Plexicraft
Plexicraft
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How I went from Idea to "MVP"How I went from Idea to "MVP"
How I went from Idea to "MVP"
มุมมอง 756หลายเดือนก่อน
Hi everyone, I’m currently working away at the script of my next video focused on the definition (and evolution of the definition) of “Metroidvanias” but I wanted to quickly put together a devlog for my game project that showcases some of my game design thinking when it comes to my own work. My goal is basically to show that anyone can go from a neat idea they have, to at least some version of ...
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มุมมอง 4022 หลายเดือนก่อน
Check out the full video here: th-cam.com/video/fSOxez8CcuY/w-d-xo.html Background music from the Heartbound OST :D
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มุมมอง 5082 หลายเดือนก่อน
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มุมมอง 4162 หลายเดือนก่อน
Check out the full video here: th-cam.com/video/fSOxez8CcuY/w-d-xo.html Background music from the Heartbound OST :D
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มุมมอง 4092 หลายเดือนก่อน
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มุมมอง 6662 หลายเดือนก่อน
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Check out the full video here: th-cam.com/video/fSOxez8CcuY/w-d-xo.html Background music from the Heartbound OST :D
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มุมมอง 3843 หลายเดือนก่อน
Check out the full video here: th-cam.com/video/fSOxez8CcuY/w-d-xo.html Background music from the Heartbound OST :D
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มุมมอง 4303 หลายเดือนก่อน
Check out the full video here: th-cam.com/video/fSOxez8CcuY/w-d-xo.html Background music from the Heartbound OST :D
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มุมมอง 673 หลายเดือนก่อน
Check out the full video here: th-cam.com/video/fSOxez8CcuY/w-d-xo.html Background music from the Heartbound OST :D

ความคิดเห็น

  • @switchaccount2308
    @switchaccount2308 วันที่ผ่านมา

    I have made different personas with varying resistances, i have homunculus, and i have tried this fight for hours. Messiah, Helial or whatever it's name is. Chi Yuo, and so on. I barely make it to 13k. I don't have the exact set up of moves you do but i figure i could still do it. I feel like just suffering through a second playthrough just to stand a chance.

    • @Plexicraft
      @Plexicraft วันที่ผ่านมา

      @@switchaccount2308 once you’re on 13k, you need to be able to buff all (eg: heat riser) and debuff all (eg: debilitate) any time you’re not at least at even with her buffs and debuffs or she’ll tear you apart. (If you’re not able to bridge the gap soon enough to do the reflect trick.) You can get these buffs on personas but it’s safest to use sutra items so I’d attempt to have both: save the items for when switching to a persona might be too risky (due to repel/reflect/null resistances). I’ve done this fight with Chi You as my only persona if it’s any indication of how much you can rely on him for this fight. Hop back into the compendium if need be, and get him looking good and you should be able to complete this without needing to do another playthrough :)

    • @switchaccount2308
      @switchaccount2308 วันที่ผ่านมา

      @@Plexicraft Yeah, i think i need to remake my personas in the right way and then grind them to 99. No sutra items or incense boosts for me though. Wasted most of them and I'm on 1/31. But thanks for advice and confidence boost.

    • @Plexicraft
      @Plexicraft วันที่ผ่านมา

      @@switchaccount2308 You’ve got this, and no worries! If the strat doesn’t work, just let me know and we can bounce some ideas :)

  • @nac157
    @nac157 4 วันที่ผ่านมา

    (for feature 1) i dont agree that suggestion tactics should be the only option - i just dont think it really makes sense to do that and it feels to me like a needlessly frustrating mechanic that takes away from the player's strategic decision-making ability - HOWEVER, i can easily see such a restriction being part of a specific difficulty setting or challenge mode, probably one that you can't switch away from like merciless. that would be very cool imo.

    • @Plexicraft
      @Plexicraft 4 วันที่ผ่านมา

      @@nac157 Yeah, that’s a solid way to handle it. Honestly, even I wouldn’t want it to be the only way to play unless they expanded upon the AI to make the trade off worth it. :)

  • @TheRealMakotoYuki675
    @TheRealMakotoYuki675 23 วันที่ผ่านมา

    I hate how much effort you gotta put into this bro it’s too complicated for my brain to grasp :/

    • @Plexicraft
      @Plexicraft 23 วันที่ผ่านมา

      It’s a lot of prep work and some pretty rigid execution, I get what you mean. I enjoyed that it gave me an excuse to get deeper into fusion crafting though :)

    • @TheRealMakotoYuki675
      @TheRealMakotoYuki675 23 วันที่ผ่านมา

      @@Plexicraft yeah well I did eventually figure out how to beat here (I just changed my single target with multi target and followed some steps that said to make sure you had max therugy the double damage cup card and syphild aura however the one shot was random so you had to keep retrying till you one shot Ted her luckily I got it on my 2nd to 3rd try and beat her )

    • @Plexicraft
      @Plexicraft 23 วันที่ผ่านมา

      @@TheRealMakotoYuki675 Congrats! Enjoy the omnipotent orb :)

    • @TheRealMakotoYuki675
      @TheRealMakotoYuki675 23 วันที่ผ่านมา

      @@Plexicraft yeah and I beat the game so can’t wait to bully shadows early game with this 🤣

    • @Plexicraft
      @Plexicraft 23 วันที่ผ่านมา

      @@TheRealMakotoYuki675 haha absolutely!

  • @jonathanodude6660
    @jonathanodude6660 หลายเดือนก่อน

    would an attack reflecting item work?

    • @Plexicraft
      @Plexicraft หลายเดือนก่อน

      It won’t, the logic is kind of like “that’s 100% a rule break and she’ll full heal before the megido punish once you use it. But having a Persona out that can reflect a type of attack may not rule break since most of the time you’re not 100% sure which type of attack she’ll use… which has her not spend that turn punishing but instead doing a regular turn which gives you just enough time to Armageddon before she can full heal.”

    • @jonathanodude6660
      @jonathanodude6660 หลายเดือนก่อน

      @@Plexicraft ah I see. I can now get to phase 3 fairly consistently so if I die in phase 3 again I may just go find a persona with reflect strike and do this.

    • @Plexicraft
      @Plexicraft หลายเดือนก่อน

      @@jonathanodude6660 nice, good luck with the runs. You got this!

  • @longbowman7238
    @longbowman7238 หลายเดือนก่อน

    i like the paper prototype playthrough idea. Also, I haven't played it, but this game makes me think of Tunic, with the finding-information mechanic

    • @Plexicraft
      @Plexicraft หลายเดือนก่อน

      Hey, thanks for that :) It really helped me lay things out and give the bones or structure to the project. And yeah, as I was doing some research to see how novel the idea might be, I did come across Tunic. I haven’t played it yet myself but it was exciting to see how information gating has been used more often recently from Toki Tori 2 and La Mulana, to The Witness and Outer Wilds, to Tunic and most recently Animal Well. Tunic looks to be most similar to what I’m trying to do in terms of execution of the delivery of its “information keys” with its discoverable instruction manual pages providing the specific clues, but I haven’t experienced it directly to say for sure. Are you working on a game as well?

