Gaming the savage: The colonial narrative origins of Far Cry 3

farcrycolonialdoggies

We often question why stories in games (and I speak very generally here) are so simple. The answer lies in game narrative’s relationship with formulaic genre archetypes. They owe a collective debt to the familiar and digestible stories of popular fiction so embedded in our culture. While the trappings of genre fiction (comedy, sci-fi, horror, mystery, adventure) may not be overly complex, they offer something familiar, something recognizable for the player to immediately understand the world in which he/she plays with established rules and stock characters.

Video game narratives draw deeply from the wells of genre fiction because they are an easy pull, and the latest game to delve into genre fiction is Ubisoft’s Far Cry 3. The game has gained no shortage of criticism in terms of its depiction of race, sex, exploitative plot. A review in The Atlantic called it the “first game for millenials,” seeing it as the fantasy of all 20-somethings in a saturated job market, creating a place for themselves in the world. Jim Sterling sees it as a fun game that often delved uncomfortably into “Mighty Whitey” territory.  Polygon posits that the game’s plot devolves into a cliché about the “corrupting influence of the savage wild, and plays directly into the white savior trope.” And the game’s lead writer, Jeffrey Yohalem defends his team’s creative choices, saying that it is more of a satire about all things colonial and racist. At the heart of all these criticisms, though, is the unspoken acknowledgement of the game’s sources, and thus its bizarre politics and racial issues: adventure fiction.

Gaining popularity during the Victorian period, adventure novels chronicled the dangerous tales of civilized men in savage lands. Writers like Rudyard Kipling and Edgar Rice Burroughs transformed the fear of and desire for the ‘other’ into escapism. The elements are instantly recognizable: a foreign locale, natives that are inherently inferior to the white protagonist, an exoticized and dangerous female, and the protagonist’s quest to fulfill some sort of masculine script that reifies the values of civilized society as opposed to the savage “other.” The tales of H. Rider Haggard (SheKing Solomon’s Mines) are littered with racism and gynophobia, as savage tribesmen and seductive women attempt to undo the trials of heroes like Alan Quartermain.

"The Plumb pudding in Danger," by James Gillray (1805)

These novels, of course, are largely interesting now due to their historical place alongside the colonial project, as empires of the European stretched into Africa and Asia.  They engage with a politics of subjugation and race relations in ways that are, to put it lightly, problematic, and games often employ these generic adventure elements with their antiquated political baggage.

Far Cry 3 has its similar issues, and, while I mention briefly in my review my initial concern with this game’s relation to its source materials, I think the connection necessitates deeper discussion of both narrative and mechanics. Far Cry 3 relishes the trappings of colonial adventure fiction to celebrate its ridiculousness without biting irony (which really makes the issue of satire here suspect). It’s a game about excess and orientalism, as narratively problematic as it is mechanically engrossing, offering one of the most complete experiences in the colonial adventure genre.

By “colonial,” I mean the game operates clearly in the bounds of a particular type of narrative.  Far Cry 3’s plot focuses on a young white man who remakes his life among a band of native warrior, doing what they do better than they can, thus fulfilling that old colonial lie of the fundamentally superior white male. It’s textbook adventure in all its jingoisitic glory, but I’m uncertain it’s adventure for adventure’s sake. The game celebrates the adventure genre and its problems without really undoing its racial faults. It becomes an apotheosis of digital colonization, a self-gratifying simulation that stands as a metaphor for how any game operating in this particular genre is, essentially, a colonizing effort.

Far Cry 3 bow

Filling in the map became one of the driving metaphors for the European colonial projects in Asia, Africa, and the Pacific, and Far Cry 3 attempts to transfer that concept to a digital environment explicitly. Far Cry 3 achieves this by putting the player in the role of the colonist. As Jason Brody, the player attempts to fashion an identity in the world of the savage while simultaneously altering the digital environment for the sake of “betterment” or “progress,” those ideals fundamental to the colonial project. Re-activating a radio tower uncovers areas of the world, and capturing  an enemy causes pirates or mercenaries to appear less frequently.  The player, then, becomes that hyper-masculine force so prominent in adventure fiction that saves the natives from themselves and their enemies and changes their world for the better.

