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)



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--> perhaps Normalizing 

(as per tcaudilllg)
: The context of the game. This is almost the same as the system but with genres. Horror, adventure, action. There are many mechanical variations of a genre, you can have an FPS horror like Doom or an FPS gunwank like COD.
: The experience of the game. I think the Jimquisition guy is an ESFp and all of his critiques are about how the game is boring or not boring, or about how it can be as difficult as etc. This also has to do with difficulty and not actual experience points, which is a Te algorithmic function in the
