Fallout 2009 in realities
Maybe someone would be interested in taking a look.
Fallout: Nothing Human
June 19-21, 2009
Polygon in the Leningrad Region
About 300 people
Adventure-philosophical post-apocalypse.
Project
The idea that was embodied within the game "Fallout: Nothing Human" was to, on one hand, make "Fallout" upside down, and on the other hand – to show the true face of Fallout as one of the variants of the described future of humanity.
War never changes. War is fear, deprivation, and death. And in the end – total annihilation of humanity as a species. In our game, events unfolded contrary to the classic course of events in the original game: from bad to worse. Within the gameplay events, characters learned of an impending strike that would destroy their familiar world, erasing from the face of the earth all that was built or not completely destroyed since the Great War. Each character had to choose their line of behavior:
Refuse to believe in an imminent end and continue to lead an "ordinary life" while it is possible
Attempt to save everyone from the impending threat or simply help others survive it
Save oneself at any cost.
Preventing the strike in the game’s narrative was impossible; one could only mitigate its consequences. Therefore, the last hours were very important, when it became clear that a nuclear strike was inevitable. How to spend the time remaining before the explosion? Complete important tasks and meet the End with a loved one or just with a bottle of moonshine? Loot and plunder? Attack those fortunate enough to have a spot in the shelter? These seemingly simple and inconsequential decisions ultimately determined the finale that all the characters in the game faced:
“Live as a monster” or “Die as a human.”
Result
According to the observations of the workshop group and numerous testimonies from players, the original concept of the game was brought to life. A significant portion of players felt and understood the situation and the choices described in the previous part. Some reevaluated their relationship with the world of "Fallout", some perhaps not only with it.
Furthermore, players derived a certain pleasure from immersing themselves in the world of the video game "Fallout", which is true even for those whose characters did not fully believe in the "apocalypse" that occurred within the game.