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.

Philippe Halsman/Magnum Photos
Show Hide image

Peter Adey's wonderfully digressive book explores the science and history of levitation

From flying carpets to rocket men, we have always dreamed of defying gravity

In the winding rooms of Rotterdam’s Museum Boijmans, among Dürer’s eldritch owls and Man Ray’s one-eyed metronome, is an extraordinary oil painting by the Haarlem artist Frans Post. Dated to 1648, it is notable not just for the fact that it depicts a Brazilian landscape, complete with cacti, armadillos and iguanas, but because, rising from the jungle, over those exotic flora and fauna, is a white-robed angel. The hermaphrodite being hangs there, quite matter-of-factly caught in mid-air, like a three-dimensional wisp of smoke, or a Renaissance scene reimagined by Michael Powell and Emeric Pressburger. The image is made even more enigmatic by the way that the gallery caption declines to mention the angel at all.

Who hasn’t dreamt of levitation? When I was a boy, at school Masses I prayed hard that my pious thoughts would lift me into the air in our suburban Catholic church. I would lean forward on the balls of my feet, ready to launch myself upwards, to the astonishment and admiration of my fellow pupils. Perhaps it was something about the vaulted roof and its yawning space that tempted me, or maybe the bursting filtered light of stained-glass windows hypnotised me. Perhaps I just got high on the incense. But I must have also heard of Padre Pio, the Italian mystic who, as Peter Adey observes in his brilliant book, could fly so high that during the Second World War he rose like a barrage balloon to deter Allied bombers from blowing up a munitions depot in his home city of San Giovanni Rotondo.

These days we are blithely accustomed to being in the air. I have written part of this review 24,000 feet above the English Channel, flying without any effort, holy or otherwise, of my own. We send drones into the sky and astronauts into zero gravity; the air is a crackling conduit of communication and knowledge; the work we do on our blue screens ends up in a cloud. But in the medieval world – where images were rarer and more precious – Christian myth presented levitation as the “unburdening of human flesh and the lightness of divinity”, in Adey’s lovely phrase. Christ’s bodily ascension into heaven, after His resurrection, was depicted in illuminations in which only the Saviour’s feet were seen as his disciples looked up, theatrically, as though they might pull Him back down. Yet that scene is repeated at every Mass, as the priest holds up the Eucharist, Christ’s body incarnate.

Rising from the ground implies rising from the dead, a leaving of both gravity and mortality. The building of Gothic churches and cathedrals, whose flying buttresses allowed light to flood into holy interiors, seemed to set the scene for such miracles. In their architectural context – buildings that are already miraculous, containing the sky – levitation is both an ordinary and an extraordinary act.

There were so many levitating medieval saints that they could have earned air miles. St Teresa of Avila was positively embarrassed by her propensity to levitate without notice; not only did her fellow nuns struggle to keep her body down, but the poor woman also suffered from vertigo. And while angels were powered by God’s grace, witches, their dark opposites, rode heretically on broomsticks, and sometimes went commando. In one aside in Adey’s delightfully digressive book, a decidedly overweight witch is shot out of the sky and lands with a thud, naked and drunk on the earth.

Arguably the modern age began not with Newton – whose visions of celestial beings defied his discovery of gravity – but with the technology that enabled humans to float. During Vincenzo Lunardi’s balloon ascent from London’s Bunhill Fields in 1784, the Italian aeronaut ate cold chicken and drank wine as he surveyed, with the synoptic eye of God, the amazed populace over whom he passed. His flight was commemorated in Oxford Street’s Pantheon, under whose dome Lunardi’s balloon was suspended so that visitors could look at the painted panorama around them as if they, too, had risen to the skies. William Blake, who never shrank from the mystical, wrote his own tribute, “An Island in the Moon”, as if his poem were an in-flight magazine, while Percy Shelley sent imaginary balloons floating over Africa to survey “that unhappy country” and “annihilate slavery for ever”. These Enlightenment rides – literally “a lightening”, a leaving of the old world – “combined scientific measurement and rationality with exclamations of delight, rapture and an imagination overwhelmed by experience”, Adey writes. Their sublimity would not be matched until 200 years later, when Apollo astronauts saw Earthrise
from the Moon.

Colonialism imported another kind of levity – that of the Indian fakir. Sheshal, the “Brahmin of the Air”, was celebrated in the 1830s for touring rich houses in Madras, assuming his position behind a cloth screen that, when pulled back, revealed him sitting cross-legged in mid-air, one arm resting on a perpendicular brass bar fixed into a wooden stool. Investigators believed that Sheshal’s weight was borne by a metal frame concealed by his clothing, but so convincing was his feat that it was replicated by magicians back in London.

Notorious among them was Alfred Sylvester, the self-styled “Fakir of Oolu”, a sometime stereoscopic photographer of the 1850s who, in the exotic Egyptian Hall on Piccadilly (which housed other sensational exhibits such as a supposed mermaid and Chang and Eng, the original Siamese twins), floated his female assistant horizontally in the air, as if lying on a couch. Observers thought that such audiences had been tricked using mesmerism into believing they were witnessing miracles, another Victorian parlour fad.

