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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: whitncom@lynx.eaze.net
- Date: Wed, 25 May 2005 18:20:14 -0500 (CDT)
- In-reply-to: <4294D457.4020301@indiegamedesign.com> from "Brandon J. Van Every" at May 25, 2005 12:39:03 PM
- Reply-to: idrama@flutterby.com
- Sender: owner-idrama@mail.flutterby.com
>
> 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?
> >
> >
Brandon J. Van Every replied:
> 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.
>
I guess the seven on an axis:
1 E* (100%E 0%I), Extremely Outward Driven
2 E, (83%E 17%I) 5/6=E 1/6=I
3 e, (66%E 33%I) 2/3=E 1/3=I
4 ie, (50%E 50%I) 1/2=E 1/2=I Balanced Outward/Inward Driven
5 i, (33%E 66%I) 1/3=E 2/3=I
6 I, (17%E 83%I) 1/6=E 5/6=I
7 I* (0%E 100%I) Extremely Inward driven
This has the advantage of easy fractions, but I'm not sure what the
STORY difference would be between each of these.
I suspect the interesting stories would involve personalities that
are "pronounced", ie: on the extreme end of the scales.
> 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.
>
Okay, reading this, I now feel we some details that can form
the basis for some story conflict.
I assume your simple kind of conflict would be the extremes:
E vs I, N vs S, T vs F, P vs J
and now you point out that conflict can happen within types:
T vs T : when paradigms conflict
J vs J : when "right" behaviour conflicts
J vs * : when J's tells other what to do. (is this true for I??J people?)
E vs E : when each wants to be "top dog"
I vs I :
F vs F :
P vs P :
S vs S :
N vs N :
I only filled in some of this, because I don't know more.
Another idea I'd like to discuss is how do we capture these
insights in a way that a computer can aid us in drawing out all
the expected behaviours we want?
> 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.
Hmm. I don't want my reader/player to have to know Meyers Briggs just
to enjoy the story-experience.
> 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.
>