While the game tasks the player with the mechanical tasks of colonization, the game facilitates this project through a device known as the “male gaze,” an aesthetic critical concept from a heterosexual masculine perspective that seeks to control through sight (it’s most commonly used in analysis of advertisements, film, and other visual art). The player never leaves Jason Brody’s perspective, whether he’s knifing a pirate in the throat or having sex with a native woman in front of a tribe of onlookers. It’s exploitative scopophilia at its most obvious, linking sight with sex. Even when Brody first wakes up, his friend, Dennis, tells him that everything Jason (and by extension the player) sees is his for the taking.

Jason’s point of view, though, is where the concept of digital colonization loses its footing. Given the player’s limited perspective, we can only see what Jason sees as Jason sees it, and Jason sees many, many things. Jason hallucinates. Jason imagines fighting a slave-trafficking rapist in a quick time event on a nightclub dance floor. Jason has sex with an exotic woman in front of a legion of natives he’s supposed to lead to war. Jason stabs throats and unleashes tigers in enemy camps. Jason drinks poison and fights a giant with explosive arrows. Jason, in other words, is an unreliable narrator.

Citra and bodyguards

The game further undercuts Jason’s narrative authority with glances towards Lewis Carroll’s Alice’s Adventures in Wonderland, a book written at the same adventure fiction became all the popular rage. The juxtaposition of colonial adventure archetypes with Carroll’s fantasy novel draws parallels between absurd childlike imagination and hyper-violent colonialism. Rook Island, then, is an escapist, surreal wonderland–viewed from the perspective of an unhinged maniac–rather than a place to be civilized. As Jason loses himself, he relinquishes the desire to return to the civilized world. The metaphor posed by Far Cry 3‘s design becomes a bit clearer. By playing games within the parameters of the adventure fiction genre, we consent to a limited perspective obsessed with violent excess and problematic archetypes–and we admit that they’re fun to play.

This perspective becomes abundantly clear in the game’s final moments. It ends with that nadir of game narrative designs: the binary choice. Jason can choose to stay on the island with Citra (which leads to a gratuitous sex scene and a knife to the chest) or to return home with his friends (which is even more stupid than the other option because it assumes this sociopath can return to “normal” society). Each ending is unsatisfying because the overall narrative is conceptually shallow and the game knows this. The endings lack substance because they both uphold the masculine script of the adventure novel, either through a deceptive native woman or through a white man’s inherent civility, both of which are just cop-out, tired devices.

Vaas execution

The kicker here is that that what should be treated with suspect to our postmodern, satire-loving eyes is presented without a drop of narrative irony. Of course Jason Brody dies this way or returns a stronger man. He’s a stock character in a recycled plot acting in a system that perpetuates myths of colonial worth and primitive savagery. The game does not judge Jason Brody, nor does it asks us to. He’s not a person. He’s a narrative and mechanical function operating in a system that’s been in play since the world was being carved up by groups of white people claiming to rule these things called empires. Far Cry 3 is not a piece of deep political satire, nor is it a colonial manifesto about the inferiority of the “other.” It is a reconstitution of the tropes of adventure fiction manifest as a digital playground–tonally dissonant, uncomfortably exoticized, narratively shallow, and brutally entertaining.

I find the heart of Far Cry 3‘s relationship with adventure fiction and stock scripts lies in Vaas’ lecture to a captive Jason on the meaning of insanity. “Insanity,” he preaches, “is doing the exact same fucking thing over and over again expecting shit to change. That. Is. Crazy.” Games recycle scenarios from genre fiction time and time again, and we play them hoping  to find something new in the familiar. In the case of Far Cry 3, we find the familiar tools of colonial adventure (exoticized female, primitive people in need of a white savior, hyper-masculinity, limited point of view) and we expect something new. Instead, we get a shot of genre concentrate, a game that dares us to have fun being the colonizer in an exotic world, and we are exhilarated by the allure of the unknown as we simultaneously close the savage frontier, just as we always do. What other choice do we have? After all, we’re all mad here.


  • Steven Hansen

    Wonderful!

    I’ve yet to play Far Cry 3, but I’ve read so much about it I feel I have, much like with Spec Ops. How those two, of all games, managed to slip by unplayed is baffling, but I’ll remedy that eventually.

    Best analysis of the Caroll quotes I’ve seen. A lot of articles gloss over them (or ignore them) or treat them as trite allusions.

    Fascinating, unique take on it. I need to send this in the direction of a bunch of writers who’ve written the Far Cry 3 stuff I’ve read!

