The test can be taken FREE at http://www.keirsey.com. It requires a log in but after creating an account you seem to be able to take the test as many times as you want. I've taken it more than once on my account and it hasn't stopped me yet, anyway. After completing the test, the website gives you what they call a "Mini report". This tells you which of the four 'Temperaments' you fall into and gives an explanation as to what that consists of. For example, here is the first paragraph or so of my results:
|Your Keirsey Temperament Sorter Results indicates that your personality type is that of the
Idealists, as a temperament, are passionately concerned with personal growth and development. Idealists strive to discover who they are and how they can become their best possible self -- always this quest for self-knowledge and self-improvement drives their imagination. And they want to help others make the journey. Idealists are naturally drawn to working with people, and whether in education or counseling, in social services or personnel work, in journalism or the ministry, they are gifted at helping others find their way in life, often inspiring them to grow as individuals and to fulfill their potentials.
This result is free. Now, within each temperament there are four 'Types'. For example, the four types of idealist are 'Champion', 'Counselor', 'Healer' and ' Teacher'. In order to get an 'advanced report' including these more specific results costs about $20 each time, so that's about £15 per person we test. Fortunately, we're not concerned with this level of result, so the free test will do us just fine.
The KTS itself consists of 71 questions and takes around 10 minutes to complete when answering questions honestly. There are some questions that make you think "What do they mean by that?" but these don't crop up too often and for most of the questions I felt that one of the two otpions given applied more to me. Here are the first 5 questions on on instance of the KTS (Each time you take the sorter the order of the questions are randomized, it seems, but the questions themselves remain the same):
1. If you must disappoint someone are you usually:
frank and straightforward OR warm and considerate
2. Which appeals to you more:
harmonious relationships OR consistency of thought
3. In sizing up others do you tend to be:
friendly and personal OR objective and impersonal
4. At work is it more natural for you to:
point out mistakes OR try to please others
5. In making up your mind are you more likely to go with:
data OR desires
The next step is to test and refine the functionality of the artefact, both within the team and with people we know that we wont be using as subjects in the testing phase. We're still working out the exact timings but most likely I'd say this will take up a week or two before we're ready to get stuck in and think about moving onto the testing phase.
Still, with a few prop deletions and some moving about of houses, we managed to get it working. Rich is now looking at 'Idle' NPC behaviour scripting whilst I took up the challenge of writing dialogue for Lauren, our 'Personal Narrative' character.
At today's meeting I will be showing this to the rest of the team, as we are all collaborating the tasks we have done, whether that be dialogue, scripting, whatever. It's always a strangely nervous thing, showing your team your creative...works. Whilst in my head all this dialogue sounded good, to someone else it might be rubbish. We'll see.
One worry I'm having is that we pretty much decided as a team not to have recorded voice acting for various reasons. Namely that of the testers recognizing the voices of whoever we got to do it. This is all well and good, but I think Lauren will need a VA. In the short amount of time the player will be spending with her, I don't think we're going to be able to get the right level of emotional delivery from text and animations alone.
We have pretty much decided on the use of a Market Place as a hub, however I have a minor problem with that setting. My worry is that to make a convincing market, we'll need quite a large amount of NPCs. Now it is easy enough to make these random NPCs uninteresting and we can simply not give them conversation trees, but we must make sure our important characters stand out as we don't want randomers to become distracting in such a short artefact. 70 hour Dragon Age, this is not.
Player Character - Leon
A high ranking member of the town guard, the artefact takes place during his daily patrol of the market. He knows all 5 NPCs personally. I have given him a name, though this is not a necessity. But it might be more believable if our NPCs refer to him by name in certain situations, and it also makes it easier to describe the NPCs relationship with the PC in designs. I chose Leon because it is relatively interesting and uncommon, but not too much of a mouthful.
I thought Rosa was a nice, simple, and appropriate name for the 'personal narrative character', ie the love interest. She is a seamstress, and sells the clothes she makes at a stall in the market. She is friendly with Leon and speaks to him every day as he does his patrol. She lives alone in a small house near the market. This house is owned by her mother, but she works as a servant in the castle and so lives there. Her father died of an illness a few years ago. When Rosa meets Leon in the market, she asks for his help in ridding her house of a spirit that has appeared. When Leon arrives it is a very small task to remove it, and then the scenario can focus on the interaction between the two.
