Persona 5 Eligor is the second Persona of the Emperor Arcana. He is the first Persona to learn the Memory Blow Physical skill. When itemized using Electric Chair execution, Eligor yields a Tarukaja skill card. This can be done cleverly by feeding snippets of information in a natural manner during conversations with non-player characters. Some extremely vital information can be revealed in otherwise meaningless banter, just like in world you’re immersed in right now. One thing that will jolt a role player out of a game is a sudden unwanted conversation with the hastily introduced character. They explain where the next local town is and that you have to be careful because there’s a war on. This is only done in games where the maps are updated as you discover places of interest. Making a major city that lies not ten miles from your current position something.
Special powers for characters:
Persona 5 Hariti is another character with special powers in-game. You have to discover is ridiculous at best and only suits scenarios. You’ve been teleport into a new reality or you’ve lost your memory although the latter. They should be used sparingly as there are already too many games out there that rely on the character having amnesia. Discovery can implement in far more subtle ways by having secret areas. Within already well-known places and it is this that gives a role-player a sense of discovery. Another immersion problem is the introduction of a love interest in a game without any participation on your part. You’re playing away, minding your own business and then all of a sudden. One of the infatuated characters that you never knew existed. It has an impact on gameplay because of a supposed vital role they play in a group you’re part of.
They should, at least, allow a bit of flirting in conversation paths before a love interest is thrust into the mix. Someone suddenly having that kind of interest is an immersion breaker because there was nothing at all that prompted a relationship. If there is a love interest possibility in the game, then it needs to be introduced in a believable way. It shouldn’t be out of the character’s control. There was one game in which this happened and the involvement of two love interests. It was excused for one of the non-player characters to do worse at being a support while others became great support. Sure, the idea was novel but it was also very childish because it assumes that these two love interests. It is so with the player that neither could do without him. It was worse than watching Baywatch or Desperate Housewives.
Try this for once:
I’m only going to add one more element to the mix because I just wouldn’t reach a conclusion. As I stated before, the important factor is immersion. A real deal-breaker for me is the inability to develop the type of character I want. I’ve encountered these more often than not in games where you have no choice over skills that your character develops. Of course, this is the worst scenario and there are many games. It allows limited development but there are only a handful of games that allow a real sense of development. A truly great role-playing game has to allow players to develop in any direction. It compensates for this flexibility by incorporating multiple paths through the game. There’s no point in creating computerized role-playing games if a character does the same thing in every single playthrough of the game.
What do you need to know?
Most annoying of these issues is the game where you can have a spell wielding character. They develop exact same spells at exactly the same point in every run of the game. It’s a little more forgivable for warrior types but even in this case. There are many games that allow for dozens of different fighting styles. If I were to continue with this discussion I’d add other topics like renaming of attributes with no good cause. It is allowing for more than one quest to give at a time. I did promise to show which game type was the best for role-playing games though so, here it is. Non-online computerized games are the only games that allow for full immersion and I’ll explain why. Unlike table-top games, you aren’t interrupted by the requirement to physically reach out. Move pieces that take you out of the role of the piece itself.