    • http://twitter.com/djchan08 David Chandler

      Thanks Steven! You’ll get a lot out of the game because it’s just damn fun layered with surrealism that is straight up nanners. This game and Spec Ops do make interesting comparative pieces (though Spec Ops achieves more, I think) because both games acknowledge the player’s fulfillment of some type of script. They’re both really worth your time when you get the chance.

  • http://twitter.com/FraserIBrown Fraser Brown

    Fantastic read, David. I’ve become tired of people writing off Far Cry’s story without making the slightest bit of effort to explain why they find it colonial etc, so this was a breath of fresh air.

    I’ve yet to actually finish the game, so my comments should be taken with a pinch of salt as they are based purely on my experiences with the first island and the articles I’ve read about the rest of the game.

    At the point that I’m at, it comes across as undoubtedly satire. It subverts the Victorian adventure genre, and, I believe, rather than being an example of orientalism, it actually condemns it. In Victorian (and plenty of post-Victorian) literature the orient is seen as static or backwards, a place of excess lacking in development while the occident is rational, logical and, most importantly, utterly superior. But Brody is anything but those things. Right from the get go he’s a fairly ignorant chap, out of his depth, controlled and manipulated by people who are smarter than he is, and by drugs and hallucinations.

    There aren’t any “noble savages”, and Brody himself isn’t really bringing civilisation to an untamed world. When he activates the radio towers all he does is ensure that there are more weapons for him to use to kill more people. If he is civilising the island, he’s doing it through bloodshed and murder, civilisation through savagery, so it’s hardly a positive. By doing this how is he really any different from Vaas? The only difference is that he’s on the side of the natives; an anti-Vaas who ends up being almost as brutal. He’s an outsider fighting outsiders.

    Even before he is captured by Vaas he has been giving into excess, exploiting the island, going on adventures that aren’t really adventures because up until the beginning of the game he’s completely safe. He’s a party boy who eventually gets punished for his ignorance and wasted potential.

    Unlike Quatermain, Brody isn’t really a hero. You say he’s a stock character, but I say that he’s a puppet in a war that has nothing to do with him, or the west. Instead of being a “wise” man who knows more about uncivilised lands than the “savages” themselves, Brody is a tourist. He’s not the mighty whitey of pulpy Victorian literature, he’s got more in common with young men going on their “Grand Tour” in the 18th Century, but with the culture and art of antiquity being replaced by modern gap year rubbish.

    The Lewis Carroll quotes are quite revealing, and to me emphasise that Brody’s adventures are absolute nonsense. The world he finds himself doesn’t exist, and it never existed. It’s not based on a time or place that existed outside of fiction. It’s merely a fantasy that a lost and bored rich white boy secretly wishes he could find himself in, because his search for adventure failed when all he found was sky diving, hand gliding and drinking with his intolerable friends as they tried to avoid their responsibilities back in America. If we look at it this way it leaves us with two possible interpretations:

    1) None of this ever happened to Brody. He’s a spoiled child who wishes he could do these things but never did. Perhaps he died on the island before any of the supposed events took place (which could possibly tie into one of the two endings) or perhaps he was merely tripping the entire time, enjoying a fantasy that nobody can really experience in the real world.

    2) These things did happen to Brody, but in the end they mean absolutely nothing. It’s a pure escapist fantasy that shows how ludicrous the western desire for an adventure amongst “the savages” really is. The endings aren’t particularly satisfying because Brody isn’t really a complex individual. He doesn’t learn anything because there’s nothing to be learned by running away from your life and his experiences, even if they did actually happen to him, are still absolutely ludicrous.

    • http://twitter.com/djchan08 David Chandler

      I think you’re largely right, especially about Brody being a puppet. All game protagonists are essentially tugged by strings that the player controls, and all players are tourists finding their ways in new worlds. Since we can only experience the game from his privileged eyes, we can only see Wonderland as he builds it. So I certainly agree with your analysis of Brody’s inability to fulfill his messianic delusions outside of fantasy.

      But here’s where I differ with you. I don’t see this as satire because it lacks that classic militant irony. It doesn’t so much point out its own fantasy for outside so much as it provides us with a fun script to fulfill. If the game gains a satirical perspective, it’s only because we’re looking for it, and satire requires clarity from the start. What the game does is enjoy its excess and asks the player to as well. I’m not sure I see him punished for his play until maybe the end when Citra stabs him–but even then, he dies a god among the Rakyat. There’s never that moment where Jason (or the player) looks back on everything and thinks, “Was I right?” It’s a game about going native and loving it until you die one of them or go back home. Maybe Brody’s not so much a stock character (like you say, he’s no Quartermain), but he’s acting with a stock script.

      Further, I think that the game posits all open-world adventure games follow some script of mechanical colonialism. Skyrim, Red Dead Redemption, Fallout, all deal with a mechanic of uncovering, and thus accessing or even controlling, parts of a map that were previously inaccessible. In a game system where one of the key mechanics is the erasure of the unknown, colonialism (and examples vary by degrees, and occasionally involve narrative) is inevitable.

      Far Cry 3 uses that idea and blows it way the fuck up, daring us to be the worst kind of delusional white savior in a surreal fantasy land (as almost all games are). It’s less of a satire of the colonial project and more exploitation–maybe something akin to farce, hence the Carroll references. It wants the player to give into the total batshit world Jason Brody has built for himself to let the player enjoy madness, not to judge us but to have us all admit that, deep down, we desire to play in this type of sandbox.

      • http://twitter.com/FraserIBrown Fraser Brown

        Calling it exploitation or farce does make a lot of sense. I think, perhaps, that the game is a victim of its own desire to make you enjoy the experience, and that’s maybe why it doesn’t feel like an obvious satire throughout. It doesn’t really demand that we question what Brody is doing or why he is doing it, because that might get in the way of setting tigers on fire and stabbing people in the neck.

        But while it doesn’t demand it, I still think it creates an opportunity for us to ask these questions, or I wouldn’t be asking them right now. It might not have the in your face militant irony so common in most satire, but I don’t think that Brody is meant to be held up as a positive figure. The fact that he starts off as a spoiled douche and the ludicrous nature of his fantasy (or experiences if you believe they really happened to him) do set him up to be ridiculed.

        Perhaps what we are faced with, in the end, is a game where the writer wished to make a satirical adventure lampooning the now dated Victorian pulp adventures, but that it was done quite lightly and thus was overshadowed by the open world playground the developers wanted players to enjoy. I don’t think it gains a satirical aspect only if we look for it, rather I think that it’s so buried under the joyous slaughter and craziness that it might be harder to find than if Far Cry was, say, a piece of literature or a film.

        At the very least it achieves some of its satirical goals by the very fact that we are here discussing and criticising colonialism and the adventures of Victorian “heroes”. It’s rare to see that from a game that is ostensibly about having an absolute blast, and it should definitely be commended for that.

        Overall, I generally agree with your analysis of the game. I just think that it’s one of those titles that is open to multiple interpretations, even if that wasn’t its initial intent. I am still adamant that there’s an element of punishment, however, and that’s even before the final sequence which you have discussed, as I am far from reaching that point.

        I mean, the game begins with video footage of douchey gap year shenanigans, and then we are immediately taken out of this and shown that Brody and his brother are now locked inside a cage like animals. Five minutes later his brother is dead and Brody is being chased by hounds and armed psychopaths. The rest of the game sees him shot, stabbed, tortured, tormented and driven to the brink of madness. Of course, this is still a video game with the trope of empowerment, but it still feels like he’s being punished.

        • http://twitter.com/djchan08 David Chandler

          It’s certainly a very open text, almost as rewarding to debate as it is to play. The developers were nothing sort of brilliant to design a game so purely about having unhinged fun, even when juxtaposed with problematic, ambiguous writing. And there’s still so much to be said about it–really deserves all the accolades and attention it gets.

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  • http://twitter.com/TheAnneIFrank Anne IFrank

    That was an incredible conversation just in the comments.

    • http://twitter.com/djchan08 David Chandler

      These types of discussions are really one of the best things about writing for this website. There’s a lot be said about the games we play.

  • http://www.awesomeoutof10.com/ Darik Kirschman

    I love everything about this: the article, the comments, the game itself! Really, David, this is a great article.

    • http://twitter.com/djchan08 David Chandler

      Thanks, Darik! It’s one that had been stewing around in my head for a while.

  • Mike Smith

    A truly amazing analysis for an amazing game. Thank you for letting me appreciate Far Cry 3 in a whole new way.

    • http://twitter.com/djchan08 David Chandler

      Thanks for reading! I’m glad you enjoyed it.

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