So far after reading up on the different design profiles, I think I belong to the empath quadrant of the Carrillo profile.
Stories: The Path of Destinies
To be more specific, it is actually this game’s combat system which I feel fits being an empath in how it really sells the fantasy of being the main character.
To put this into some context, you know the feeling when say, you play a game and master it then took a considerably long break to play something else. After a while when you do come back, you find that while you are able to pull off most of your master level moves out of sheer muscle memory, you are quite clumsy at doing so.
Now the main character of Stories: The Path of Destinies was a top-notch fighter, that settled down for a few years in peace before being thrown into a great rebellion to fulfill a promise. This is where their combat, which is incredibly smooth and fast-paced with all these awesome looking slashes and leaps, make the player feel as though they are actually really powerful despite fumbling on unfamiliar keys.
As time passes and the player becomes more used to the controls while the main character meditates to gain back his former skills, the player goes from watching these cool effects just happen, to actively and consciously causing these cool effects as they cleave through tougher and more advanced enemies.
This was chosen for its accessibility to players in the sense that any player of any age could pick up Pokemon and have fun playing it.
For example, young children can simply go into the game and enjoy it as a game to collect the stronger Pokemon and use it to defeat others. While older or veteran players could also find fun instead in some of the depth in Pokemon’s mechanics with things like moves and Pokemon combinations as well as less-hidden-now addition to stats through breeding and battling that make a lot of difference in a team’s viability in battling.
The Legend of Zelda: A Link Between Worlds
What made me think of this game was simply the way they communicated things to the player without actually having to say anything. The developers managed this by say, limiting the tools at the disposal of the player, having the enemies outside the boss rooms hint at the possible weakness of these bosses and having things correlate with one another for the player to observe and rationalize.
For example, in the game, Link has the ability to merge into vertical surfaces for a certain amount of time and this can be used to escape most enemies (left) or get into hard to reach places which also involve merging into moving platforms etc (right).
Both of these mechanics come into play within a boss fight whereby the player had to merge with the boss’ shield (left). This made the boss lower its guard, giving the player an opportunity to jump out of the shield, which is now almost facing the boss’ back, to attack (right).