Re: ""... The Horror, The Horror ... ""
Kharn said:
Would it, thought? It's an interesting parralel, but it is so because Fallout and Heart of Darkness draw from similar story-telling techniques, not because the former is based on the latter.
Yes. I'm certainly not claiming that Fallout is based on Heart of Darkness. (This further underlines the strength of Fallout as mythology, story-telling in its own right.)
Kharn said:
Because while I agree that the Master is an expression of the whole feeling of Fallout at its core and is similar to Kurtz in that, there is an essential difference; impotence. If Kurtz is just an impotent lunatic in the jungle, The Master is poised to take over the Wasteland...
That might just be the difference between a game and a movie playing in, though.
Yes, it is possibly slightly facile to draw direct narrative parallels between the two, given that these can vary depending on how one plays the game. However, and at the risk of bending my argument to breaking point, some parallels with the malarial Kurtz do stand up.
The Master as a physical entity is also somewhat impotent, and is certainly corrupted to the point that Richard Grey barely exists. Equally, Kurtz barely resembles the man who sent out to do his employer's bidding. The power of Kurtz - as with The Master - has grown via his acolytes, whilst he himself is diminished.
The Master could still be described as feeble; his plan is ultimtely futile, even if enacted, since his dominion is limited by the lifespan of his mutants.
Kharn said:
I don't think that's the *heart* of the moral ambiguity at all. The *heart* of the moral ambiguity lies in the original endings for Junktown, or in destroying Necropolis to save Vault 13, etc. etc.
I think corruption of purity is the wrong term, because the Vault Dweller is never reflected as being pure. Rather, he is what you make him. As such, he is an "unspoiled" (pure?) tabula rasa, and in as far as corruption of purity means filling in the tabula rasa you're right, but the whole point of the game mechanics of Fallout is this tabula rasa at the center, which may imply innocence or purity, but it is not.
I'm inclined to agree with your distinction here - tabula rasa is a more apt concept.
However, I still see the nature of the Vault Dweller as being crucial to the moral development of the game. Had the Vault Dweller been imbued with a recognizable moral framework, it would have made any choice of actions much simpler. As it is, the player is free to exert his will without feeling that it runs contrary to established character.
A good contrast (aside from almost any other run of the mill RPG) would be KOTOR2. The story - partially as a consequence of its source material - is very much framed in terms of Good and Bad. The only way to play a Darkside character is to be deliberately terrible, and in such a way that it runs contrary to everything one knows about the character they're meant to be playing. Good and bad are implemented as a binary property of the universe; something to be chosen with 20:20 foresight. Ironically - given the importance placed on it in the Star Wars canon - it is much easier for one's character to become gradually corrupted in Fallout, and to set terrible events in motion via a desire to do good.