Despite needing help with the spirit and not being a fighter, Rosa isn't easily scared. She has to be likeable, and will be confident around Leon. She takes quite an obvious interest in him, but doesn't make conversations awkward. She has a good sense of humour and likes to ask Leon about his history and dreams, and enjoys telling him about her own as well. She is lively, cheerful, and likes to make physical contact alot. Her humour is very important, and I think it is important the player can have the option to make jokes at her expense and have her laugh about it. Characters who don't take every little thing to heart tend to me much more likable. (Morrigan Disapproves - 10)
I have no idea where that name came from, I was just thinking of something Italian sounding after playing far too much AC2 and that came to me. I think it is quite suiting for an elderly scholar, which is what I consider our world narrative character to be. Moravici works at the castle and has spoken to Leon on a few occasions there. He is in town picking up some more writing equipment, and when the player speaks to him the conversation ends with him offering to explain to Leon a bit about the history of Northreach. Moravici says he will be available in the castle library all day.
This is 'Mysterio', and if possible I'd like to give him a big scar over one of his eyes. Because nothing is more intriguing and mysterious then wondering where a big wound came from. All that is known about Anton is that he is a former soldier who sustained heavy injuries during one battle, hence his diminished combat efficiency now. He lost something very dear to him a few years ago in a mission into one of the dungeons below the city, and he has finally decided to retrieve it. As such, he is in the market picking up equipment and looking for somebody to help him.
The gruff, buff, 'Tank' character and another part of the Town Watch. He's in the market looking for Leon, and says that some monsters have managed to get in the city and are causing mild havoc at the library. He wants the PC to meet him there ASAP.
She is the healer. Very similar to Draco in her personality, what little of it there is to concern ourselves with. She passes on a message to Leon from his superior that there are some bandits hanging out at one of the old abandoned warehouses on the outskirts, and he has to clean them out before the end of the day. Lucinda has been told to back him up, and she will be waiting for him outside the warehouse when he is ready.
Right, I think that's enough for character brainstorming! Back to Assassin's Creed 2.
Most of this stuff has to be done away with for this artefact. There is simply no purpose to create depth that is never going to be discovered. All we need is something to contextualise the artefact, and a relatively small amount of background information to give our narrative orientated NPCs something to harp on about.
At the moment, I'm thinking along the lines of a military occupation by another nation. This gives our love interest motivation: "Hold me in these times of need". Our bard has sufficient material for his lectures on: "These two nations have been at loggerheads since the dawn of time. Or a decade ago take your pick". Our gameplay orientated characters also have some bad guys to slay. Everyone likes taking part in rebellions.
Another idea is that the player character takes the role of a member of a royal guard, and is of relatively high rank. This should give the player reasonable access to other people at the castle. Fellow guard members for battles, scholars in the library for the world narrative, and I dunno....maybe a maid he fancies for the love interest, or the queen herself? A castle might also make quite a good and believable 'hub' for the player to wander around and find each NPC in their contextually relevant locations.
So I have just had an idea. How about we let the player choose? Imagine this: we have a central hub with 5 NPCs lined up along a wall/sat around a table/whatever. You can go up to any NPC and he or she will give you a brief introduction. So the love interest may say "Hello, my name is Laura. I think you are uber-sexy, would you like to come to my house where we can get to know each other more intimately?". Whereas the gameplay orientated "Tank" character might say "'sup. They call me Captain Death. Let's go smash some dragons with a spade".
This would allow us to find what type of NPC had the most initial appeal for each personality type. The player would then play through all 5 scenarios in whatever order they choose and then fill out our questionnaire, which would tell us which character has more lasting appeal for their personality type.
The solution was to not let me have my way, and also to reduce our experiment to one artefact, although in our report we will mention the second artefact as an area of further study if we were given more time and willing subjects. As for profiling, we will be splitting subjects into four psychological groups using the Keirsey Temperament Sorter, which is just a quick google search away if you are interested.
We also got a good tearing into for our report writing after the submission of the design document, which is fair enough. We now know how to improve it for the final report so that we don't, you know, fail miserably!