The Fallout 76: Wastelanders Update is a Step in the Right Direction

Of all the things I expected from Fallout 76, I didn’t necessarily expect it to get better. Not because of the game itself per se, but more because the past year or so for Fallout 76 has been rough. From microtransaction missteps to hacker shenanigans, there have been so many things to fix, there hardly seems time to do any major updates. It seemed only downhill from here.
The Wastelanders update, released in April, promised a return to normalcy. Fallout 76 breaks a lot of established series conventions, but the absence of flesh and blood characters was one of its biggest problems. Without any living characters, Appalachia felt too lawless to focus on a cohesive linear narrative. Holotapes, robots, computer terminals, and other forms of static mission delivery replacing human NPCs imbued the early days of Fallout 76 with a sense of nihilism. With no one affected by or even watching your actions, what did anything really matter? And while that lack of supervision is perfect for a sandbox game, it was devastating to the game’s structure. It is too difficult to absorb a mission or storyline amid a constant barrage of new tasks, not to mention the threat of new enemies or hostile players.
It’s not the type of problem I thought could be addressed in a single update. After all, the massive-multiplayer sandbox format was never a good fit for the series to begin with. And yet the Wastelanders update fixes so much at once, it’s clear how much the absence of NPCs was really the problem. Their addition to the game, a hefty overhaul that includes random NPCs in addition to quest characters, necessitates certain changes. Safe zones, for example, put events on pause so the player can engage in dialogue. Not only does this change afford the audience opportunity to process key story details that once got lost in the shuffle, but the NPCs also imbue context that restores the game’s tone. Together, they add new meaning to the game’s world, and the mechanics within them.
This core experience shift can perhaps best be explained by exploring the difference between authored and player and systems stories. As discussed by The Long Dark’s Raphael Van Lierop in his 2018 GDC talk, “A Long Dark Road: Blending Player and Authored Story in a Sandbox Survival Game,” authored stories are an architectural construct written with the purpose of creating context, whereas player stories are generally also system stories, told by an intersection of the player’s actions and the mechanics, and the meaning they attribute to those events.