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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The marine, and human costs, of illegal fishing

Two new books take us inside the least regulated industry on the planet.

How big the sea is, how big. How poor a description that is, too, but the ocean usually resists description and words, no matter how many of its plains are named after Herodotus or how many fracture zones are called Charlie-Gibbs. It is rare to find good writing about the sea: that’s why everyone who tries quotes Conrad and Melville. It is rarer still to find good writing about the people of the sea, those strange creatures – strange to us, on our supposed maritime island, from where the ocean as a place of industry has long retreated – who set out to sea in boats and ships to make a living from it. These two, very different books try to bring them alive, although both really are about death.

Fishers and Plunderers is dense and dry, but within it are riches and horror. Seafaring is the second most dangerous job in the world, but deep-sea fishing is worse. In the UK, between 1996 and 2005, the rate of fatal accidents in the fishing industry was 115 times higher than that for the overall workforce.

The dizzying facts and stats come, and come again, like tides. We start with the ocean, and the fish in it – or the fish that used to be in it, before human beings learned to build vessels that could scrape the seabed, that could entangle dolphins, sharks and other unlucky passers-by. How wrong indeed was T H Huxley, the eminent biologist and chairman of a royal commission on sea fisheries, giving the inaugural address at the Fisheries Exhibition in London in 1883, when he said: “I believe . . . that the cod fishery, the herring fishery, the pilchard fishery, the mackerel fishery, and probably all the great fisheries, are inexhaustible; that is to say, that nothing we do seriously affects the number of the fish.”

He did not account for our greed. There are 16.5 million fishers catching 90 million tonnes of fish a year in four million fishing vessels. Pelagic long-lines, stretching dozens of kilometres, to hook tuna. Super-trawlers that can retrieve the equivalent weight of 20 busloads of fish a day, using nets 600 metres long. A biomass of predatory fish that has decreased by two-thirds in a hundred years. One-third of fish stocks fished unsustainably. Thousands of tonnes of “bycatch”, a benign word for a horrible thing: fish that are caught and discarded. An indictment of us.

But the sorry heart of this book lies with the fishers. There are the natural dangers that face them – ice, water and weather – such as the ones that overcame the crew of a British trawler near Iceland in the first half of the 20th century. They couldn’t beat the ice, so the skipper got everyone in the radio room, from where they phoned home. The crew “said goodbye, and eventually were just turned over and were lost”.

In every British fishing port, you will find a memorial to those lost at sea. There will not be a memorial to the fact that, in 2008, 75 per cent of those who died on UK boats were from eastern Europe or the Philippines. Fishing is the most unregulated industry on the planet, infected with abuse, slavery and worse. Some West African states lose 40 per cent of their catch to foreign vessels that come and steal from their waters, such as the bottom trawler Apsari-3, found fishing less than two nautical miles off the coast of Sierra Leone. The boat and officers were Korean, the crew from China, Indonesia and Vietnam. They had no contracts and no salaries, but were paid in packets of “trash fish” to sell ashore. They shared wooden and cardboard bunks in the hold. It was not an isolated case. Distant-water fishing nations operate vessels that abound with these ghosts: men trafficked or bonded into appalling conditions or contracts, stuck at sea for months at a time.

Modern shipping, with its “flag of convenience” system, makes slipperiness easy. Pay a fee, and you can fly the flag of any state and are then governed by its law at sea. Unscrupulous owners and operators can switch flag, name or identity almost instantly (hence “convenience”). Escape is easy for the criminals, and for the abused: often they go overboard. The illegal, unreported and unregulated (IUU) fishing industry is worth up to $23.5bn each year, and it is extremely difficult to police. Much illegal fish from West Africa passes through Las Palmas, Gran Canaria, which has hardly any inspectors. It is repackaged, presented as legal catch and sold in western Europe. Some subheadings in the chapter on “Abuses and Slavery at Sea”: Abduction; Abuse; General; Beatings; Children; Death; Exploitation; Imprisonment; Murder.

Fishing has never been an easy life. It’s not that it was better then than it is now, but that now the abuse is industrialised, organised. The authors are a sober lot, and include Father Bruno Ciceri, who chairs the International Christian Maritime Association. The port priests are often the ones who save and soothe the fishers, though they can only do so much. I’m glad they do that. And I’m glad I don’t eat fish.

Julia Blackburn’s Threads is what you should read after finishing Fishers and Plunderers. Read it as an antidote to rigorous investigation, because this is a gorgeous, dreamy quest, for a man named John Craske, who was “a fisherman who became a fishmonger who became an invalid”. He also became an extraordinary artist, but one whose legacy is scattered and maligned.

Craske was born in Norfolk in 1881 and went to sea, like the rest of his family. At the age of 36 he fell ill with a mysterious illness, and never recovered. There were months of stupor and disability (Blackburn concludes that it was diabetes), of becoming, as his valiant wife, Laura, wrote, “very quiet. Sudden turns. Must get outside.” He did go back to sea, when his brothers took him on their fishing boat, lashing him to the mast in rough weather. He stayed for three months, rolling about in the hold or on deck until, somehow, he realised “it was not his home” and he came back to land.

Craske began to paint. They had no money, so he painted on what he had, which was the surfaces in his house. On the mantelpiece. On bits of cardboard. “On the seat of the chair he did a frigate in a storm.” His love of the sea and knowledge of it were clear, as a fisherman whom Blackburn interviews tells her. “You can’t put that energy out unless you’ve been there.”

This “quest” is meandering: don’t expect great events. The revelations are of emotion: sadness throughout for Craske’s life, though he may have been happy. Grief for Blackburn, who suffers a great loss while she is writing the book, so that from then on “grief is prowling close”. And joy, for being exposed to the embroidery of Craske, who took up the needle as he lay abed, finding a vocation. His little fishermen in their boats, sewn in careful stitches; his giant portrait of Dunkirk, with sweeping seas and tiny figures: they are amazing, yet were scorned by the museums and odd places where his work ended up, turned to the wall, ignored.

A doctor once told Craske’s wife that “he must go to sea. Only the sea will save him.” And it did, but not for long enough. We should thank Julia Blackburn for bringing back this quiet fisher and man of the sea; and Bruno Ciceri and his co-authors for exposing an unforgiving and cruel industry, where men die and the seas are depleted for the sake of our fish supper, out of sight beyond our horizon.

Rose George’s books include “Deep Sea and Foreign Going” (Portobello)

This article first appeared in the 11 February 2016 issue of the New Statesman, The legacy of Europe's worst battle