I'm recovering from a recent WoW addiction and I would like some help with extracting some value from the time I lost playing the game.
The game is very addictive and I was thinking if this addictiveness can be implemented in real world.
Socionics may provide a way to define the classes.
In WoW there are multiple races, multiple classes and in each class you can further become one of 3 specialists within that class.
With all this abundance, in the end, you will get only 3 types of players in cooperative game: Tank (damage taker), DSP (damage dealer) and Healer (responsible for keeping everyone alive, especially the tank).
I'm not trying to define something as complex as WoW BUT, what would be the best split of the 16 types in classes?
I was thinking about the Clubs as being closer to the concept of "Class". Researchers, Socials, Pragmatists and Humanists. What do you think they should be renamed to? I was thinking that maybe Humanists can become "Healers" and Pragmatists "Warriors"... Researchers maybe.... "Hunters"...
I'm thinking about using "Projects" as the equivalent of "Quests" and within each project, in each phase, to suggest roles for certain classes.
Low-level quests could be represented by exposure to information in a step-by-step. Ideally with each class/subclass having specific quests. For example, Healers could learn about something like Nonviolent Communication, Solution Focused Coaching and such. Warriors could learn about Kaizen. Researchers about TRIZ or Lateral Thinking.
Socials have casted "cloak of invisibility" towards me, I somehow cannot place them in the system as well as the others.
What do you think? Any input is welcomed.
Here is an image of the way Dragon Dreaming sees the role of Information Elements in Project management: