Looks can kill (a game)
[ video games ][ another world | defcon | fallout | humanity | nuclear | post apocalyptic | story ]
[ April 12th, 2010 ]
[ by: Spikey ]
A day not too long ago I was playing Fallout 3, and while enjoying the game itself, I started to feel some distance between the iconic Fallout and myself. Or was it between the iconic world and Fallout 3 itself? Get off my lawn, you say. How could that be? It is set in that world!
After the obligatory self-study of “am I a bad person now?” sort, it began to dawn on me.
It is the viewpoint of our protagonist. Not the story with its flaws – that’s just a good overall scapegoat for elusive “wtf was wrong there? -observations one can’t easily put a finger on. Just the viewpoint.
Fallout 3 thrusted us into first person perspective, dropping us face first into the groundlevel with rabid dogs, madmen and fallen society at fingertips. All very close range, often running to our face to maybe shoot it off or perhaps to just eat it, and not in the partychick kind of way.
On paper, close personal sweaty action in Fallout world sounds good, but there seems to be a trap. It actually gets too personal. Player does not get a chance to distance himself from the world on personal level, whereas in previous Fallouts the distanced isometric view gave the player a wide look at desolate expanses, with close human factors essentially removed. It is easier to feel hopeless and alone there, death of ground itself overburdening your senses. First person perspective keeps you too aware and too busy and too there and now to see the forest from trees.
That contrast between how I experienced those games screams essence of Fallout world to me – it is a world of bigger perceived pictures, because individuals and tangible details have been burned off the face of the earth. To experience the broken world, you must look further into distance, lest you notice the remnants of humanity mixed in the sand under your boots. Every now and then a part of that world in pain comes around the corner and violence is exchanged or traded, but all that is part of the land, too.
Again, story itself is almost irrelevant to this basic feel of the world. I’m guessing it has to do with the amount of visual information versus some curious aspect of the game world. Wanted mood and feel of it, I think – you could make a Fallout game in first person, but it should feel and sound more dreamlike and rid of distractions we could keep ourselves busy with. Remove the chance to behave and react with things like in normal world, and we get the needed detachment and alienation. Feed the world with noises of inhuman world and clear absence of sounds from human life, remove visual cues of the same human life as we know it, force us to make choices that sidestep our learned behaviour and you’ll catch us with our pants in knots around our ankles. I urge you to play Defcon and compare your findings. Causes and effects ending in no resolutions.
Also, remember how Another World felt like when you played it for the first time? That game crept up your neck like a f*cking spider.
After nuclear fire, whole humanity is cleansed into an abstraction, a pieced-together non-person memory we can try to understand and let ourself feel something about. Actual individuals we come across are deteriorated into huddled masses in desert – not humans to relate with, not with our minigun ever-obediently waiting for our choice. They pose either a threat or means of survival.
In that sort of a world stories don’t carry weight, because story is always a human journey. A survived journey in a world that glows in the dark is series of events you didn’t die of, and that’s quite enough – they form a memorable half-story by themselves, regardless of the order you survive them. Play the world and become part of it.


