Persona 5 and how MBTI can expose writing (in)consistency
Weāre studying writing and narratology as self taught, we are passionate about narrative in general and we believe in MBTI as a tool to analyse things and frame both reality and fiction in a different way. These are our opinions on the matter of how MBTI can be useful in approaching plot and character consistency, but donāt take it as a scientific paper;
Weāre writing this article after a good 3 runs and various hundred of hours spent in this game per mod. Weāve already analysed the whole main cast and tried to explore everyone of them more in depth, so please donāt take anything in this article as an attack to a certain character or the game as a whole. We love P5 and P5R wholeheartedly - for this reason, we canāt overlook problems when they arise;
Big huge enormous spoilers for both P5 and P5R.
Characters are the most important element of a story - yes, even more important than the plot. Especially if you consider that a plot is, basically, characters doing stuff to reach a goal. Lots of stories revolve around a particular event or atmosphere, a fictional world to explore, or an issue, but there will always be characters in them because, as human beings, weāre attracted to people, their flaws and their problems.
So, if characters are the basis of a story, going deeper we see how fictional works tell us about how and why people overcome hardships and become a better person in the process (tragedies surely exist, but they arenāt the norm). Thatās what is called the transformation arc.
That being said, how do we use MBTI?
Since cognition is essential and behaviors mean nothing, we tend to look at characters both from a narrative and metanarrative standpoint. This means putting aside what characters do or what they like, and focusing on how they gain information, make decision and what are their motives. Since stories tell us about people and their struggles, itās interesting to understand why characters act in a certain way, what really moves them forward.Ā
This approach, inevitably, must compromise with the fact that fiction is made by people, and people can make mistakes. Works of fiction arenāt flawless and sometimes, trying to find what type a character is, is a way to bring light to those problems. Rules are a social construct, theyāre fluid and constantly change, but they also provide useful tools to analyze stories, discovering their strength and their flaws. So, stories arenāt defined solely on strict rules, however MBTI can push one to better understand what is a good story or a well-written character and, vice-versa, why stories can fail to amaze us.
Because itās an excellent case study to show both how our typing process must adapt to face different situations, and what means to analyse a wide cast of characters that arenāt always perfectly written. The cast, though, is diverse enough that you can have characters with similar or opposite types that interact for 100+ hours, and this creates a very interesting setting for comparison and conflict.
Moreover, the confidant system can be a golden source MBTI-wise, because, if properly developed, a confidant can give us great insights about the character, or show other sides of them outside the main plot.Ā
Persona 5 offers really great examples of what means to differentiate between typology and tropes when typing. Since weāre talking about fictional characters, we must acknowledge that sometimes there is a correlation between certain tropes/archetypes and certain types (mbtinotes on Tumblr talks about this more in depth here: https://mbti-notes.tumblr.com/spotting#fiction ). This, though, isnāt a rule and mustnāt become a limitation when typing, because cognitive functions work regardless of tropes, exactly as they do regardless of behaviors. P5 has both types that follow the tropes they are often associated with, and types that are completely different.Ā
Ryuji is one of the main example belonging to the first case. He matches the Book dumb and Dumb blonde tropes, alongside with the Hot-blooded and Idiot hero ones. Those traits are usually linked to Se doms: always hungry and with lots of energy. In Ryujiās case, though, heās not an ESFP (only) because heās loud and reckless, but also due to his approach to life and general cognitive process. That being said, itās also true that he embodies the most common conception of what an ESFP looks like.
A similar example also applies to Akechi: heās presented as the smart ace detective (The Ace) and later on as the mastermind traitor. He possesses many traits often linked to ENTJs, especially when theyāre the villain, antagonist or anti-hero of the story. This doesnāt serve as a limit to his character though, and Akechi shares the majority of a young ENTJās cognitive process, alongside with some of its tropes.
On the other hand, P5 also offers characters belonging to the second case, for whom only looking at their tropes and role in the plot can be misleading typing-wise.
It's the case of Futaba: sheās an INFP according to our typing process, however the game always stresses her quirky and antisocial side, something so strong it defines her as a person even after her narrative arc. This is why many people type her as INTP, since those traits are often linked to Ti doms, high Ne users or rationalist types.
Another example is Yusuke: we typed him INTJ even though the community often refers to him as an ISFP. Our main complain regarding Yusuke as an ISFP is about how this type is justified only using the tropes heās associated with. Since Yusuke is a bizarre artist and a weirdo, he must also be an ISFP in love with painting, art and beauty, right?
Well, this is true, but not because heās an ISFP. His behaviors donāt stem from an ISFP cognition, rather from the one of an INTJ, in our opinion.
