Column: Hit Self-Destruct: The Sisters
January 19, 2009 4:00 PM |
['Hit Self-Destruct' is a regular new GameSetWatch column by blogger and writer Duncan Fyfe, focusing on alternative approaches to game criticism. In this inaugural edition, he dips into the English Lit paint-pot for some musings on Fallout 3.]
The protagonist of Bethesda's Fallout 3 is a cipher, a window through which to view the gameworld, so if he had a LiveJournal he would not be writing about his feelings. He'd write about the post-nuclear Wasteland, about the slaves who rallied around the Lincoln Memorial, the android who wanted to live like a human, free elections in a one-man republic, the day the ghouls crashed the gated community.
He'd write about the young girl who fell in love with a priest, the father who took shelter with his injured son in a storm drain, the downfall of Vault 106 and the rangers trapped on the hotel roof. Fallout 3 is like any other RPG insofar as the player collects experience points, gear and currency, but it's essential to the experience that they collect stories, too.
Fallout 3 is easily cross-referenced and classifiable in the modern video gaming canon. The game grew up in an Elder Scrolls household where it aspired to be Fallout, it has all the trappings of a Western RPG and the unbroken camera of Half-Life, and gameplay buzzwords cling to it: non-linear, open world, emergent. Its least likely structural resemblance, though, as per the above paragraph, is to a book of short stories. Essentially, it's Dubliners with guns.
Holding forth on Irish municipal politics in a drunken stagger, this thought probably never even crossed James Joyce's mind. There was nothing to suggest the eventual similarity in the video games of Joyce's day (older games, they would have been in black and white). Dubliners and Fallout 3 compile isolated tales about unrelated people to establish the character of a city in decline: Dublin and a fictional future Washington, respectively.
They abstain from a central unifying plot (more on Fallout's exception later): Dubliners relies on its 13 vignettes, Fallout 3 on an array of sidequests, text and environmental tableaus for players who skip all the dialogue.
Joyce presents 13 drunks, writers, schoolboys and stage mothers whose collective epiphanies on themes of religion, nationalism and masculinity inform the artist's portrait of a city. The book is less a chronicle of individuals but of the social, religious and economic constitution of early 20th century Dublin. Fallout 3, obviously, is not nearly the literary equivalent of Dubliners: they are analogues in form, not in depth.
This is, in part, because Fallout 3 is collaboratively written and designed, and so lacks a prominent auteur as its figurehead. While critics can analyze Dubliners in the context of Joyce's personal history, Fallout 3 players don't know as much about the troubled Roman Catholic upbringing of Todd Howard or the trenchant alcoholism of Emil Pagliarulo, and so instead of subtle and deeply-encoded meaning we see plainness.
To be fair, some of it is plain: the Fallout 3 dramatis personae is not blessed with Joyce's lavish attention to detail: the Wasteland mercenaries, victims and general losers are thinly drawn, comparatively. However, they are sketched out enough to communicate their circumstances and contribute to the persistent mood which hangs over the world. Through this series of character interactions, players discover exactly what kind of place Washington is.
You, the player, encounter people trying to survive in peculiar ways, whether emulating pre-war domesticity or pretending to be vampires. You'll casually be asked to murder, as your prospective employer has no fear of recrimination and neither of you have any expectation that you'll be held accountable for your crime. Everyone assumes that they can put monetary value on your morality, because that's how it's worked there as long as they all can remember.
There's an alarmingly high proportion of slaves, addicts, thieves, nomads and beggars. This is the new society. All instituions and laws were erased after the bombs fell. Life is lethargic and brutal, the Wasteland is a nightmare with a dubious chance at survival, and it's no surprise the only bastions of normalcy have to aggressively barricade themselves from the outside world with walls of steel.
The archetypically evil slavers of Paradise Falls, the willfully ignorant ruler of the Republic of Dave and the Megaton bartender who hordes blackmail material on the town's secretly ugly residents have nothing to do with one another except that they all exist in the same game, and so they inform the player's perception of the setting.
