Tacoma‘s Ordinary World: The Blessedly Banal Future of the Future in Gaming
The future in videogames is often a nigh-on operatic affair, with grandiose plotlines and Wagnerian heroes and villains set to epic settings and bombastic music. The future is alien invasions, cosmic collapses, zero-G battles, laser light shows exploding over a battlefield of stars, all with a Commander Shepard or Master Chief with their hand firmly on the tiller of history. Not to put too fine a point on it, but it’s damn fun.
In addition, such games even manage to avoid being mindless schlock much of the time. Some Halo games humanize the Covenant, forcing you to see them as something more than implacable aliens, but as a civilization in their own right, however warmongering. Mass Effect, meanwhile, is an elaborate series of ethical and political debates that explore everything from war crimes to sexuality with a degree of maturity that is refreshing for the world of videogaming.
But what of the little people? The NPCs in the background who only ever have one line of dialogue recorded for them (if that) that they share with countless other lightly-rendered copies of themselves sprinkled throughout this heroic future?
One thing we can look forward to in the next generation of videogames is that how they portray the future itself is changing, centering the story less on heroic, larger-than-life characters fighting existential battles than on ordinary people trying to get by in their brave new world. The history of science fiction itself, from Joanna Russ’ We Who Are About To to Samuel R. Delany’s Triton, proved long ago that such stories are opportunities to write living histories of the future, and some videogames are at long last picking up on that longstanding literary cue.
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A prime example of this is Fullbright’s forthcoming game Tacoma. The makers of Gone Home have set their much-anticipated new project in the year 2088 aboard the lunar transfer station Tacoma, a sort of first class rest stop for luxury holidaymakers on their way to lunar resorts. Like all such amenities in our own time, however, there are ordinary people, often working behind the scenes, who keep the lights on. This six person crew and their mysterious disappearance is what your character, Amy Ferrier, must investigate.
Tacoma is a luxury space station that you enter via a leafy, gold-trimmed corridor that sustains both exotic plants and cerebral modern art, the tickets themselves evoking first class on the White Star Line rather than an airplane boarding pass. Even the zero-g toilets have the look of rather literal thrones. But even in the demo version I played in Fullbright’s Portland offices, I quickly left the luxury behind and instead spent most of my time bouncing around the more spartan corridors and chambers where the crew does most of their work.
In talking to Karla Zimonja, an artist and 3D editor at Fullbright and the company’s co-founder, I brought up the fact that this seemed to be a game focused almost entirely on ordinary people and day to day life.
“I definitely agree with the ordinary people part, or at least believable people,” she said. “Nobody’s going to save the earth from an alien invasion, nobody’s going to have to remake civilization in the far far future, and so forth, so definitely ‘ordinary’ in that sense.”
The game is an interactive, spatial narrative where the world unfolds through each successive room, much like in Gone Home. But here, instead of written notes and hidden letters, your character rifles through text messages and holographic recordings of the personnel’s movement and conversations aboard the Tacoma. The stuff of their everyday lives—from the music they listen to, to their medical exams, to songs they were writing, to their struggles at work—is what populates this world.
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