Apocalypse Always: Fallout 4 and the Never-Ending End
Well, the Fallout 4 trailer’s out, and they’ve destroyed the world again.
Well, that’s not entirely accurate. Since it’s Fallout 4, it’s still the same post-apocalypse as, by my unscientific and uncorroborated memory, six other games. But there’s no shortage of world-ends across the medium.
It’s a conceptual setting that lends itself to lone heroics, so it comes with a built-in cultural history to ease any disconnects between the player’s centrality to everything and the need to acknowledge other people’s existence. It provides a narrative justification for why there just aren’t a lot of those other people around. Challenges to programming AI, budgeted priorities, the constraints of development and the limits of the capabilities of the human/computer centaurs that are games—these can’t be acknowledged. And it provides a narrative justification for why you can kill so many of those people who are around. That’s just how it will be after civilization falls apart, when all the lies are stripped away and only the fittest survive.
That’s definitely not a philosophical position.
And so it’s certainly not political.
In her 1991 analysis of Western books and films, West of Everything, Jane Tompkins argues these settings, and the stories told in them, are reactions against feminine influences, which in a post-Victorian society built on public/private work/domestic masculine/feminine dichotomies ultimately means civilization itself. The Western is a throwback, a reminder that the outdoor spaces, the men’s spaces, the violent spaces, were there first.
They’re foundational myths. The post-apocalypse is their inversion. Rather than show what truths and realities predate civilization (with its political correctness and its pushing for social justice and its refusal to let you off the hook), you show what’s left after civilization is gone. You have to destroy because, in a world like ours, perceived and believed to lack frontiers, you have to destroy things in order to have something to explore. What I mean is, you have to destroy the results of previous colonization; not the things your initial expansion destroyed (then it’d just be a Western or an adventure).
Exploration, adventures; historically, these tended to result in new, unbalanced social structures that we call “colonies.” The maps that said “Here be dragons!” could have been made more accurate by saying “here be people who don’t look like me!”
Role-playing games have long been designed to sate that desire to explore. Gary Gygax, one of the creators of Dungeons and Dragons, wrote in 1979:
Our modern world has few, if any, frontiers. We can no longer
escape to the frontier of the West, explore Darkest Africa, sail to the
South Seas. Even Alaska and the Amazon Jungles will soon be lost as
wild frontier areas. Furthermore, adventures are not generally possible anymore.