There's a derelict police station in the game, whose computers can recall transcripts of 911 calls from before the war, one of them a realistically horrifying account of a home invasion in progress. That has nothing to do with a post-apocalyptic future but it's there to reinforce the point, in terms contemporary and familiar: Washington DC is fucking bleak.
The message is not all that sophisticated. A moody teenager scribbling "life sucks" in her diary has it beat. As always, the key is not what it says but how it says it. Fallout 3 unleashes anecdotes that cohere into a whole, and tells stories through characters instead of about them. Washington isn't explained in an opening crawl or an in-game textbook, the player learns by being there.
It's an uncommon narrative construction, especially in a medium whose great existential debate on storytelling sometimes feels like an argument over whether the cutscene proportion should be more like Half-Life 2 or Metal Gear Solid. Look at BioShock for an example of something similar: the posthumous histories of its characters, told via audio diaries, represent one sociological element of Rapture. The difference being that the stories run parallel and are paced out for the entire length of the game, where the Fallout 3 vignettes are segmented and sequential.
The separate chapters of Fallout 3 have a thematic unity that the content of other RPGs lack. This is why the short story associating doesn't apply to the whole RPG genre, even though the games usually have a comparable volume of sidequests and incidental characters.
Frequently, side content is more explicitly an elective method by which to improve skills and gather gold, but in Fallout 3 there's no reward for uncovering the diary entries of the war nurse succumbing to radiation poisoning the besides the story itself. Few RPGs share Fallout 3's subdued main quest or centralised setting. Mass Effect doesn't say much about the galaxy except that every planet conceals an artifact or a building of pirates.
While considering points of difference, here's where the Dubliners/Fallout 3 analogy fails. Fallout 3 quite clearly has a primary plotline, which would suggest the shorter, incidental stories, so highly prized by the thesis of this article, are in fact tertiary and do not bear the narrative weight of the game. If the comparison is to hold at all, it relies on marginalising the game's plot.
Fortunately the game itself does that, intentionally. In a departure from its predecessors, there is no time limit or even implied pressure on the player to finish the main quest; instead, they are encouraged to ignore it. Players following their progress on the in-game map will note that the ostensible "story" path only takes them through the smallest portion of the city. To adhere to the main quest is to visit the Wasteland by way of a Disneyland tour bus. Also, the majority of the questline can be skipped entirely without penalty. None of this negates the main story's existence but diminishes its traditional stature and renders it equivalent to the sidequests.
Fallout 3's non-linearity is an obvious distinction with Joyce's prose. Sidequests can be discovered and abandoned in no order, like short stories on shuffle. It therefore loses the deliberate escalation of Dubliners, which features progressively older characters and concludes with the longest instalment in the book.
Then, of course, Fallout 3 is interactive, and the player is forced to intervene in almost every conflict. This is how the player contributes to the game's greater premise, a referendum on whether the city unfailingly venal and corrupt or if it is capable of altruism despite itself. The ending of Fallout 3, thematically, rests less on a final binary choice but over dozens of encounters with strange people that coalesce to make the player's own point about humanity.
There's really a wealth of potentially very interesting and creative literary influences still unrealised by games. Lord of the Rings and Ender's Game are covered. The entire history of entertainment and art is available, inspiration can come from some pretty weird places.
Joyce never got the chance to consider Fallout 3, but we can leave Vault 101 with something as improbable as Joyce's prose in mind: "...real adventures, I reflected, do not happen to people who remain at home: they must be sought abroad." Even if Fallout 3 is not consistently inhabited by the literary spirit of James Joyce, for a moment, it fits.
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9 Comments
Excellent read. An interesting take on the subject, and a promising new column.
Dylan | January 19, 2009 10:05 PM
This is shockingly poor stuff. Nevermind the tenuous analogy that the entire article's built around (and which at no stage becomes convincing), this is barely literate:
"Fallout 3 quite clearly has a primary plotline, which would suggest the shorter, incidental stories, so highly prized by the thesis of this article, are in fact tertiary and do not bear the narrative weight of the game."
