I want to discuss the mindset of designing character by designing their relations. This mindset is not new by any mean. I am just bringing it to the spotlight.
In the following I try to show the difference between focusing on character and focusing on relation. I am not trying to make a case to say which is better.
I am just trying to show the difference in order to focus the discussion.
Focus on Character:
"This story is about a hero who skills up to defeat a villain."
Focus on Relation:
"This story is about an escalating antagony that is unresolved due to a series of unfortunate events that are never put into perspective."
When you focus on a character, you think in terms of the abilities and actions the character could use to overcome those challenges.
When you focus on a relation, you think in terms of the events and interactions that could happen to overcome those challenges.
Six Types of Relation to Design
In a game, there are three basic types of entities. They are the Player, the PC, and the NPC. Therefore, among these entities are six
types of relations. They are:
1) Player x Player - The relation between a player and another player (Think of a multiplayer game.)
2) Player x PC - i.e. is the PC just a vessel for the player? Does the PC break the fourth wall? Does the PC has its own thoughts?
3) Player x NPC - i.e. Is there an NPC that knows that addresses the player as the player?
4) PC x PC - (In the situation with multiple PC that are controlled at the same time.)
5) PC x NPC - The relation between a PC and an NPC. (e.g. The hero and the villain.)
6) NPC x NPC - The relation between NPCs (e.g. The hero's master and the villain.)
If you are conscious of these relation, you could design each of them to fulfill a role in the game. If you are not conscious of these relation,
they will still exist, and they may take the form of the "default", which is your familiar assumption.
* A note about "PC". A character is a PC when it is controlled by the player. When that same character is uncontrollable but is still active, the character is
serving as an NPC. For the same character, sometimes, the Player could control the action but not its intention. In that case, you could think of the body
of the character is serving as PC, but the mind of the character is serving as NPC. As you see, very soon the terms "PC" and "NPC" would become
insufficient to describe the varieties.
What to do from here:
a) Do nothing
b) Discuss what modes each relation type can have
c) Pick a game and identify the modes of each relation type
d) Identify an under-used relation mode
e) Discuss where this type of consideration would sit in the overall design process
f) Design a story/game based on this and see what happens
g) Discuss how to enforce a relation without irritating the player
h) Discuss how to let the player affect a relation without exploding the complexity of the design