    • @longbowman7238
      @longbowman7238 หลายเดือนก่อน

      @@Plexicraft The Witness, Outer Wilds, Tunic, and Animal well all look like good games tbf. yea, my team and I have graduated uni this year and we're started designing a fast-paced game like ghostrunner, neon white, and ultrakill. the mechanical hook is that you use a spear for combat and navigation; the story hook is that your helping gods restore their lifeforce and power, and you slowly turn into a demi-god yourself; and the art hook is using a polynesian theme. I'm just moving onto prototyping the movement abilities. we've made a game-jam game that we're basing it off - th-cam.com/video/f4UlsBtTcCw/w-d-xo.html

    • @Plexicraft
      @Plexicraft หลายเดือนก่อน

      @@longbowman7238 That’s so cool to hear and the game jam game looks tight as well! How big is your team?

    • @longbowman7238
      @longbowman7238 หลายเดือนก่อน

      @@Plexicraft Thanks for saying! 5 us including myself, plus a handful of people helping here and there

    • @Plexicraft
      @Plexicraft หลายเดือนก่อน

      @@longbowman7238 that’s so cool, best of luck to you all :)

  • @virtualmaster2083
    @virtualmaster2083 หลายเดือนก่อน

    12:47 IS REAL!!!!!

    • @Plexicraft
      @Plexicraft หลายเดือนก่อน

      Haha thanks, I’m really glad it resonated with you :)

  • @carrot708
    @carrot708 2 หลายเดือนก่อน

    I don't think the option to set people to direct commands has 'ruined' later persona games and made them 'too easy'. The newer fans who prefer direct commands aren't any less deserving of being catered to than you are.

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      Hey, thanks for digging into the details! Can you point out where you’re getting the quotes from so I can have some more context to address them properly? My intent with this video was never to say that there was a correct way of making a Persona game, but instead to encourage people to challenge their own current thinking on aspects of the series that I feel are often misunderstood or under appreciated. For example, I’d say most fans (new or old) prefer direct control in battle when you compare it to OG Persona 3 and FES’s wonky AI… …but I feel there is some untapped potential there in party AI that could be really exciting to see expanded upon! I don’t think I’m going to convince everyone to accept my perspective on all of these or even most of them, but I think that’s what makes this sort of discussion fun. We all find different aspects of this series fun and I really enjoy having convos like these where someone can show me a facet I haven’t thought of that I can then have more appreciation for or I can do likewise for them :)

  • @jazzyfool3597
    @jazzyfool3597 2 หลายเดือนก่อน

    I dont think this fight is like a checkpoint on what social links youve maxed and you're just tested based solely on that. Any persona (with proper skills and stats) can be strategized around Elizabeth. I do get how real good strong personas being locked away through Social links can make the fight more tougher,but at that point youve made your decisions as the player and if you want to take a ultimate challenge then you need to work with what you got and choices you made and improve on it. For example,for the fight I brought Norn into the fight and, while a special fusion,is a great asset due to her having some repel/drain affinities and also learns a severe wind skill known as Phanta Rhei and yet she isnt locked away through a key item requirement from your Social links. This fight still is punishing as it has unexplained rules just like in the original that you need to figure out as well as other velvet attendant boss fights.

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      Agreed, it’s not the sole decider. Apologies if the way this was edited made it seem that way. I go into more detail in the full video about some of the aspects you brought up :)

    • @jazzyfool3597
      @jazzyfool3597 2 หลายเดือนก่อน

      @@Plexicraft no worries,I like discussions like these when it comes to bosses,strategies etc. I hope I didn't discourage you or anything. Thx for the tip,I'll make sure to watch it

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      @@jazzyfool3597 hey not at all, the primary reason I make videos is to have discussions like these. I appreciate it :)

  • @daddyclout7564
    @daddyclout7564 2 หลายเดือนก่อน

    Is the fortune telling needed? I decided to do this on the last day (1/31) and it wouldn’t let me do the theurgy fortune for some reason.

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      Good question. I don’t think it’s needed. Just bank the theurgies as needed for the breakpoints :)

    • @daddyclout7564
      @daddyclout7564 2 หลายเดือนก่อน

      @@Plexicraft Yea I figured just wasn’t sure if you had that effect in the video thanks!

  • @jadeanimepiano6143
    @jadeanimepiano6143 2 หลายเดือนก่อน

    Edit: TLDR PSA DO NOT USE THE PHYSICAL REFLECTING ITEM, BRING A PERSONA WITH REFLECT STRIKE AFFINITY I have tried this strat and no matter what after the turn where I tank the first Megidoloan with Enduring Soul, she always immediately uses Diarahan and then Megidoloan again. She doesn't use God Hand at all. She does this regardless if her HP is over 10000, below 10000 or over 11000. I suspect it's because I didn't use a persona with a Reflect affinity, but instead used an item that sets up a physical reflect barrier. But nowhere have I ever heard anyone say using that specific item is breaking one of the rules. Edit: yeah wth I tried using the item on turn 1, immediate Diarahan and Megidolaon 😂

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      Yeah, has to be a reflect persona rather than the item. Likely because of the plausible deniability ;)

  • @thepheeesh
    @thepheeesh 2 หลายเดือนก่อน

    Orphious tellos isnt even remotely needed. You can get by perfectly fine not ever even knowing about its existence. These games are made to be fairly easy so that you can tackle it however you want. Tellos is just a reward for those who enjoy mixmaxing, he is not there to demand players to play 1 specific way,

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      I agree with everything you’ve said here. Telos is sort of the lightning rod for this discussion since he’s a big extrinsic reward and easy to use as an example but my intent is to highlight that many players will optimize the fun out of the game when given the chance (as the saying goes). While the intent of his inclusion was as a reward for players who love to min max, a side effect is that not only is there a “optimal path” but also a spotlight of encouragement for players to take it. FOMO can kick in and players who don’t know that Elizabeth can be beaten without Telos or are unsure of how easy / difficult the end game is may feel like they’re missing out and playing incorrectly / suboptimally. This is something I’d like to avoid in terms of a design thinking exercise and examining what we might lose and what we might gain by changing things.

    • @thepheeesh
      @thepheeesh 2 หลายเดือนก่อน

      I don't know about that. Basically every game has an "optimal way of play". Ive seen lots play the game and never once even boot up a guide. True playing like this means they'll probably need a guide for the Elizabeth fight and not get to beat it, but that fight wasn't made for most to beat anyways, it's just a challenge for those who do like to over optimize there game, it's why it's optional to begin with. If the player cant control themselves to just play a game normally and looks up a guide that basically tells em how to play there game just because they hear about a hard optional fight at that last part of the game, that's a player issue not a game issue

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      @@thepheeesh Yeah, I see what you mean. Now that I’ve begun to make my own game projects, I’m starting to try and make player issues into my own issues (game issues) so that if I have the responsibility, I’m better set up to fix the it. In this sort of situation it’d be something along the lines of “how do we efficiently protect the players from themselves?” The solution I came up with (no optimal / canon path) is too drastic (everyone misses some content) if the payoff was simply that it’d help with this one issue but the other effects of it (everyone gets to have “their” experience, really sink in and play the game intuitively, hang out with the people they want to get to know more, go deeper into those relationships than simply maxing a social link, that and multiple playthroughs could be quite rewarding) seemed pretty compelling to me. The feasibility part might be a bit too drastic as well but then it’s about figuring out if a core part of Persona’s identity at this point is that it needs to be 100+ hours long. Which is a whole other intricate convo :) Sorry if the structure for this is wonky, off the cuff I find this a bit harder to talk through in a way that makes sense.

