How to create compelling videogame characters, by Far Cry 3's lead writer

"How the world reacts to your character tells you who you are," says Jeffrey Yolahem.

The latest contender in the crowded autumn/winter release schedule is Far Cry 3, an open-world FPS from Ubisoft, which comes out next week. I played Far Cry 2 back in 2008, and it was notable as a sequel which discarded much of its heritage and tried to do something new. Far Cry 3 isn't that beholden to its predecessors, either, and one of the key messages from the developers was that they wanted this to be a game which was self-aware. 

The Guardian's preview described it this way:

Quite why Jason [the protagonist] is suddenly so good at killing people is often questioned, and the unspoken answer to that question is that he's the lead character in an action game. Before the player arrived and took control, he wasn't, and as he meets his friends after he's come under new management (as it were) they note the change, and they're a little disturbed. Jason isn't behaving normally at all. Jason is a violent protagonist because you've made him into one, and the game isn't shy about telling you that.

...

Jason is given a flamethrower by a man who claims to be from the CIA but might just be a conspiracy nut with a lot of professional-looking equipment in his basement. He's told to go and burn down drug plantations to attract the attention of bigger, more important warlords to the island, so he does. As well as burning crops, the flamethrower burns people – groups of soldiers that might have posed a problem beforehand are now easy pickings, as Jason leaps out from cover and immolates whole squads of them.

Combat, always a careful combination of recon and timing, becomes far too easy and there's a jolt of pleasure in that because it's been so difficult beforehand. And then Jason says "Man, I fucking love this gun!" to no one in particular, and you realise that Jason's enjoying this as much as you are and you're playing a game while Jason is burning men to death in a drug-field.

That raises inevitable comparisons with Spec Ops: The Line, which disrupted the gleeful fun of most military FPSs with its inclusion of post-traumatic stress disorder (read Tom Bissell's excellent piece on it here), and points to an interesting avenue for shooters: irony and postmodernity.

Anyway, I wanted to talk a little bit more about the writing of Far Cry 3, and spoke to its lead writer Jeffrey Yohalem, who previously worked on the Assassin's Creed series. Here's an edited version of our chat.

How do you approach writing your characters?

I try to take a different line of thought with each character. I think of Lewis Carroll, and tried to take a bunch of things in society I wanted to talk about. So with Dr Earnhardt, the line is drugs, and escape through drugs. What would drive someone to do that?

How much of games writing is dictated by technical challenges?

That's what this game is all about - it's a game about videogames. Each Far Cry game is about darkness - our references are Heart of Darkness, Apocalypse Now, the Deer Hunter. But we wanted to take extreme versions of the ideas and characters in those, rather than the opposite. Take the CIA agent you meet - and yes, there's a CIA agent, the cliche lines run so deep. But we wanted to subvert it, make it something the player doesn't expect. So you're asked to think about why a CIA agent would take the time to talk to you when the world is ending. In this, players are talking about videogames, but without breaking the fourth wall. 

You can work within the limitations as long as you acknowledge them.

With such dark reference points, were you worried, therefore, about making it fun? Doesn't that undermine the message?

The answer is not punishing people: I'm thinking of those movies that make themselves a painful experience to watch. We didn't want to do that. 

Do you think the protagonist in an FPS should be a character in themselves, or a blank slate on to which the player can project him or herself?

In this game, Jason gets tattoos - that's a big part of it. And you can definitely use the gameplay and the game system to create emotions about your lead - look at those old adventure games like Cyberia or The Longest Journey.

And there are ways to create character without dialogue. Take Half-Life 2: you see the lead character takes the tram, he works in a laboratory; you see how people treat him - they are respectful to him. How the world reacts to your character tells you who you are.

FPS games don't tend to have the best record in having interesting female characters. Does that bother you?

I hope our female characters are complex - and when those female characters are treated sexually, it's subverted.

Why did you choose to be a games writer?

When I was little, I would play games. And the ones that were really good felt like someone else was in the room. I was friends with those videogames. But 99 per cent of games create no warmth - yet the one per cent that do (like Beyond Good and Evil, or Prince of Persia), are like having someone there. 

And I love how you experience games: not passively, like a book; but not in one session, like a movie. I love that I sleep between sessions of playing, and I find that I'm dreaming about it. 

A still from Far Cry 3.

