This has been stuck in my head as I've been reading through Influencer by Patterson, Greny et al. It's a book about how people change their minds - in some ways a practical companion to the Heath Brother's Switch - and it's chock full of interesting stuff. But the bit that's been riding me has been that about persuasion and how it works.
See, verbal persuasion (making a good argument and so on) works pretty well in lots of situations so long as the recipient trusts your intentions and your expertise and so long as they're not already invested in the subject. If another cook offers you a tip on how to prepare garlic, odds are good you'll change your behavior and give it a try provided you don't think they're trying to pull a fast one. But for less tractable issues, ones where there's already an investment or other sorts of gravity? Well, the book puts it quite well:
Consequently, whenever you use forceful and overt verbal persuasion to try to convince others to see things your way, they're probably not listening to what you say. Instead, they're looking for very error in your logic and mistake in your facts, all while constructing counterarguments. Worse still, they don't merely believe you're wrong, they need you to be wrong, in order to protect the status quo. And since the final judge exists in their own head, you lose every time.
I read that and had to go dig up a highlighter to mark it, because I had never seen every argument on the internet, ever, described so succinctly.
The author's go on to assert that the best real persuader is personal experience, and I have to agree with that. Seeing and doing real things impacts people profoundly, in a way that just thinking or talking about it does not. But they concede the problem with that is that experience can be hard to come by, especially specific experience. And that is where stories come in.
The book has an interesting output driven view on stories as our most effective tool for creating vicarious experiences. That is to say, if you can't actually be there, a good story from a good storyteller is the next best thing in terms of power to influence how you think. This is not news - marketing has been telling us for years that we sell with stories, but I found this the most practically explained framework for the idea to date.
And it also has me thinking about what we mean when we say stories. What's interesting about this approach is that it talks very little about how to tell good stories, instead acknowledging that it can be done well or poorly and moving on, and just concentration on the _outcomes_. This fascinates me because, I think, it highlights some of why the term is so contentious in gaming as some people talk about inputs and others talk about outputs, and are then so busy stabbing each other to sort it out.
Anyway, I'm still chewing on this, but I needed to get it out of my head and into circulation.