
Introduction: War Never Changes, but Fallout Does 3
running theme of its world is critiquing American politics and history
while also serving as a world ripe for expansion by various video game
developers, media creators, and even fans, many of whom engage with
the same themes that the canonical Fallout media does. It is also worth
noting that some of the Fallout spinoff games are considered nonca-
nonical, a topic I discuss more in Chapter 3 of this book, such that what
“counts” as part of the Fallout world is also frequently debated. Over-
all, in this book I examine the maps of the Fallout games, the design of
the Fallout world, the in-universe history established within the series,
and how the franchise has been expanded through fan creations such as
player-created content, video game modications, and tabletop games.
I primarily analyze the series through the lens of critical media studies,
as well as relying on theoretical frameworks relating to video game
design and world design, which I will touch on a bit more later in this
chapter.
The map of almost every Fallout game is important, and I therefore
examine the map of almost every Fallout game in this book, as each
game is set in a different part of the post-apocalyptic United States.
From a world-building perspective, Wolf (2012: 156) argues that maps
“are one of the most basic devices used to provide structure to an imag-
inary world,” though in video games that structure is often made quite
literal in that game maps typically represent the playable space within
the game world. That being said, they also have an impact beyond
simply being a venue for in-game action: when discussing Metal Gear
Solid V: The Phantom Pain (2015), Murray (2018: 144) claims that
“the contextualization of landscape becomes vital for what it does,
in terms of understanding how setting (just as much as spectacular
action) may drive meaning.” Similarly, Murray (2018: 167) suggests
that the “rule-based worlds of games are landscapes that model value
systems and ethical considerations, not only on the level of action
within the place, but within the place itself.” These notions suggest
that a game’s map might be as important as the actual events that take
place in a game by providing both a context for narrative events and an
organizational and contextual framework for those events. In a similar
vein, I argue that each Fallout game’s map is an important element
of the Fallout world, as many of the game maps in the games offer a
context for commentary on American expansionism, militarism, and
history in a distinct way. Fallout 1 and Fallout 2 (1998) both take place
in New California, which consists of California and parts of Nevada
and Oregon; as such, portions of each game’s map overlap, with some