience is to tie Shepard's scars in with their demeanor.
Protagonist progression is slower in RDR2, but arguably more dynamic as well. In many ways, Arthur is meant to feel more like a real person than many other game protagonists, and he develops appropriately in a physical sense. In particular, player actions have a direct impact on the degree to which he changes. Arthur's hair and facial hair grow in real-time and can be maintained and shaped by visiting a barber. He can get dirty and take a bath to clean himself. His sleeves can be rolled up or tucked in. Eating or ignoring food can change his weight. Red Dead Redemption 2 is a great template for what character development can look like in next-gen video games moving forward.