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Re: Interactive storytelling and me; and a challenge



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