David J. Cross is a doctoral researcher and lecturer at the University of Stuttgart. His research revolves around apocalyptic thought in contemporary literature, media, and culture. Beside his academic research he also composes sound and music installations for exhibition as well as composing the OST for the folk horror adventure game, The Excavation of Hob’s Barrow.
Walking Towards Extinction: Pyschogeography and Détournement in the Fallout Series
FROG 2024 – Talk
This paper explores the concepts of dérive and psychogeography to analyze and enhance the experience of open-world games, with a specific focus on the Fallout series known for its expansive post-apocalyptic world and narrative layering. Derived from the Situationist International’s theories, dérive involves drifting through urban spaces to uncover hidden psychogeographical patterns and influences, while psychogeography examines the interplay between environment and psychological experience. By activating the mechanic of walking and engaging in deliberate acts of détournement within game environments, players may be able to actively subvert and recontextualize the game’s spatial and narrative elements.
Through minor détournements – such as the reinterpretation of mundane objects or in-game snapshots – and deceptive détournements – where significant narrative elements or major game landmarks are placed in novel contexts – players can challenge and redefine the intended meaning and experience of the game. Deceptive détournements might go as far as manipulating major plot points or iconic game elements to generate alternative interpretations or critiques of the game’s inherent ideology.
This approach interrogates how open-world games like Fallout can be engaged with critically through the walking mechanic while highlighting the potential of détournement as a tool for players to actively reshape and interrogate the immersive worlds and stories presented in apocalyptic games. By reimagining the game’s space and narrative through psychogeographical exploration and détournement, new imaginaries can be created through a ludo-affective dissonance which potentially allows the player to reflect on their own socio-cultural experiences beyond the playing experience.
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