Narrative arcs define the plot, but (following a shonen structure) they also sadly tend to be too much stand alone in the game, especially when it comes to character development. This leads to a situation where characters shine in their narrative arc, but then just sit in the background for the rest of the game, as a part of the Phantom Thieves. This isnāt entirely a bad thing, since Persona 5 revolves around a large cast of characters and tends to focus more on the group as a whole, so this structure suits the gameās leitmotif appropriately. However, narrative arcs surely enhance what we said about tropes and stereotypes, not always in a good way.Ā
Thereās also the problem of characters following the plot/comic gags instead of the opposite. A story may undoubtedly be full of gags and fanservice without it compromising its characters and their purpose inside the narration, but problems arise when said characters must adhere to rules set by the plot, rather than being realistic people freely taking actions and making mistakes.
More specifically, weāre referring to:
This, in our opinion, is the most emblematic case about narrative arcs and how they tend to be isolated from the rest of the game. Annās arc doesnāt revolve around a big issue, differently from others later on where the Phantom Thieves face threats against the entire Japan. However, Kamoshida feels like a real villain and the pain inflicted to his students isnāt less relevant than other issues. The firs arc tells us a story about harassment, how it may lead to victim blaming, social exclusion and extreme actions like Shihoās attempted suicide. So, the game surely starts with a realist and captivating take, but what lies after it? Sadly, not much. From that moment on, Ann still remains the most sexualised member of the group and is often the one whose body is used as a tool to gain intel or other useful things - Yusukeās modeling affair and the second letter of recommendation on Shidoās ship are just two blatant example.
And while Ryujiās confidant is simple and straightforward yet still works properly, Annās one can be dull, revolving around characters less interesting and engaging than the ones we see during Kamoshidaās arc. Moreover, her confidant takes place while Shiho is still recovering, so we see her mentioned only few times.
Every awakening in Persona 5 is thrilling and moving but, speaking for us mods, we think that Makoto has one of the most galvanizing. Her arc embraces the leitmotif of rebellion and it works even better than the others since she always appears as a diligent and polite student. But is there something more after her awakening? Sadly, as we saw for Ann, the answer is no. Makotoās confidant is plain, a simple solution placed by developers to show her personality while introducing new characters. It works, but it doesnāt give a further twist to the premise the game showed during her awakening. Not to mention that, despite her decision to less blindly follow the rules, Makoto is often relegated to the mom friend/dutiful student role, reminding others of rules and schoolwork and stuff. Yes, she has a relevant role in Saeās arc, but we still find her confidant lacking what is shown during Kaneshiroās arc.
Futabaās arc is interesting on many levels, especially because we see how a hikikomori undergoing severe traumas can overcome them, thus becoming a healthier person. Even though her arc is one of the most emotional in the game, Futaba quickly resets to a stage where sheās more of a comic relief than a vivid character and she often kicks in just to mock the other thieves or to solve problems tied to computer science and technology. Yes, this is coherent to her character, at the same time it often closes her in stereotypes since Futaba is limited by those roles rather than showing her new and mature side.
Kasumi and Sumire and the lack of closure
Sumireās arc and confidant deal with finding acceptance and a new balance between her old and new self, since Sumire slowly accepts her sisterās death. Or, at least, this is what the game tries to convey to the players. We love what Persona 5 Royal added to the main game and we played both versions for hundred of hours, however we must admit how both of us mods found lack of proper character development throughout Sumireās confidant. Her arc does a great job in showing how much pain she had to endure and how she begins to live with her sisterās death. But at the same time her confidant doesnāt give her a new starting point, in our opinion. Why? Because reaching rank ten with Sumire means that she just finds a new way to be tied to Kasumi, and not in a completely healthy way. Sumire admits how gymnastic was a way to be together with her sister and how she loved accessory activities tied to the sport, like eating ice cream after training, more than the sport itself. So, Sumire never really cared about the competitive side of gymnastic and, at the end of her confidant, it seems like she sticks with it just as a way to be tied to Kasumi again. Yes, this is surely a healthier way than the one she took with Marukiās help, and we know how our opinion regarding Sumire can be controversial, at the same time we donāt think her confidant truly ends her arc properly.
What has typing every character highlighted?
After 3 playthroughs, two platinum trophies and many hours spent discussing this group of punks, we used MBTI to give a structure to our articles and, unexpectedly, we often had to slightly change our approach in typing the main cast. Itās been a huge project of analysis, research, reading online discussions and further learning. In the end, weād like to write down our own conclusion about these characters. This specific section might be a bit more about our personal opinions, though.
Typing the protagonist was the wildest part of this project. Since heās mostly an avatar controlled by the player, we knew everything had to be taken with a grain of salt. We separated canon from playerās choices, as a way to find what makes the protagonist a real character (sadly, not as much as he would have deserved). We also tried not to rely too much on gameplay mechanics in typing. In the end, we progressed by process of elimination, discarding the option that surely didnāt fit.
