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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 17:12:15 -0700
- In-reply-to: <20050525232014.17999.qmail@lynx.eaze.net>
- Organization: Indie Game Design
- References: <20050525232014.17999.qmail@lynx.eaze.net>
- Reply-to: idrama@flutterby.com
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whitncom@lynx.eaze.net wrote:
I suspect the interesting stories would involve personalities that
are "pronounced", ie: on the extreme end of the scales.
I wouldn't assume that. Although it's certainly a technique for
distinguishing characters, many stories are compelling because they're
written about the "middle sort of person," who is caught between the
conflict of extremes. This also allows the audience to identify with,
say, a protagonist. I do think that some characters with extreme
behaviors are probably warranted to get the drama going though.
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 :
The conflict here could be about the inability to establish a
relationship. This is actually a real-world difficulty. 3/4 of the
human race is E, according to research studies accompanying the MBTI.
The remaining 1/4 of 'I' have a very difficult time understanding each
other, because they're usually off in their own little Balkanized
universes. It's very difficult, for instance, for a pair of I's to get
a date. They don't want to interact "in general" with people, and
unfortunately that's usually how people get dates.
F vs F :
I don't think Feelers are going to be in conflict with each other unless
there's J going on. Feelers generally focus on what's subjectively
important to them, but they also tend to be more aware / skilled in the
commication, human touch, and empathy depts. than say Thinkers are. FPs
are generally pretty nice.
P vs P :
These I don't think ever conflict. P's are known for being more
interested in what other people have to say. Of course, one might not
be "P enough" to be so interested.
S vs S :
N vs N :
I'm not seeing the bases for conflict here.
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?
Well, what expected behaviors do you want? What's the scope and focus
of your 'story' ? If you get too 'meta' about story construction, the
possibility of a story largely disappears. Maybe you'd end up with
something like a "Reality" TV show (which is typically anything but).
Semi-scripted histrionics, with Jerry Springer at the extreme end. I
think that's an important question to contemplate, whether you're after
a 'story' or a behavioral simulation.
Hmm. I don't want my reader/player to have to know Meyers Briggs just
to enjoy the story-experience.
If enjoyment is dependent upon the audience being of a particular MBTI
type, then you'd want to introduce filtering mechanisms early in the
game to establish their probably MBTI type. This would be no more than
posing a bunch of dilemmas, the responses to which would determine what
kind of person you're working with.
Cheers, www.indiegamedesign.com
Brandon Van Every Seattle, WA
T-shirt that landed someone a job: "I'm not an asshole,
I'm a Shaper!" http://www.teams.org.uk/shaper.htm