Extended Abstract Presented at DiGRA 2018
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Past Stories and Future Worlds:
History and Popular Imagination in
Fallout 4
Samuel McCready
York University
4700 Keele St. Toronto, ON, M3J 1P3
613-806-8086
sml.mccready@gmail.com
Keywords
Critical Play, History, Narrative, Counterfactual, Interactivity.
INTRODUCTION
Writing in Digital Games as History, Adam Chapman remarks that, “digital
games, in a way quite unlike conventional historical forms, open up the story space to
shared authorship… the historical narrative produced in these games is always produced
by the actions of both the developer-historian and the player” (Chapman 2016, 34). This
framing of the historical video game as distinct from other historical forms, in that it
necessitates intervention and action on the part of the player, is helpful in beginning to
explore the terrain of this genre and its possibilities for the discipline. In light of this, the
purpose of this analysis of the videogame Fallout 4 is twofold. First, I am interested in
the ways that Fallout 4 employs history and the genre of the counterfactual in the
production of a compelling narrative that not only invites but also compels the player into
action to chart a new course for this devastated virtual landscape. And second, I am
interested in the possibilities for learning that may unfold through user interaction with
this story. This is not simply a question of what Fallout 4 can teach a user about
American history or Cold War sentimentality; but rather, how, through interactive
gameplay, Fallout 4 challenges the player’s assumption of what history is, how it is told,
who tells it, and for what purpose. Or, more simply put, what I refer to broadly as
historical knowledge production, and its ideological implications. Set in the post-
apocalyptic landscape of Massachusetts, Fallout 4 unfolds in a variety of historical sites
in Massachusetts (Concord, Lexington, Boston), which serve to anchor the main story
while simultaneously grounding a sense of optimism for the future in the tradition of ‘the
American spirit.’ At the same time, these virtual-historical landmarks and storylines
reveal the major tension at work in the game, one between the hopeful optimism
associated with forging a new path forward and utter despair at the state this future world.
That is, between a belief in the power of American tradition weighted against the reality
of death, destruction and loss that constantly bombard the screen from every angle. At
one and the same time then, the game combines real historical elements with a
fictionalized reimagining of the outcome of the Cold War (the ‘Cold’ War goes hot) to
present a critical rereading of Cold War experiences. The power of counterfactual history
lies in its capacity to unravel assumptions about the static nature of historical events, and
in its denial of a linear trajectory of history broadly. In essence, the counterfactual upends
conventional and popular presentations of history and problematizes attempts to establish