    • @thepheeesh
      @thepheeesh 2 หลายเดือนก่อน

      @@Plexicraft no problem. Sorry if I came off snarky too. Balance is a very tricky thing to achieve and when developing a game especially, I can be annoying when you want the player to just play it normally only to turn around for 5 seconds then return to the players finding that 1 op way to tackle it and never trying anything else. Makes you sometimes feel powerless as a dev

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      @@thepheeesh Haha well said! And no problem at all, this short is just an excerpt from a full video and it doesn’t have the full context so I totally understand where you’re coming from :)

  • @christopher4227
    @christopher4227 2 หลายเดือนก่อน

    The game does not incentivize you because you do not need opheus telo to beat the game That just sounds like your ocd brain

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      I’d agree that an aspect of it is on the player but I’m approaching this from a design standpoint. In the real world we have many constraints like budgets and timeline for example but it’s a fun exercize to think: “What would be optimal design?” Beating the game isn’t the only goal when it comes to playing an RPG especially. Many people enjoy trying to get as much out of it as possible and enjoy many aspects of the content like building up their equipment, items, or compendium. Seeing as much of the story side content as possible and beating the secret uber bosses. What makes this difficult with Persona as a series specially is just how long each game is. The longer they are, the harder it is to justify doing another run. One method I’ve suggested here is to make it so each run could be more unique. It has its benefits and drawbacks but really it’s just an expression of the aspects in these games that I personally prioritize :)

  • @Tom-vx7qh
    @Tom-vx7qh 2 หลายเดือนก่อน

    This is something I think Persona 4 Golden handled the best out of the three Social Link-based Persona games. There's no huge reward for maxing all links, just a special armor that increases xp gain. There's no special bonuses to links except for party members and the fox, and there's no feasible way to max all links on the first run unless you follow an EXTREMELY strict guide that involves absurd things like grinding in dungeons for hours to finish in one ingame day. It's so much easier to just, not worry about doing all the links, and just play the game as you go. And when you also take into account all the NG+ only dialogue options, it makes P4G by far the most fun game to play NG+, since you can be just as relaxed as in your first run while also maxing all the links thanks to the extra free time not worrying about social stats. It helps it be by far the most chill Persona game, both on first play, and on NG+.

    • @pizzamafioso9191
      @pizzamafioso9191 2 หลายเดือนก่อน

      I think it was never intended to max out every social link all in the same playtrough. Possible, but not reasonable. You should pick your fav social links and enjoy the interactions with them, even those bonus interactions where your social links don't progress.

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      The original Persona 3 had that as the intent but Fes included Telos and every game thereafter has some powerful reward for maxing every SL. It’s a hard puzzle to solve, the pieces of each SL itself are rewarding to take part in and the games are so long it can be hard to chalk it up to “I’ll just see that one next time I have a spare 50 to 100 hours”.

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      Very good point about 4. It definitely does feel the most laid back :)

    • @MisterIncog
      @MisterIncog 2 หลายเดือนก่อน

      I wouldn’t say grinding for hours to finish palaces in one day is a crazy thing, that’s what I did and it wasn’t troublesome at all. Just grinding for quest items gets you at least halfway there. Otherwise yeah I guess, but it made me care so much less about SLs that I didn’t feel motivated doing any of them in the first place, except for fox.

    • @Tom-vx7qh
      @Tom-vx7qh 2 หลายเดือนก่อน

      @@MisterIncog i think there shouldn't be a motivation for completing social links besides an intrinsic one like, "I like this person and want to see their story through." One of my biggest issues with P5 was that there were several instances where I really did not like a social link, but I begrudgingly trudged through it anyway just because it gave a good ability. It really sapped a lot of my enjoyment of the game.

  • @hampuschristersson
    @hampuschristersson 2 หลายเดือนก่อน

    Amazing video. I especially liked 6. When I played persona 5 for the first time, I felt like I had to use a guide. I just had to experience everything. Sadly, this meant giving up on all the surprises I would have gotten if I actually played the game blind. And I think those little discoveries would do more than enough to make up for missing out on a few ranks on a couple of my confidants.

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      Hey thanks for this :) It’s so hard right? How do we experience everything without ruining that experience?

  • @Wiggled_worm
    @Wiggled_worm 2 หลายเดือนก่อน

    that's a great point... I never thought of that before!

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      Thanks! I get into a few examples on how things could be tweaked to support a change like this in the long form video. It’s such an interesting combination of systems which make it really fun to think about :)

  • @damiansaturday6788
    @damiansaturday6788 2 หลายเดือนก่อน

    On new game plus, all the bonuses from maxing out a social link in the previous play through like the arcana exp burst during fusion is kept, this works in tandem with your point 6 so you don’t have to redo previously completed social links just for their bonuses, and have more time to spend on the new/not completed ones

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      I’ve thought about this a bit and I’m still not sure where I land with it. Keeping it like this would make the transition from first game to NG+ feel smoother and keep some stakes in terms of “do what you want”. The main thing I want to avoid is some sort of “optimal path” that the player would benefit from googling. Eg: “focus magician, star, and priestess first playthrough and then on NG+ do xyz so you can build a team that can take NG+3 boss” I know I’m overthinking this hypothetical but the main exercise I’m trying to get into is “how do we get more good, keep as much of the good we already have, and cut out what we don’t want”. It’s an interesting puzzle and the closest I’ve come is like you said, just let NG+ handle it. Has so many benefits and only the potential for some drawbacks depending on what the rewards for optimizing are.

    • @damiansaturday6788
      @damiansaturday6788 2 หลายเดือนก่อน

      @@Plexicraft very true, i was thinking about more of a way to encourage players to take their time, as it would not feel like said progress went up in smoke when starting a new game, since if they do go with the option 6, since it would otherwise be impossible to get all the bonuses in a single run

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      @@damiansaturday6788 that’s a very good point. The angle I was coming at was “maybe we can decouple the extrinsic rewards from the experience somehow” but I feel we lose quite a bit starting there. Finding ways to help players feel comfortable taking their time sounds much more elegant!

    • @damiansaturday6788
      @damiansaturday6788 2 หลายเดือนก่อน

      @@Plexicraft thanks

  • @vespersea
    @vespersea 2 หลายเดือนก่อน

    L take honestly. I think you missed the overall point most of the commenters on that thread had. It wasnt that they needed the item, it's that they expected a p3 fight, and got a puzzle instead. It's the bait and switch that pisses them off. If to beat the fight you need an extremely *narrow* set of *missable* components, the fight is, wothout a doubt bullshit. Taken to an extreme, this fight is a linear sequence of specific steps: like a movie. Remember that the people choosing this fight are all persona 3 endgame players, with set expectations. they frustration is not out of entitlement, but a kind of betrayal.