Equally exotic, and popularised by Richard Burton’s 1885 translation of The Arabian Nights, was the notion of the flying carpet – supposedly devised to allow medieval scholars at the library of Alexandria access to manuscripts on upper shelves. Preferring to read while hovering in the air, the scholars sat on rugs powered by a special dye with “anti-magnetic properties”. The notion made its way into Victorian and Edwardian fantasy writing: E Nesbit’s children’s story The Phoenix and the Carpet and Mary Poppins, the levitating nanny who presides over Uncle Albert’s aerial tea party in the Disney adaptation of P L Travers’s book.

For the Pre-Raphaelites, levitation transcended the darkness of the Industrial Revolution. In his eerie 1870 painting Night, Edward Burne-Jones depicts a wreathed figure hovering over a nocturnal landscape, level with the clouds, her hands held parallel as if in a seance. It was no coincidence that this was the age of mediums with their flying furniture.

Most notorious of all these was Daniel Dunglas Home, who convinced Ruskin, Conan Doyle, Napoleon III and Carl Jung – among others – with his ability to levitate flowerpots, three-legged tables and himself. At one seance in imperial St Petersburg, “Mr Home presently declared that he felt himself being raised. He took, as he was lifted, a horizontal position, with his arms crossed on his breast; and in this reclining attitude was transported by invisible means into the middle of the apartment.” At another gathering in Westminster in 1868, Home was seen to fly out of one window and back in through another, like Scrooge in the hands of the spirit of Christmas Past – or like Santa Claus, another serial ascender.

It was tempting, among those dark Dickensian streets, to place faith in such transformations – although new urban myths invented the demonic, leaping Spring-heeled Jack, a kind of anti-Ariel who inhabited them. The looming industrialised wars of the 20th century would deal death from above – hence the vision of the Angels of Mons over the trenches of the Western Front, an antidote to aerial ordnance and clouds of poison gas. In his field notes, Carl Jung recorded one soldier “seeming to rise in the air in the same position he was in at the moment he was wounded… All feeling of weight is lost.” Sometimes, Jung noted: “The wounded think they are making swimming movements with their arms.”

Art echoed these shell-shocked reverberations to magical-realist effect. Marc Chagall’s paintings of the 1910s and 1920s feature the mythical Jewish figure of the luftmensch – “the man of flight… messenger of the gods” – flying over European rooftops as an airy allegory of apartness and rootlessness at a time of pogrom and Holocaust.

In the Second World War, Philippe Halsman – an American photographer with eastern European Jewish origins – would reinvent the luftmensch. Imprisoned by the Nazis before the war, Halsman had written to his girlfriend: “Tell me, do you ever dream of flying?” From 1941, he collaborated with Salvador Dalí on complex images such as Dalí Atomicus (1948), which re-created the artist’s fantasies of flying using illusions not dissimilar to those of Indian fakirs. Dalí’s dreams painted “a Renaissance portrait as familiar as a Christian Assumption,” writes Adey. “I would not at that moment have changed places with a god,” said the surrealist of his visions. In his later portraits of the 1950s, Halsman persuaded celebrities from Edward and Wallis Windsor to Marilyn Monroe and Robert Oppenheimer to leap for his camera. “When you ask a person to jump,” Halsman said, “his attention is mostly directed toward the act of jumping and the mask falls so that the real person appears.”

Once again the ordinary was turned into the extraordinary. Twentieth-century science fiction relied on levitation: men flew in rocket suits, flying saucers hovered over a Cold War world, and Stanley Kubrick’s astronauts in 2001: A Space Odyssey bounced about to a classical soundtrack in what Adey calls “an allegory-rich set of images and sounds”. From there, the author segues to David Bowie’s Major Tom floating far above the Earth, and on to the Canadian astronaut Chris Hadfield singing “Space Oddity” on the International Space Station in 2013. Meanwhile, 1960s anti-war protesters had tried to levitate the Pentagon, and exponents of Transcendental Meditation (and their political wing, the Natural Law Party), as followed by the Beatles, Clint Eastwood and David Lynch, were promised that yogic flying could solve all the world’s ills.

Perhaps we need a little such levity today. With only the occasional bit of excess weight – “blurring the Parmenidean dichotomies of heavy and light” – Adey’s prose rises above academic discourse to create a phantasmagorical cultural history. He concludes that although levitation “supplies us with a record of… exploitation, inequality and even violence”, it is also an expression of “freedom, emancipation and empowerment”. As sly and strange as its subject, Adey’s book is an ambiguous, allusive and fascinating manual of unassisted flight, and I only wish I’d had it to hand when I was a ten-year-old would-be levitator.

Levitation: The Science,
Myth and Magic of Suspension
Peter Adey

“RISINGTIDEFALLINGSTAR” by Philip Hoare is published by Fourth Estate

Philip Hoare’s books include Wilde’s Last Stand, England’s Lost Eden, and Spike IslandLeviathan or, The Whale won the Samuel Johnson Prize for 2009, and The Sea Inside was published in 2013. He is professor of creative writing at the University of Southampton, and co-curator of the Moby-Dick Big Read. His website is www.philiphoare.co.uk, and he is on Twitter @philipwhale.

This article first appeared in the 17 August 2017 issue of the New Statesman, Trump goes nuclear