We agreed on ENFP for him, but ENTP isnāt a bad match either. Even if a character so malleable by the player canāt be associated to a single type so easily, we do believe that a starting point somehow exists. Our hope for the future is that in new games weāll get to play a real character, though.
Morgana was pretty hard to type, especially regarding the perceiving axis - which is a pity, because heās not the stock ESTJ type of character. But since heās the mascot of the Phantom Thieves, Morgana is often even more stereotyped than the other characters. He decently shows his dominant function during the game, but way less his auxiliary and tertiary ones, since his personality gets subdued by his function as the sidekick of the protagonist.
We talked above how tropes arenāt always detrimental and Ryuji is the perfect example of this concept. He was the easiest character to type, due to his simple (yet defined) personality. Ryuji demonstrates how a character doesnāt have to be complex or multifaceted to be interesting and loveable.
Ann is the opposite case of Ryuji: a character driven by plot rather than by being a vivid person. We arenāt saying we dislike Ann (honestly there isnāt a thief we properly dislike), but we must admit how typing her was really difficult, and not because sheās too complex. Itās safe to assume sheās a Fe dom, however the game doesnāt give any solid clue about her perceiving axis - we traced down Si only by elimination and because her confidant show a clear FeNe loop, but otherwise the game offers nearly no clue of her Si (or Ti). Annās personality canāt shine properly in a game where, outside her narrative arc, she often has to follow the role of the āattractive/supportive characterā assigned to her.Ā
Yusuke is an interesting case: typing him wasnāt easy, but, contrary to Ann, just because heās more complex than he may appear. Under the āartistā trope (that misled the majority of the community towards ISFP) thereās a character with less predictable sides and a well-written arc. Also, a very nice example of a non-textbook INTJ, since these types are often associated with science and/or greater battles in life. Yusuke was a nice surprise to find.
Typing Makoto was a bit of a slow process, since there isnāt a popular type assigned to her by the community. At the same time, identifying her cognitive functions wasnāt too hard, so we can at least say sheās a relatively solid character, meaning that even if sheās mostly a textbook ISTJ, she still shows the development process of her inferior Ne and tertiary Fi in her confidant. Her growth is pretty linear, and the problem lies precisely in the lack of a proper twist in her personality, since she could have been far more interesting and less predictable.
Futaba was hands down the hardest character to type, since sheās tied to all the stereotypes of being quirky, asocial and nerd, usually associated with INTPs. Futaba perfectly shows how a theoretically well-written character canāt shine under specific circumstances: she has an emotional and complex arc, which was in fact our starting point in typing her, since itās a pretty clear example of a FiSi loop. Yet, she acts more as a comic relief or as a source to solve IT-related problems, and her functions arenāt properly shown.
Despite the meme of Atlus hating her and not giving her the proper screen time (which isnāt untrue), Haru was pretty easy to type. Sheās a nice example of how a character doesnāt have to follow his typeās tropes to feel real. Haru isnāt the typical daydreaming INFJ with a saviour complex, and in fact she gets sometimes mistyped as INFP. Unluckily, as for Ann, the game doesnāt do a good job in giving her a well-rounded personality, and in fact finding evidences of her third and fourth functions was pretty hard.
Akechi is probably the most multifaceted and complex character in the game, at least in P5 vanilla - we believe Maruki lowkey stole that record in Royal. However, since heās a well-written one (even if he still lacks a proper narrative arc, to a certain extent), Akechi wasnāt hard to type. The most interesting thing is that he may seem the classic ENTJ with a psychopath/killer personality, but in reality, he probably doesnāt suffer from any mental illness, and his character revolves around what happens when functions are used unhealthily, or are excessively underdeveloped. For this exact reason, though, we find a pity that the game doesnāt properly address the consequences and aftermath of a teen that had to commit severe crimes and murder people to find a place in life.
Kasumi (ENFP) and Sumire (ISFJ)
Thereās a lot to say about Kasumi and Sumire, especially regarding their role in the plot and their confidants. Typing them wasnāt easy, since we only see Kasumi through Sumireās actions, and both of them have a half-confidant instead of a proper one each. So, with both sisters we had to proceed a bit by process of elimination, since they appear for a relatively short time and without super strong evidences of their types despite a few functions. Sadly, they highlighted how writing characters for plotās sake rather than by making them vivid may lead to incomplete narrative arcs.
Weāve come to the end of this article. Thank you for reading!
This officially concludes our journey with the P5 main cast - itās been a wonderful experience to learn more about both MBTI and the characters of the game we loved so much. If you want to discuss things with us, weāll gladly listen. You can reach out here on Tumblr in comments, asks and dms, as well as on Instagram.
(And, if youāre interested, weāve also wrote about Maruki, Sojiro and Tae).