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      I get what you mean, and actually agree with it and talk through why in the long form video this short has been chopped from. Out of that context, this short may come off a bit more harshly than I intended. In the long form, I state that Elizabeth is an extremely prescriptive encounter and nothing else in the game really prepares you for it. I liken it to how the zodiac spear used to work in the original Final Fantasy 12, no challenge besides “did you read the guide though?” I suggest ways to improve the sign posting for the fight but stand by the fact that I enjoyed piecing together my first team that could beat her without Orpheus Telos. One part do I disagree with is the “extremely narrow set of components” aspect. While Armageddon is missable, it’s pretty much the only part you actually need. Everything else can be subbed out as long as you leave a day to farm what you need then trade it in at the antique store. The fight in the background of this short is my fight against Elizabeth with Chi You as my only Persona. Appreciate the feedback, apologies for the confusion.

  • @RedHeadFury-
    @RedHeadFury- 2 หลายเดือนก่อน

    Never ever heard a single human being complain about optional bosses brodie

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      I might be a magnet for them then since I wrote a guide on how to beat Elizabeth in P3R and was surprised to see quite a few comments on it stating that: the fight shouldn’t exist and/or people have dropped the game over encountering this fight. It made no sense to me that an optional fight could cause this sort of reaction but here is a link to the guide and its comments: www.reddit.com/r/PERSoNA/comments/1apo97i/how_to_beat_elizabeth_without_orpheus_telos_in_p3r/?rdt=45922

  • @yawBoateng_boat
    @yawBoateng_boat 3 หลายเดือนก่อน

    How do I get enduring soul

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Fuse Shiva, Koumokuten, or Anat to get it early. Messiah and Thanatos also get it once leveled up a bit more and maybe a couple of others do as well, I don't recall.

  • @lightster585
    @lightster585 3 หลายเดือนก่อน

    I wouldn't mind that, tbh. Maybe she could've given a hint if you lose against her, something like "you've fought well but maybe use (persona name) next time". It would help if she would explain why she used 9999 megiodalaon.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Yeah, I mean we had like 100 quests prior that could have been used for her to slip in some sort of clue haha

  • @thebitsanpiecesman4423
    @thebitsanpiecesman4423 3 หลายเดือนก่อน

    Lavenza…the crit part of her fight makes think who ever came up with that part Is a sadomasochist

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Yeah, her crits can send you all the way back to the beginning so randomly :/

    • @michaelbartlett7716
      @michaelbartlett7716 2 หลายเดือนก่อน

      She's a pretty easy fight when u keep track of your trial and errors

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      @@michaelbartlett7716 I’d say phase 2 is the main issue… that and being able to fight her even if you don’t have Armageddon is a bit cruel haha

    • @michaelbartlett7716
      @michaelbartlett7716 2 หลายเดือนก่อน

      ​​@@Plexicraftjust skip phase 2, get her down to like 9000 hp, then on turn she swaps to Thor you swap to a repel strike and use a debuff defense, then use armageddon

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      @@michaelbartlett7716 Clever ;) th-cam.com/video/v8hlu3IayW0/w-d-xo.htmlsi=RBGju1NNhIGa1YBn

  • @TheWilsonChannel
    @TheWilsonChannel 3 หลายเดือนก่อน

    On 3 and 6: I think that allowing for responses in social links to actually matter and change how the characters grow or become worse would be much more interesting than just grinding for some extra points. An easy way for this would be to separate the arcana social link levels from the stages of the relation, like, at first you'll want to be a yes man to get along and gain some points, but you'll notice that the only way to help them is to give the answers they don't want and won't reward as many points. So maybe the "good" ending to their episodes/events will take longer because you'll need to grind some points just going out and passing time with them, while the "bad" ending requires less "filler episodes" but ends with them in a worse place, maybe even ending in a social link reversal. Just things like that might make completing all social links in a single run much more difficult if not outright impossible without multiple "bad" rank 10s or reversals

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Yeah @eh3744 had a similar take on this. It's so cool to see that others would be interested in the potential for more of the intrinsic benefit of the way the characters could be in a better place rather than just the extrinsic "Gimme those rank rank points". I agree, making social links have multiple paths and different definitions of success would help a ton in terms of immersion and replayability.

  • @eh3744
    @eh3744 3 หลายเดือนก่อน

    Great vid, you def have a unique perspective but I appreciate it 1- I think having no control over the party members is too far(atleast if that’s the only option) but I think it’d be cool to see party members acting on their own occasionally. Imagine if in the story you have to pick a side between 2 characters having an argument and until that gets resolved the character you don’t side with has a chance to disobey your commands. The same thing could happen if you neglect a characters social link, they could loose trust in you and act freely sometimes. To go along with the fatigue system characters could be less receptive to your orders the more exhausted they are. 2- having the game have dungeons effect the social system is genius and a really good idea. I think it’d be cool to get social link points for characters in your party when you’re doing consistently well in battles. 3- it could be cool if social links outside of your party could have multiple paths. Like if you encourage their bad behavior you can finish it quicker but they end up as a worse person whereas if you give them good advice you have to grind more but get a more satisfying ending. This would actually make you question the morals because you get all the same benefits either way but if you spend more time and give good advice they turn out a better person. It would make the player have to decide if they care more about getting the gameplay benefits as quickly as possible or if they wanna put time in and be a better friend. 4- I dont mind a mascot if it’s done well but I don’t mind if there isn’t one 5- I think as long as those bosses are optional it’s fine. 6- I completely agree that you shouldn’t be able to finish all the content in one play through. It’s way more interesting to actually have to consider what characters you like and who you want to spend time with. It would make the social system more engaging because as you get further in the game you have to choose what characters you want to finish and what characters you don’t. Plus the replay-ability def benefits from this.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Hey thanks a lot! I really appreciate your perspective and the way you approached tweaking these. 1 sounds like a great compromise that stays true to my overall goal of imagining things more interconnected and immersive. Your take on 3 gels quite well with 6 also. Really neat ideas. I love the concept of choosing between “smash and grab that power” or “take the time to earn them”. It’s similar to the little sister choice from Bioshock but framed more intricately and would likely be more robust due to the social link improving through out the play through and being a consistent reward. I’m always more interested in worlds you can affect and experience the consequences of those effects during the playthrough as opposed to games where you’re sort of filling out a Madlib for the ending that says “x is king now, y has gone into hiding, etc.”

  • @mapleshur9849
    @mapleshur9849 3 หลายเดือนก่อน

    It's right about P5 and P4 as well

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Absolutely, this quote is a bit out of context but in the full video my point is that this quality is part of a list of qualities that made Persona 3 feel unique to me on release. One being what’s stated in this short, another being that the party battle AI (not allowing for direct control) made it feel like I was experiencing the game via the eyes of the protagonist and not from a more omniscient perspective I was used to in other JRPGs where I controlled all of the party members while in battle. :)

  • @10MLaw
    @10MLaw 3 หลายเดือนก่อน

    P3 did party fighting right, Even tho they didn't perform optimally... they performed convincingly

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      I really enjoyed it. It was a nice surprise when I initially played it and found out "Oh okay, they're do what they think is right outside and inside the dungeon." Made it feel like I was really experiencing the game through the MC's eyes and not some puppeteer perspective.

  • @robertgray3710
    @robertgray3710 3 หลายเดือนก่อน

    For me my one issue is talking to links outside of their links there is no show of development. Like outside of a message in Tartarus saying oh we spent the whole day together you talk to them at the dorm and there isn’t any new dialogue between you.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Very true. I feel like it wouldn’t be that difficult to make the conversations more dynamic with a prefacing comment then have them launch into whatever text they were going say regardless.

  • @absoul112
    @absoul112 3 หลายเดือนก่อน

    Personally my thoughts amount to "no" on the first one and "neutral" on all the rest. To be a bit more specific: 1. I'm just not convinced of the benefits of AI party members. I don't find it that "immersive" to have the party members act on their own. What I found "immersive" were things like what they could do during combat, how they animated, how they sounded, etc. 2. I've only played P3P and Reload, so maybe I don't know how bad fatigue was, but I don't see much of a problem. I've only ever tried doing all of a dungeon in one visit in Reload and after I beat it, I'm not doing it again. I just didn't find it fun to do. 3. Isn't this already the case most of the time? Maybe it's because Reload is still fresh in the mind, but aren't you incentivized to give the answer the other person wants to hear rather than what they need to hear? 4. The cynical side of my mind says Atlus will just make a human character act like the mascot instead. I really hope I'm wrong. 5. So long as the super boss(es) are optional I don't mind. 6. I never get them all the first time anyway so I wouldn't feel the difference.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Hey thanks for going into detail on all these. 1 makes sense to me seeing as what immerses you is different. It’s such a subjective thing right? As for 3, I think “being a yes man” is a criticism P3 receives more often than others in the series and while you’re right, that other games do need you to kind of nod along with other SLs in 4 and 5. I feel as we moved away from 3 it became more about choosing the “Paragon” answer and less about making an intuitive and pragmatic decision. And that’s a good note on 4; I wouldn’t mind if we get a character like Aigis but I’m just hoping whoever it is acts more like her than they do like Teddie. He was just very distracting to me. 5 and 6, definitely. Do you have a fav Persona game?

  • @hailparker7100
    @hailparker7100 3 หลายเดือนก่อน

    Playing through p3fes as my first serious persona game, I really like the randomness and balance that uncontrolled party members bring, it really is immersive

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      I could talk for wayyy too long (and I did in the full video haha) about how much I love the AI controlled party mechanic and how they could really lean into making the characters show their personalities in battle, have your social link level affect behavior, have the plot affect behavior. OG P3 and P3Fes just have this awesome immersive feeling of staying up late to beat up shadows with my buds :D Even if Mitsuru blows all her SP on status effects that rarely work…

  • @cutcontent8088
    @cutcontent8088 3 หลายเดือนก่อน

    the original game was balanced around the fatigue system. now that it’s gone, there’s not much to do during the night time in reload because of having only 2 social links because even with the social events that take place at night, you still have a lot of time during the night late game where you just go to bed early because your social stats are maxed and you’ve already hung out with everyone. they could’ve easily fixed this by making a couple of the like EIGHT different school exclusive social links a night exclusive link.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      I feel ya, I honestly missed fatigue as a system and I feel like the only one haha I feel like Reload filled in the night time with some nice stuff like the link stories but it definitely did still drag a bit.

  • @user-cd4jm4dy9p
    @user-cd4jm4dy9p 3 หลายเดือนก่อน

    i love persona

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Same :)

  • @koopakoop1264
    @koopakoop1264 3 หลายเดือนก่อน

    Is Lucifer’s blade required for this to work? I unfortunately got maxed out Mamoru on January 31st and didn’t have any time to get it out if him.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Unfortunately, maxing the Star social link is required to get access to the Fusion Spell Armageddon. So while the blade isn’t necessary, having Helel to make the fusion spell the bigger loss here. I’ve seen people beat her without Armageddon but they do have the Lucifer blade when doing so. Not sure how much of a difference it makes but could be worth trying to emulate a non Armageddon fight where you don’t necessarily rush the 2nd phase like you do here, you rush the “4th phase” that I essentially skip with Armageddon. Edit: I’m dumb and can’t reading comprehend. You should be fine without the blade :)

    • @koopakoop1264
      @koopakoop1264 3 หลายเดือนก่อน

      @@Plexicraft thanks! I was stressing so hard to get Armageddon because I only had a file saved back to the 15th and I had just enough time to max him out but was a little saddened when I couldn’t get the blade lol. I may need to level my personas some more because my trickster does nowhere near that amount of damage on her right now.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@koopakoop1264 hahaha what a buzzer beater! Using Armageddon to farm the reaper and using Elizabeth to heal on the last day should get your chosen team nice and high level. You got this!

    • @koopakoop1264
      @koopakoop1264 3 หลายเดือนก่อน

      @@Plexicraft hey me again lol, I’m a little confused as to how your skadi did over 4,000 damage. My stats are very similar and I have all the same skills on her plus I used diamond dust during the surt turn with her defense down,y attack up and concentrate but I only did just under 2,000 so she had like 31 hp after my Armageddon

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@koopakoop1264 Ahhh that’s brutal. Sorry to hear it. To answer your question, a few things might be going on: I’m playing on normal difficulty which means any damage done in hard or merciless will be lower (outside of the god hand she’ll do to herself, that will actually be higher funnily enough). Also, I only use Skaadi when I know she has debuffed defense and I have buffed attack and I have concentrate. If any of those 3 things haven’t lined up, I reset the round and let her go through her cycle to ensure I can do as much damage as possible to bridge the gap. My Skaadi also has pretty much every damage passive possible (amp, boost, single target boost) which will add up. Not sure what other factors I may be missing but those should be the significant ones.

  • @Ashutok
    @Ashutok 3 หลายเดือนก่อน

    Similar to getting tired in p3p and some party members getting busy with other stuff

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Yeah, fatigue in particular is such an interesting system (and quite a thematic one for P3) that I wish they’d look to improve it rather than completely get rid of it. In the full video, I get into how it could be made more into a positive reinforcement based mechanic rather than a negative reinforcement one. Anything to take all the pressure off of SP being the only thing that determines when you leave a dungeon so you have more interesting decisions to make :)

  • @justsomeguyreallyjustaguy3010
    @justsomeguyreallyjustaguy3010 3 หลายเดือนก่อน

    Nah, i did this with chi yu, kawaii, and narcuiss.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Nice team! It’s really rewarding to beat her without Orpheus Telos. I managed to do it with Chi You as my only persona (which is why I’m using buff items). Here’s the full fight if you’re interested: th-cam.com/video/3FFUd28_BkQ/w-d-xo.htmlsi=XzkiGrVshMugoSMK I still believe her design is quite punishing and 10 times harder without Orpheus Telos though. My main issue is that there’s so little warning about the type of fight she is that new players can easily miss out on personas or gear that will make the fight much easier but won’t know they’ve missed them until they’re way past that point. I still love the uber boss fights though which is why I’m hoping for many more in Persona 6 :D

