Proceedings of DiGRAA 2014: What is Game Studies in Australia?
© 2014 Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of
this paper is allowed, commercial use requires specific permission from the author.
Videogame Visions of Post-Climate
Change Futures
Ben Abraham
University of Western Sydney
Locked Bag 1797
Penrith NSW 2751
+61 2 9852 5222
benjamin.j.abraham@gmail.com
ABSTRACT
In this paper I describe my current research into videogame depictions of the future, and
those that engage substantially with anthropogenic climate change, building upon an
understanding of the role played by visions of the apocalypse as an outlet for expressions
of popular fears and anxieties. The paper looks at games that have been released in the
recent period, which has seen a rise in corporately funded campaigns undermining
popular and scientific consensus on climate change, discussing three games in detail and
the climate future they present; Anno 2070 (2011) which depicts a flooded earth; Fate of
the World (2011) which presents a player with the supreme difficulty of balancing
development goals with a finite carbon budget; and ARMA 3 (2013), which deploys
visual depictions of renewable energy power generation (windmills, tidal power, solar
arrays) to evoke a sense of futurity and in the process projects an unexpectedly optimistic
vision of our climate future.
Keywords
videogames, climate change, futurity, premediation, apocalypse, renewable aesthetics,
Anno 2070, Fate of the World, ARMA 3
INTRODUCTION
It is fast becoming obvious that we are living in a slow apocalypse. This apocalypse takes
the form of anthropogenic global warming and the world that it is predicted to precipitate.
Estimated to have – at very best – only somewhat devastating impacts on the way that
individuals and societies live and engage with their environment, at the extreme end of
predictions it presents a vision of a future planet earth devoid of the capacity to sustain
human life entirely. Videogames have frequently engaged with apocalyptic visions,
though usually of a distinctly different character. The prominent place accorded visions
of the nuclear post-apocalypse (and its aesthetic equivalents) is well documented in
games, from the Fallout series (1997-2010), and the related visions of the S.T.A.L.K.E.R.
series (2007-09). Similarly, visions of apocalypses ranging from alien invasion to zombie
apocalypses abound in commercially successful game franchises, from Gears of War
(2006-13), to Resistance (2006-12), Left 4 Dead (2008, 2009) and Dead Rising (2006-
13), along with countless others.
A less commonly acknowledged and as yet unexamined trend is videogames’ depiction
of future visions of climate change, apocalyptic or otherwise. This paper presents a brief
attempt to examine the few recent instances of videogame visions of climate change that