It would be cool to have an MMORPG that was structured/balanced around the 8 functions and 16 types, although not necessarily using the explicit Socionics jargon. When creating a character, you'd choose a main class (The dominant function), and then a secondary class (the auxiliary function). I think it would be cool if the classes worked out so that contrary classes (functions) would not work well together, and complementary ones would. Here's what I brainstormed:
T – Equipment
F – Players/NPC’s
S – Direct Effects
N – Indirect Effects
I - Long term, strategy creation
E - Short term, strategy adaptation
Ti – Item Creation, Crafting (Making custom items to fit a personal strategy; Having gear with buffs you can switch in/out)
Te – Logistics, mercantile (Minimizing equipment costs; having the best gear for yourself and your team depending on the situation)
Fi – Long term individual buffs/nerfs, summoned companions (Big buffs and nerfs that affect an individual character for a long period of time, making your strategy revolve around that relationship; summoning animal companions)
Fe – Short term group buffs/nerfs (quick buffs/nerfs for groups of characters, good for adapting to changing circumstances and group dynamics)
Si – Enchantments, permanent effects (Permanent or very long term effects that allow you to shape the environment to your needs; Permanently enchanting zones to receive benefits when there)
Se – Direct Damage (mundane), short term combat buffs and nerfs (Buffing the damage for an upcoming attack; "intimidation" abilities)
Ni - Illusion (Classic illusion/control type spells; long term effects)
Ne – “Reveal” spells, scouting, ? (Not sure exactly where to go for Ne, although I want it to be short term/adaptive and indirect)