  • @justinmarquez5457
    @justinmarquez5457 3 หลายเดือนก่อน

    #1: No, I don't think permanent non Controllable Party Members is a good idea, it's less of a matter of immersion than gameplay. I want the game to be hard because of challenging fights, not because of an unpredictable party. #2: I don't mind it coming back if it gets balanced, in my playthrough of FES I ended up using it as a "timer" only going to Tartarus when my party is at a good status to good 3: I guess? Depends on the themes of P6 and main character personality ( I know that the MC is supposed to be a self insert, but their dialogue kinda shows that Ex: P3 protagonists) #4: nah not really they had created some of the most endearing moments in the franchise and would be kinda a bummer we don't get one. 5: I would like challenging but flexible fights, Example: Matador in SMT:3, the most common way I've seen people beat him is to GRIND up to lv18 (I think I don't remember) to get Usume. But In my opinion all you really need is a nozuchi, wind nagatama, A healer like Pixie, and a demon with buffs. I always really like the gameplay design philosophy of SMT and wish we get it more on persona. 6#: same I agree

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Really appreciate you going into detail regarding your reasoning. Makes it very clear where you’re coming from and I totally get each perspective. I get what you mean about things being unpredictable in your party being a turn off. My pipe dream version would be that they would seem unpredictable but be decently easy to intuit so you could plan around their archetypes / behaviors / “personas” but have enough surprise to make hype filled moments. Definitely a refreshing take on 4. I just would prefer someone like Aigis over someone like Teddie to fill that role. Would definitely love to see some SMT style uber bosses in Persona! Nocturne is such a vibe :)

    • @justinmarquez5457
      @justinmarquez5457 3 หลายเดือนก่อน

      @@Plexicraft Hey man, you do you! I've been thinking about the 2nd suggestion, and after though yeah that is actually a pretty good suggestion! Often times in P5/P4G people speedrun the palace to do the s.l. which leads to some weird yet funny moments like futaba sleeping through out summer. Adding fatigue back makes sense and adds more depth to the gameplay. About #5 I often make jokes with some friends who are also into persona but not so much SMT about how " They should make a Persona but with the Press Turn System to make Persona Perfect" Luckily Metaphor Refantazio looks to be an idea that came to reality and I am soooo hyped!!

  • @Vidzaes
    @Vidzaes 3 หลายเดือนก่อน

    I'm not sure what I'm doing wrong, but my trickster only does about 1100 completly souped up. (Atk up, her def down, and a concentrate) While I see yours does 2700. I could 100% be missing something, but would love some help

    • @Vidzaes
      @Vidzaes 3 หลายเดือนก่อน

      I think it might be a difficulty thing in retrospect, I am on merciless

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@Vidzaes You hit the nail on the head. I’m on Normal. Merciless is much harder and will rely more on your use of a nuker like Skadi to get those bigger numbers. But on the other hand (lol), Elizabeth’s God Hand in phase 2 can do about 500 more damage to herself on Merciless so when you reflect, you won’t need to bridge as much of the gap beforehand.

  • @Miloproductions1
    @Miloproductions1 3 หลายเดือนก่อน

    I get why og persona fans might want to only use the main character, but in 2024, no turn base game should be limited to only controlling ur main character. It just isn’t fun and an outdated concept/gameplay mechanic in my opinion

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      I get what you mean and I wouldn’t want to have zero party control if the AI changes I mentioned weren’t included with it. I know most people wouldn’t want to only control the MC even with those changes but I guess that’s what gets it included in this video haha How did you feel about the other 5 and their reasoning?

  • @ChaseBird1
    @ChaseBird1 3 หลายเดือนก่อน

    I remember I did this fight with only Orpheus telos and won

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      I missed out on OT so I had to get creative!

    • @ChaseBird1
      @ChaseBird1 3 หลายเดือนก่อน

      @@Plexicraft the funny thing is I didn’t debuff Elizabeth during the 3rd phase cause I thought that would be breaking a rule

    • @VerkatosEnsei
      @VerkatosEnsei 3 หลายเดือนก่อน

      @@ChaseBird1 What was your Orpheus Telos build?

  • @designconker4796
    @designconker4796 3 หลายเดือนก่อน

    #1 - I have always had a similar viewpoint, except I view it more as part of the overall lesson of the game. You get thrust into a team you don't know and they grow alongside you. You watch and learn to trust or counteract their actions. It's part of the core message of the game. #2 - Yes, I noticed in reload I am halfway through new game plus and I have never gone to the nurse. Though I think P6 did an alright job with it, but it just doesn't feel like enough when you could be dealing with your actual day to day health. #3 - Yeah, hard agree. #4 - Yeah, I'm kind of sick of them. I would be fine with a regular animal, but they're just kinda bleh. #5 - Isn't that close to the challenge battles in P5? I mean the gist, but more difficult. #6 - I don't play Persona games to complete perfectly, so this just wouldn't effect me. So I don't have an opinion one way or the other.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Love your way of explaining your perspective for the first one. That’s essentially the experience I want with the battle system. I actually haven’t done the challenge battles in 5 since I played 5 when it came out and only recently picked up Royal. I might be mistaken but I think they’re exclusive to Royal. Either way, I’m looking forward to them! And yeah I’d love to turn off the part of my mind that screams “Make sure you don’t miss the ‘True Ending’!” it definitely pulls me out of the experience sometimes. What would you say is your fav Persona game of those you’ve played?

    • @designconker4796
      @designconker4796 3 หลายเดือนก่อน

      @@Plexicraft Persona 3 for sure. Honestly I just picked Royal myself so it may be just a Royal feature. 😅

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@designconker4796 Haha I’m still chasing that feeling from the first time I played P3! I have high hopes for 6 but I’m actually really interested in Metaphor: ReFantazio since I have a feeling that might be where they really get to get weird and experimental with design again. I’m not saying that I expect 6 to be nothing but more polish but they do have a good thing going and they know it.

  • @ssokssoki7
    @ssokssoki7 3 หลายเดือนก่อน

    I basically agree with them all, but here's what I had written while watching!!: I absolutely love the first idea and have been thinking about it recently. I want them to have full agency... If at the very least, I would REALLY like them to make it so that: In battle, the game doesn't end when the protag, you - dies. But your teammates [canonly unable to be lead], can act automatically and you just have to hope they revive you. You're exactly right, this would work if the party AI was simply... truly developed, but people doubt the potential. Ah and omg!! I love the idea about how your relationships with them can effect their battle choices. It seems so fundamental for this type of game, yet honestly, Persona doesn't REALLY dive into the relationships as I'd like: It's told, not shown. When dating, you can maybe pick your date to the beach, but that's about it. And hell, they do the same for your friendships, in the game itself *and* how they represent the characters thereon, because they treat the social link stories themselves as throwaway in the main story. That's what causes characters to seem so one-note in Q. And omg!! Tartarus consequences... god I would love if they intertwined more. It would feel so fleshed out.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Hey, thanks so much for the kind feedback :D I totally agree that party members should be able to revive you! I feel that if they can move from Persona 3 FES to Persona 3 Portable and change the way the attack all or "Ma-skills" will still trigger a One More Turn when you hit a weakness but also hit an enemy who isn't weak to that "Ma-Skill" the can absolutely get away with changing it so your party can revive you. I think you're dead on about people doubting the AI being able to get to where it needs to be to make party AI actually feel immersive. I'd just love to see them try to knock it out of the park though :D and you reminded me: I didn't add it in this video but, I'd love for the romances to unlock bonus ranks in a social link because as it is currently implemented, the optimal way to progress is to just shelve a confidant once they're maxed and that's not at all how relationships (especially romantic ones) work! Having additional ranks would make it so players would be encouraged by the game mechanics to use their time with the person they're dating rather than get them to max and automatically default to looking to move others towards max rank. There's so many possibilities for mechanics to intertwine I feel like I could talk about it all day haha

  • @beleagueredbeluga5228
    @beleagueredbeluga5228 3 หลายเดือนก่อน

    Why? Just why? I couldnt be assed to learn the fight so I just did the one shot strategy with Cendrillion lol.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Haha I missed out on getting Orpheus Telos so I was like “I’m not gonna let that stop be from beating her with just one persona”!