Nevermind how inelegant that parenthetical 'thesis of this article' is. Are the side narratives 'tertiary', 'of the third order'? Really? Really really? Or were you just using an impressive-sounding word that means nothing in context?
"Fallout 3's non-linearity is an obvious distinction with Joyce's prose."
GameSetWatch's editor/s should be fired for allowing this sentence through. Don't any of you have a dictionary, an understanding of basic syntax, or any respect for your readers' intelligence?
The coup de grace, of course, is:
"Joyce never got the chance to consider Fallout 3, but we can leave Vault 101 with something as improbable as Joyce's prose in mind: "...real adventures, I reflected, do not happen to people who remain at home: they must be sought abroad." Even if Fallout 3 is not consistently inhabited by the literary spirit of James Joyce, for a moment, it fits."
What exactly is improbable about Joyce's prose here? And an astonishingly banal conclusion that means absolutely nothing.
Is this really the best that GSW can do?
Xander | January 20, 2009 1:51 AM
Interesting read, Duncan - I've found that Fallout 3 has given me more to think about than any game I've played in the last year, and you've hit on a few of the reasons for that.
Bad news, Xander: the baby-needs-his-bottle act will not get you a job, as many employers consider jealous rage a minus. (Also, "nevermind" is actually two words. Also also, your amateurish adverb use weakens your sentences and undercuts your point about the original post's inelegance.)
jeffk | January 20, 2009 7:05 AM
The Dubliners comparison is definitely apt. But actually, games like Fallout 3 remind me more of the novel's prehistory, before the central plot had really cohered. Proto-novels like The Decameron, or Don Quixote, have a very similar structure of a main story that's largely a hook for lots of little stories, and it's notable that in the postmodern age, there's been increased interest in that kind of narrative disunity. In fact, I wonder if games could benefit from going even further with this short story approach--imagine a game of The Canterbury Tales, where your hub world is the path to Jerusalum, and each person on the path offers to tell you a story, which takes you into an entirely different game type.
That Fuzzy Bastard | January 20, 2009 2:44 PM
Thankyou for an excellent read, and i'm sorry that Xander feels the need to pick holes at words when the meaning was quite obvious when taken as a whole.
Bjoyhoy | January 21, 2009 8:23 AM
I've never personally read the Dubliners, but what I gleaned from it was a comparison between Fallout 3's little mini-stories and the tales of the French Revolution. The Scarlet Pimpernal, a Tale of Two Cities, etc. fall into a catagory of stories that tell stories less about compelling characters and plots, but more about a compelling time and place in which interesting stories occur. I'm not trying to compare the literary agility and skill of prose of the writers of Fallout 3 to Dickens and the like, but simply saying the style of authorship is important, as it's something relatively unknown in gaming. I love it, personally.
Mato | January 21, 2009 9:53 AM
This piece belabors the obvious. The article admits that the only similarity between Fallout 3 and Dubliners is that they are comprised of loosely connected smaller stories about the people of a location, and that the former is, obviously, interactive. That's it? I suspect the author of the piece was stretching the analogy to produce a piece that would appear sophisticated to the untrained mind.
perplexing | January 23, 2009 3:41 PM
Untrained mind? What are you, a Jedi troll?
jeffk | January 23, 2009 8:12 PM
"Fallout 3, obviously, is not nearly the literary equivalent of Dubliners: they are analogues in form, not in depth. This is, in part, because Fallout 3 is collaboratively written and designed, and so lacks a prominent auteur as its figurehead. While critics can analyze Dubliners in the context of Joyce's personal history..."
The author or his aims/history doesn't matter when interpreting the text. See intentional fallacy.
Also, you can't say that The Iceman Cometh or the screenplay to Citizen Kane lack literary depth just because theater and film are collaborative mediums.
I appreciate the article, but come on, now...
DuffyM | January 26, 2009 6:30 AM