Hero of the Wastes

An editorial on Gamers With Jobs discussed the author's fondness of the apocalypse, and how disappointed this fondness made him with Fallout 3's ending.
Fallout is the perfect example: The Vaults, the last refuges of civilization left, teach you the ways of science and technology and then usually send you out on some errand, to face the Wasteland alone. Stepping out of the Vault gate releases you into a weird, dirty, violent world where all of mankind's achievements lay rusting in the ever-present desert. From the first time you teach a farmer basic crop rotation, to the Brotherhood of Steel's advanced science hidden beneath layers of space-age Power Armor, Fallout delivers classic apocalyptic scenarios.

Though when I think back about all my favorite apocalyptic stories, Fallout has a special place in my heart. Because with Fallout, it's not just some charismatic everyman hero out there: It's me. I'm the man with the gun and the dog, walking down that decaying, dusty road. It's my story they're telling.

It's no accident then that the original Fallout, like its inspiration, Wasteland, is one of the most open-ended RPGs ever made. Just watching someone else's apocalyptic story simply won't do in a video game. No, a video game is unique in that it's not just the developer's story they're telling; it's yours as well. And the only story worth playing in the apocalypse is the story the man with the knowledge: The hero. The one who walks out that Vault door, armed with the sum total of human knowledge. The person who has to face the Wasteland and decide what to do with the bits of information in his head. Humanity's last best chance for survival. It's what makes apocalyptic heroes truly heroic, or--in some cases--truly villainous.