Helen Lewis is deputy editor of the New Statesman. She has presented BBC Radio 4’s Week in Westminster and is a regular panellist on BBC1’s Sunday Politics.

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Will playing a farting corpse allow Daniel Radcliffe to finally shake off his Hogwarts associations?

Radcliffe is dead good in Swiss Army Man – meaning he is both good, and dead. Plus: Deepwater Horizon.

Actors who try to shake off a clean-cut ­image risk looking gimmicky or insincere – think of Julie Andrews going topless in SOB, or Christopher Reeve kissing Michael Caine in Deathtrap. Daniel Radcliffe has tried to put serious distance between himself and Hogwarts in his choice of adult roles, which have included Allen Ginsberg (in Kill Your Darlings) and an FBI agent going undercover as a white supremacist (Imperium), but it is with the macabre new comedy Swiss Army Man that he stands the best chance of success. He’s good in the film. Dead good. He has to be: he’s playing a flatulent corpse in a moderate state of putrefaction. If ever there was a film that you were glad wasn’t made in Odorama, this is it.

The body washes up on an island at the very moment a shipwrecked young man, Hank (Paul Dano), is attempting to hang himself. He scampers over to the corpse, which he nicknames Manny, and realises he could use its abundant gases to propel himself across the ocean. Once they reach another shore and hide out in the woods, Hank discovers all sorts of uses for his new friend. Cranked open, the mouth dispenses endless quantities of water. The teeth are sharp enough to shave with. A spear, pushed deep into Manny’s gullet, can be fired by pressing down on his back, thereby turning him into an effective hunting weapon.

On paper, this litany of weirdness reads like a transparent attempt to manufacture a cult film, if that term still has any currency now that every movie can claim to have a devoted online following. The surprising thing about Swiss Army Man is that it contains a robust emotional centre beneath the morbid tomfoolery. It’s really a buddy movie in which one of the buddies happens to have expired. That doesn’t stop Manny being a surprisingly lively companion. He talks back at his new friend (“Shall I just go back to being dead?” he huffs during an argument), though any bodily movements are controlled by Hank, using a pulley system that transforms Manny into a marionette.

The gist of the film is not hard to grasp. Only by teaching Manny all the things he has forgotten about life and love can the depressed Hank reconnect with his own hope and humanity. This tutelage is glorious: improbably ambitious DIY models, costumes and sets (including a bus constructed from branches and bracken) are put to use in play-acting scenes that recall Michel Gondry at his most inspired. If only the screenplay – by the directors, Daniel Kwan and Daniel Scheinert – didn’t hammer home its meanings laboriously. Manny’s unembarrassed farting becomes a metaphor for all the flaws and failings we need to accept about one another: “Maybe we’re all just ugly and it takes just one person to be OK with that.” And maybe screenwriters could stop spelling out what audiences can understand perfectly well on their own.

What keeps the film focused is the tenderness of the acting. Dano is a daredevil prone to vanishing inside his own eccentricity, while Radcliffe has so few distinguishing features as an actor that he sometimes seems not to be there at all. In Swiss Army Man they meet halfway. Dano is gentler than ever, Radcliffe agreeably deranged. Like all good relationships, it’s a compromise. They make a lovely couple.

What to say about Deepwater Horizon? It’s no disaster as a disaster movie. Focusing on the hows and whys of the most catastrophic accident in US oil drilling history, when an explosion consumed an oil rig in the Gulf of Mexico in 2010, it doesn’t stint on blaming BP. Yet it sticks so faithfully to the conventions of the genre – earthy blue-collar hero (Mark Wahlberg), worried wife fretting at home (Kate Hudson), negligent company man (John Malkovich) – that familiarity overrides suspense and outrage.

The effects are boringly spectacular, which is perhaps why the most chilling moment is a tiny detail: a crazed seagull, wings drenched in oil, flapping madly on the deck long before the fires start. As a harbinger of doom, it’s only mildly more disturbing than Malkovich’s strangulated accent. 

Ryan Gilbey is the New Statesman's film critic. He is also the author of It Don't Worry Me (Faber), about 1970s US cinema, and a study of Groundhog Day in the "Modern Classics" series (BFI Publishing). He was named reviewer of the year in the 2007 Press Gazette awards.

This article first appeared in the 29 September 2016 issue of the New Statesman, May’s new Tories