Protagonists Abilities NPC Interactions Class Systems Class Abilities Narrative Design Player Strategies Narrative Choices NPCs Voice Acting Playable Characters Boss Design Gameplay Mechanics Narrative Structure Vampire Crawlers Upgrades Raid Bosses Player Interaction Protagonist Dynamics Romanceable Characters Hero Characters Claptrap Class Unlocking Armor Systems Emotional Impact Voice Characters Character Perspectives Classes Race Characteristics New Worlds Temtem Species Friendly Characters Pokémon Autonomous Characters Ensemble Narratives Syndicate Relationships Unlockable Content Roles Emotional Engagement Villains Gameplay Strategies Deacon St. John Customization Combat Mechanics World Building Franchise Games Intelligent Creatures Faction Systems Story Arcs Playstyle Options Gameplay Balance Attributes and Stats Aurora NPC Behavior Companion Dynamics Animal Familiars Overwatch 2 Nintendo Cinematic Sequences Morality Systems Transformation Spells Enemy Design Backstory Inspiration Boss Battles Skill Progression Franchise Evolution Protagonist Boss Fights AI Integration Cyberpunk 2077 Balancing Tier Lists Antagonists Quest Design Support Roles Quests Ultron and Groot Rayman Companion Mechanics Party Mechanics Class Balancing Edward Kenway Humor in Games Mario and Luigi Canonical Characters Protagonist Roles Gender Representation Early Concepts Gameplay Styles Character Interactions Storytelling Unique Items FromSoftware Bounty Hunter Unique Personalities Sports Games Factions New Characters Player Abilities
Refunding Focus Points at Cycle 3 through the Personnel console lets players change specializations and talent choices which encourages experimentation and recruiting for appearance rather than locked roles.