  • @Hyp3rSonic
    @Hyp3rSonic 3 หลายเดือนก่อน

    FACTS!!! The game is actually the one that prevents you from going out in p5. Dont blame morgana 💀

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Haha I know! Little stray catching strays :/

  • @strawsberries8206
    @strawsberries8206 3 หลายเดือนก่อน

    The tactics system was actually pretty interesting in P3 due to how it sorta "balanced" some characters out, even though it wasn't perfect. Aigis was the ultimate support by having access to all buffs while Akihiko was an enemy's nightmare by having all the debuffs. These are both heavy points in their favor, but due to not having direct control, there's a drawback: You can't decide the order of their buffs and debuffs. If you wanted Tarunda, you'll just have to wait until they cycle through to it. This meant that party members with specific buffs and debuffs were not only always consistent in their usage, but they worked well with Akihiko and Aigis since it would speed along their cycle and get to the de/buffs you ACTUALLY want them to use faster. Furthermore, with how getting knocked down worked, if you didn't protect your own weaknesses well enough, you'd get knocked down. Standing up, however, actually took your whole turn, so you wouldn't be able to change tactics if you get hit, and the option to Guard only existed in Portable, so you could go into a fight and get walloped until you dodge or your allies do something good on their current tactics. Analyzing an enemy, despite not revealing affinities to you, reveals affinities to your allies, letting you gamble on their ability to hit a knockdown. This meant you regularly had to trust them to progress the fight without you since they had information you didn't. Of course, this system wasn't perfect, like how Yukari is known for rarely using Charmdi despite most situations, basically creating a dead move taking up space in her moveset, or how Mitsuru would spam Marin Karin (if left on act freely), but I think it could actually be improved upon and become more interesting. With the addition of Guarding, taking a turn to scope out the enemies and their moves to prevent getting knocked down by a weakness and losing a turn could make it all the more interesting. Frankly, I think it's really hard to balance out both Direct Commands and other tactics since the dynamics of P3's tactics are basically dead in Portable, as everything I listed just... goes away the moment you can command someone directly. I would commend Atlus if they managed to create a game where both are valid, interesting options, but I think it'd be super hard to make them co-exist without just locking you into Direct Commands or General Tactics at the start of the game and designing encounters from there.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Absolutely, my wish for number 1 may be a pipe dream due to how difficult it could be to balance difficulty wise while still feeling immersive and engaging but I tried to give it the out of “at least they wouldn’t have to balance for direct control if we made this the only way”. Which is… kinda drastic haha But yeah, like you mentioned, I love the concept of characters personalities showing up in battle. Others have mentioned some cool suggestions that are less drastic and more elegant so I’m optimistic about what we’ll see from P6 :D

    • @Vidzaes
      @Vidzaes 3 หลายเดือนก่อน

      @@PlexicraftI think I’ll make a full comment about it when I get a minute, but I think to execute your number 1 correctly, there would need a huge overhaul on how the ai and speed stat work for it to work, which I think is sadly a pipe dream for an already established game with an established system. The speed stat change mostly to say that instead of whoever is fastest goes first, it would work better if you assigned certain characters certain priority so they can act accordingly. It’s the way I’ve been playing persona 3 reload, using the stat cards for agility to chose who goes first. I made Yukari the fastest, so she can top the party up if need be, or lower the enemies accuracy from the get go. Then I made sure that Mitsuru was the second fastest, so she can lower the defense of every enemy or get an sp drain in if the the defense drop wasn’t needed. After that, for my team anyway, it dosen’t matter who goes next, but I make sure their speed is lower than Mitsuru’s. I also have an invigorate band on both Mitsuru and Yukari since their sp cost is frontloaded every battle. If the game were balanced around not chosing what the teammates do, after the depth of strategy that can go into controlling them, the system would either have to be very fleshed out, or you still have some level of control wether it be before the fight or during. Another problem arises when ailments come into play. Since often times, ailments are applied to the team as the battle is about to be won, but with no control of your teamates, ailments become kinda redundant. Say the ailments are applied when the enemy is one hit away from death, and your healer didn’t get ailed. When in control, you would kill the enemy, fight done. When not in control, your healer would either have to prioritize healing the ailments, costing you sp, or prioritize fighting, which would be a double edged sword for when you actually do need the ailments to go away (if they were applied near the beginning of the fight). Other than making the ai a lot smarter, if you the player can tell them to prioritize one or the other, it means that they can’t really act dynamically. Imagine another scenario where the fight is midway through, and the ailment isint really severe. If the ai is more aligned to cure ailments, it’ll just get rid of it. It might as well of not happened. As if the enemy wasted their turn, to waste your healers turn. So instead you just get free damage. I don’t claim to say that ai won’t ever be at the point were it can make good calls. I’m certainly not expecting an ai that perfectly acts as I want it to, I just think it’s not super conceivable to think an ai could get a system that feels like the character truly has free will without feeling like every battle is an rng fest. And that’s not something you want in a game, as a dev or player. If it’s a game of luck, sure go ahead. But in a game of skill, when luck is what chooses what 3/4th’s of your team does, it’s a bit too much.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@Vidzaes yeah I should be clear, I don’t anticipate any of these “features” actually being in Persona 6 (maybe #5 would Idk). They are all sort of pipe dreams. P Studio knows they have gold so they would be wise to iterate upon it rather than toss it out looking for another precious metal. But if I think through a bit of what you’re talking about (really appreciate the detail you went into btw) there’s two points I’d push back on and that’s that making the party AI controlled would be an RNG fest and that to make the party members convincingly smart enough would be quite difficult. To the first point, I think this is somewhat on a gradient, while there is already some rng in battle (cries, misses, who gets attacked and is weak, trying to suss out what an enemy is weak to) I believe that if party AI is done well enough it can not only work to feel immersive also but still feel strategically satisfying. How that works out leads directly to the second point. Making party AI smart enough. My limited understanding of most character AI (typically enemy AI) is that the most difficult part isn’t making them challenging or competent but instead making them “dumb” enough to not feel unfair or robotic. In the situation you listed where a healer dodges an ailment and can end the fight, whatever info you know (the healers attack strength, likelihood to hit, and the enemy’s remaining hp, etc.) would also be known by the game or the party AI and should be able to execute on the smartest plan. Another way to look at the first point is that while Persona has established in 4, 5, p3p and reload as a strategic turn based battle system, OG P3 and Fes aren’t necessarily RNG fests in my mind as much as they are trying to emulate a “single player co op” game. There are choices you can make to have some more control like if Junpei just lost Chidori and is only swinging for the fences you might be in a position to bench him or lean into his rage. If Yukari is feeling like she can’t focus based on learning new info about her family you can swap in Ken to have someone more reliable or keep her in so she can grow more confident in herself. I don’t mean to scope creep everything here but these sorts of systems can range from very basic to something much more immersive depending on how far the design moves along a gradient.

