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Re: Interactive storytelling and me; and a challenge
- To: idrama@flutterby.com
- Subject: Re: Interactive storytelling and me; and a challenge
- From: "Brandon J. Van Every" <vanevery@indiegamedesign.com>
- Date: Wed, 25 May 2005 12:39:03 -0700
- In-reply-to: <20050525152815.7013.qmail@lynx.eaze.net>
- Organization: Indie Game Design
- References: <20050525152815.7013.qmail@lynx.eaze.net>
- Reply-to: idrama@flutterby.com
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whitncom@lynx.eaze.net wrote:
I was just thinking about Briggs-Meyers personality profiles,
and wondered if it could be used to derive "different" personalities
of characters in a story, or is it too "weak" for that?
also, could we say that the 16 personality profiles are sixteen
different audiences for our stories, and we should target one
particular personality in writing our stories?
In my experience the MBTI is not as simple as this. As an orthogonal
typing system, it is highly inadequate. For instance on various MBTI
mailing lists the qualifiers x, X, and X* are used when describing type,
indicating "slightly expressed, moderately expressed, and extremely
expressed" respectively. I for instance describe myself as IN*TP. I
score overwhelmingly high on the iNtuitive test, which shows how
self-absorbed I am with my own ideas and formulations. Also I don't
think the idea of opposed types being exclusive is valid. For instance
I usually describe myself as 60% Perceiver / 40% Judger. I think a
division of 7 types along any given axis would be reasonable. That
would yield 7^4 = 2401 personality types, with more of a perceivable
continuum between them than the MBTI describes.
Then you have the question of what type interactions cause conflict.
It's not as simple as "different types conflict." For instance, Thinker
vs. Thinker conflict took me a long time to recognize. Thinkers who
share the same paradigms are highly compatible with each other.
Thinkers who, for reasons of environment and historical accident, have
come to operate within different paradigms will tend to kill each other
over the differences. Judger is an important determinant of conflict,
probably the most important one. Strong Judgers tell other people what
to do, and most people fight back.
A further complication: to what degree is a person naive about their
MBTI? Do they just act on their raw impulses, without any knowledge
that other people are different, and that there are frameworks available
for describing the differences? Or do they know that they're an IN*TP
and likely to get into fights with any J? So now you have questions
about conflict potential vs. conflict avoidance. Then there are people
who deliberately seek out conflict, at least of a sort. There are many
shades of conflict one might have a taste for; I may like this much or
this kind of conflict, but not that much / that kind.
So, I think it's probably possible to simulate these behavioral
interactions, but the range of expression is large. Also, you'd need an
environment for people to have thoughts / feelings about and get into
conflicts over. The nature of the environment is probably as important
a consideration as anything else. For instance I get into tons of
internet conflicts, and few in real life.
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
20% of the world is real.
80% is gobbledygook we make up inside our own heads.