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.

Ben Whishaw as Hamlet by Derry Moore, 2004 © Derry Moore
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The art of coming out: how the National Portrait Gallery depicts the big reveal

Portraits of gay celebrities, politicians and sports stars line the walls in a new exhibition called Speak Its Name!, marking 50 years of advances in gay rights.

I have a million questions for the doctor friend I’ve brought with me to the National Portrait Gallery. A million questions that, if I really think about it, boil down to: “Why were the Tudors so godforsakenly ugly?”

Inbreeding? Lead makeup? An all-peacock diet?

I don’t know why I assume she’ll know. She’s a neonatologist, not a historian. But I’m desperate for some of the science behind why these 500-year-old royals look, if these imposing paintings of them are anything to go by, like the sorts of creatures that – having spent millennia in pitch black caves – have evolved into off-white, scrotal blobs.

My friend talks about the importance of clean drinking water and the invention of hygiene. We move onto an extremely highbrow game I’ve invented, where – in rooms lined with paintings of bug-eyed, raw sausage-skinned men – we have to choose which one we’d bang. The fact we’re both gay women lends us a certain amount of objectivity, I think.


Alexander McQueen and Isabella Blow by David LaChapelle, 1996 © David LaChapelle Courtesy Fred Torres Collaborations

Our gayness, weirdly, is also the reason we’re at the gallery in the first place. We’re here to see the NPG’s Speak its Name! display; photographic portraits of a selection of out-and-proud celebrities, accompanied by inspirational quotes about coming out as gay or bi. The kind of thing irritating people share on Facebook as a substitute for having an opinion.

Managing to tear ourselves away from walls and walls of TILFs (Tudors I’d… you know the rest), we arrive at the recently more Angela Eagle-ish part of the gallery. Eagle, the second ever British MP to come out as lesbian, occupies a wall in the NPG, along with Will Young, Tom Daley, Jackie Kay, Ben Whishaw, Saffron Burrows and Alexander McQueen.

Speak its Name!, referring to what was described by Oscar Wilde’s lover Lord Alfred Douglas as “the love that dare not speak its name”, commemorates 50 years (in 2017) since the partial decriminalisation of male homosexuality in England and Wales.

“Exhibition” is maybe a grandiose term for a little queer wall in an old building full, for the most part, of paintings of probably bigoted straight white guys who are turning like skeletal rotisserie chickens in their graves at the thought of their portraits inhabiting the same space as known homosexual diver Tom Daley.


Tom Daley By Bettina von Zwehl, 2010 © Bettina von Zwehl

When you’re gay, or LBTQ, you make little pilgrimages to “exhibitions” like this. You probably don’t expect anything mind-blowing or world-changing, but you appreciate the effort. Unless you’re one of those “fuck The Establishment and literally everything to do with it” queers. In which case, fair. Don’t come to this exhibition. You’ll hate it. But you probably know that already.

But I think I like having Tudors and known homosexuals in the same hallowed space. Of course, Angela Eagle et al aren’t the NPG’s first queer inhabitants. Being non-hetero, you see, isn’t a modern invention. From David Hockney to Radclyffe Hall, the NPG’s collection is not entirely devoid of Gay. But sometimes context is important. Albeit one rather tiny wall dedicated to the bravery of coming out is – I hate to say it – sort of heart-warming.


Angela Eagle by Victoria Carew Hunt, 1998 © Victoria Carew Hunt / National Portrait Gallery, London

Plus, look at Eagle up there on the “yay for gay” wall. All smiley like that whole “running for Labour leader and getting called a treacherous dyke by zealots” thing never happened.

I can’t say I feel particularly inspired. The quotes are mostly the usual “coming out was scary”-type fare, which people like me have read, lived and continue to live almost every day. This is all quite mundane to queers, but you can pretty much guarantee that some straight visitors to the NPG will be scandalised by Speak its Name! And I guess that’s the whole point.

Eleanor Margolis is a freelance journalist, whose "Lez Miserable" column appears weekly on the New Statesman website.