    • @Vidzaes
      @Vidzaes 3 หลายเดือนก่อน

      @@Plexicraft I understand the point you’re making, and now also understand what you mean by making them “dumb” enough. They have all the information available. I think my perfect version of a system you’re describing wouldn’t really work in a persona setting. I don’t really like relinquishing all control of my party members. Instead of having them emotionally driven like your example, where they mostly do one action (Like Junpei going in guns blazing when he lost Chidori) I think seeing characteristics from the characters be improved through story moments (a little like how spending time cooking, farming, reading, etc. with p3 peeps gives them buffs) but have it be meaningful characteristics. For example, Junpei can’t bare to lose anyone else after losing Chidori, so if anyone in the team were to take heavy damage, have him get a reactionary action were he will, out of turn order, hit the enemy, inflicting distress on them or something. I’m yet to make a game, and this is just a crude example, so it might not be balanced. To loop back the relinquishing control, I really would like to see a system do it well. But the allies need to have either much simplified kits and the game balanced around it (one character can only heal, not attack. Another can only buff, another can only debuff, etc) so the control you have becomes “who do I bring for this fight” and not “who’s less likely to do something that waste a turn” . I see this system working better in a real time combat fight rather than a turn base one, where you actually don’t want to be controlling your companions as you need to focus on you. All in all, the main point I want to make, is I don’t want control to be completely out of my hands. Either lowering the things allies can do, making them more reactionary than just waiting for their turn, or other. I don’t claim to know how to retain control while keeping the allies act freely within their character. I just know that if I had to chose one or the other, I would prefer complete control over immersion during combat.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@Vidzaes I totally respect your opinion on it and I really enjoyed your solution of an out of order reactionary turn. That’s quite an elegant solution to bridge the gap between direct control and surprising anime hype moments. I agree with a system that is positive reinforcement leaning to help determine who to bring but I’m not sure if it would need to be limited as much as your example but I can see how the balance is being taken into account there. Real time combat like Tales of or Star Ocean is definitely where a system like this would work best and I too would not want to give up my favorite turn based battle mechanics just to have it work in such a way so I may be trying to force a square peg into a round hole. FF12 with its gambits are the closest analogue I can come up with to describe a version of my pipe dream AI. I just remember playing FES and being like “oh wow, there is so much potential here despite everyone hating this” haha Either way, it’s been fun riffing on the game design aspects. I’m very new to game design so I’m trying to explore and experiment as much as I can and it’s always nice to bounce ideas :)

  • @WhisperShoes
    @WhisperShoes 3 หลายเดือนก่อน

    Tell me your favorite Persona game is Persona 3 without telling me you like Persona 3

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Haha ya got me. Did any of the 6 stand out to you in particular?

  • @ryanhatfield8602
    @ryanhatfield8602 3 หลายเดือนก่อน

    Teddie is a great character in my opinion who explores the games themes really well

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      I don’t think he’s all bad, I prefer Morgana to him (and Aigis to Morgana) but I was interested him his story during 4. I just didn’t enjoy the his type of humor very much but my partner absolutely loved it haha

  • @ryanhatfield8602
    @ryanhatfield8602 3 หลายเดือนก่อน

    Persona 4 is my favorite so I love the mascot character or at least teddie

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Hey fair enough, people like different things. My partner loves Teddie but he just didn’t connect with me like he does for some. :) I likely went a bit too hard on him but I just find mascots distracting for the reasons I went over. Is Teddie you favorite character in 4? I really loved Dojima.

  • @Zaw517
    @Zaw517 3 หลายเดือนก่อน

    I want the reaper to follow us in persona 6

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      I’m listening… ;)

  • @_b7090
    @_b7090 3 หลายเดือนก่อน

    I couldn't disagree more with the first one. I can let suspension of disbelief take care of the fact that I'm making the choices for the main characters, I'd feel it would be harder to do so if they were wasting turns doing werid shit because a dumb ai said so. For how could it would be for AI to make clutch saves it's also fun to do it on your own, and the downside of taking agency away from the player is that you can make people lose close battles through no fault of their own or be carried through battles in unsatisfying ways. You can still give agency to characters through game mechanics by making them defiant, giving them boosts on specific moves on certain turns, or by having them suggest a certain strategy.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Hey fair enough, my wish for it relies on the AI at least being as seemingly smart as the actual characters which may be a pipe dream. I like the tweaks you’re talking about though. Especially love the idea of party members making a suggestion, could be the perfect middle ground especially since it’s turn based.

    • @AmeButCool
      @AmeButCool 3 หลายเดือนก่อน

      @@PlexicraftIt would be fine to include if they did it the way they did in p3, with the option for direct command for people who don’t like it. They still had the option for it in p4, but it was half assed and the ai weren’t nearly as smart so it was never useful

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@AmeButCoolI don’t really want to take away anyone’s ability to choose, in a perfect world: I’d prefer it be an option but not the default one so that players can experience the party AI making moves the characters would and the difficulty was perfectly tuned so that there was no benefit selecting one or the other in a lower stakes early scenario. Then they could decide if they wanted full control. Since this is pretty much impossible without making the party AI mode potentially feel like “training wheels mode” to some and “RNG fest” to others, I went pretty drastic with my wish for it to be the only mode to remove the burden of choice from the player. That has its own flaws where some would still prefer to have the choice rather than curation. It’s a tough one but I enjoy the discussion it allows us fans to have about it :)

  • @rookyru9047
    @rookyru9047 3 หลายเดือนก่อน

    With the implementation of technicals in p5, it's very unlikely they return to the AI teammates. Still, the themes of p6 can create a situation, there you can get full access to the teammate only after 2-nd or 3-rd confidant tier.

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      Yeah, honestly I don’t think any of these will be in Persona 6 (they’re just sort of my kooky wishlist) but hopefully we will continue have social links with all of our party members :) Is there anything you’re hoping to see feature wise in Persona 6?

    • @MaddRoxYu
      @MaddRoxYu 3 หลายเดือนก่อน

      @@PlexicraftI liked persona 2 fusion spells

    • @Plexicraft
      @Plexicraft 3 หลายเดือนก่อน

      @@MaddRoxYu Oh nice choice! I’d love to see party members combine forces for spells like that again :D

    • @damiansaturday6788
      @damiansaturday6788 2 หลายเดือนก่อน

      @@Plexicrafti liked the innate persona traits from persona 5 royal, it made each persona feel just a bit more unique, more so than unique skills did, and has another layer of customisation that I liked

    • @Plexicraft
      @Plexicraft 2 หลายเดือนก่อน

      @@damiansaturday6788 Yeah little details in being able to have a bit more customization really help!