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.

Getty
Show Hide image

How Roger Moore made James Bond immortal

Roger Moore, James Bond actor, has died at the age of 89. 

Unlike every other actor to play James Bond, Roger Moore was already a star when he came to the role. Not a star of motion pictures admittedly, although he had topped the bill in some minor films, but a star in television. The lead of the adventure series Ivanhoe (1958-59) and The Saint (1962-69), the latter of which brought him international fame and reportedly made him the highest paid actor on television.

It was a far cry from his beginnings. Although he lived much of his life abroad (it has been said, for tax reasons, something the actor himself denied) and was regarded by many as the archetypal English gentleman, Moore began life as a working-class Londoner.  Born in Stockwell in 1927, the son of a policeman and his wife, he grew up in a rented three room, third floor flat in SW8, and attended Battersea Grammar School. There, he later insisted "looking as though I was listening", was the only subject at which he excelled. Battersea Grammar was, despite the name, then an overcrowded local school boxed in by the buildings and sidings of Clapham Junction Station and made dark and noisy by the still expanding railways.

As both Moore and his friend and fellow film star Michael Caine have observed, their backgrounds in urban South London are almost identical, something that has never fitted with public perception of either of them. The difference was, as again both noted, that when it came to National Service Moore, unlike Caine, was picked out as officer material and trained accordingly, in the process acquiring the accent he would carry for the rest of his life.

The common, near universal, ignorance of Moore’s origins (although he himself was never shy of them, writing about his family in his various books and discussing them in interviews) says something significant about Roger Moore the public figure. Despite being a household name for decades, an international film star and latterly a knight of the realm, he was, if not misunderstood by his audience, then never really quite what they assumed him to be.

This extends, of course, into his work as an actor. Moore was often mocked by the unimaginative, who saw him as a wooden actor, or one lacking in versatility. Often, he was somehow self-deprecating enough to play along. And yet, the camera loved him, really loved him and his timing - particularly but not exclusively comic - was extraordinary. To see Moore work in close up is to see someone in absolute control of his craft. His raised eyebrow, often mocked, was a precision instrument, exactly as funny or exactly as surprising as he wanted it to be.

It is more accurate, as well as fairer, to say that Moore was typecast, rather than limited, and he made no secret of the fact that he played his two most famous roles, Simon Templar in The Saint and James Bond 007 as essentially the same person. But he would have been a fool not to. Bond producers Harry Saltzman and Albert R "Cubby" Broccoli’s EON productions wanted Templar nearly as much as they wanted Moore.

They had thought of the actor for the part of 007 as early as 1961, before casting Sean Connery and before Moore had played The Saint, so it was not just his success as Templar that made him suitable. Yet both producers knew that audiences in both Britain and America loved the way Moore played Templar, and that if that affection could be translated into ticket sales, their series would be on to a winner.

It was a gamble for all involved. George Lazenby had already tried, and as far many were concerned, failed to replace Connery as James Bond. When it came to 1971’s outing in the series, Diamonds Are Forever, David Picker, head of United Artists, which distributed Bond films, insisted that Connery be brought back for an encore before EON tried a third actor in the role, re-hiring Connery at a then record $1.25m and paying off actor John Gavin, whom EON had already cast. That’s how high the stakes were for both the Bond series and Moore’s reputation when he stepped into the role for 1973’s Live and Let Die. The film was a huge success, so much so that EON rushed out its sequel, The Man With The Golden Gun the next year, rather than after two years as it had planned.

The reason for that success, although the film has many other good qualities, is that Moore is brilliant in it. His whip-thin, gently ironic and oddly egalitarian adventurer, capable of laughing at himself as well as others, is a far cry from Connery’s violently snobbish "joke superman". It’s been said that Connery’s Bond was a working-class boy’s fantasy of what it would be like to be an English gentleman, while Moore’s was essentially the fantasy of a slightly effete middle-class boy who dreams of one day winning a fight. It’s a comprehensive reinvention of the part.

That’s not something that can be achieved by accident. One shouldn’t, however, over-accentuate the lightness of the performance. Moore’s Bond is exactly as capable of rage and even sadism as his predecessor. The whimsy he brings to the part is an addition to, not a subtraction from, the character’s range.

Moore expanded Bond’s emotional palette in other ways too. His best onscreen performance is in For Your Eyes Only (1981), in which the then 53-year-old Moore gets to play a Bond seen grieving at his wife’s grave, lecturing allies on the futility of revenge ("When setting out for revenge, first dig two graves") and brightly turn down a much younger woman’s offer of sex with the phrase "Put your clothes on and I’ll buy you an ice cream". None of which are scenes you can begin to imagine Connery’s Bond pulling off.

Moore was not just a huge success as Bond, he remains, adjusted for inflation, the most financially successful lead actor the series has ever had. He was also successful in a way that guaranteed he would have successors. What he gave to the part by not imitating Connery, by not even hinting at Connery in his performance, was a licence to those who followed him to find their own way in the role. This, along with his continued popularity over twelve years in the role, probably the only reason the series managed to survive the 1970s and the EON’s finally running of Ian Fleming novels to adapt to the screen.

Actors have received knighthoods for their craft for centuries, but when Moore was knighted in 2003, there was some push back. Moore was understandably seen as not being in the same category as an Alec Guinness or a Ralph Richardson. But the citations for Moore's knighthood indicated that it was for his decades of charity work with Unicef that he was being honoured. It’s yet another of the misconceptions, large and small, that aggregated around him.

Moore himself was always clear that it was the profile playing James Bond had given him that made his role with Unicef possible, let alone successful. When asked about pride in his charity work, he always responded that instead he felt frustration. Frustration because as with, for example, the UN’s iodine deficiency programme or Unicef’s work with children with landmine injuries, there was always so much more work to be done than could be done.

It was an answer that, along with his energetic campaigning, at the age of 88, to ban the use of wild animals in zoos, pointed to the biggest misunderstanding of all. Moore was known for playing frivolous characters in over the top entertainments and this led to him being perceived by many, even by those he enjoyed his work, as essentially trivial. Ironically, such an assumption reveals only the superficiality of their own reading. The jovial, wry interviewee Sir Roger Moore was, beneath that raised eyebrow, a profoundly serious man.

0800 7318496