realism in fiction
(in response to characterizing and dismissing a criticism of Fallout 3 as a silly concern about âscientific accuracyâ)
I don't really want to talk about Fallout (I've done enough of that in the past), but on the topic in general with the various Fallout games as examples. I think the "inaccuracies" of Fallout 3's setting are incredibly relevant to the rhetorical/ideological work that the game is doing (knowingly or not). Presenting a world that seems to have existed in stasis since the bombs fell, which still lives in the junk and detritus of the Old World, is (obviously) a deliberate choice, commonly assigned to the "aesthetic" of post-apocalypse. But beyond this it serves the function of justifying a dioramic world of isolated scenes and disconnected characters, not a society but rather individual survivors and communities which form no larger network, produce nothing, and  whose labor, where it exists, is purely extractive (scavenging), mercantile, or violent. The notion of a post-apocalyptic world as a ruthless every-man-for-himself (gender deliberate) anti-society is common and dangerous; it is a fantasy of unrestrained masculine violence, in the same way zombie stories are by and large fantasies of racist genocide of thoughtless hordes by the imperiled white minorities. Fallout 3's world of tattered three-hundred-year-old clothing and squatting in three-hundred-year-old ruins and eating three-hundred-year-old canned food is one of total scarcity, in which the only gain possible is by taking from someone else.
That this is "inaccurate" is important for the reasons all stories are important: stories serve as life experiences by proxy. Our brain compiles our experiences over time into recurring patterns which become templates for our default reactions to future situations that register as similar - these are our "instincts", which are not programmed in our genetics but largely socially conditioned. Stories are a technology of information sharing, a way for humans to collectivize experiences so that we can react to experiences we have never faced ourselves with the knowledge of others' experiences. Stories are -always- didactic. But this technology opens up the opportunity for false experiences which can teach false reactions. All stories are, of course, "unreal" - even those based in reality are abstractions, even fiction set in the "real world" creates characters and situations, etc. So yes, to criticize "inaccuracies" is on a base level silly; but they are very relevant when these inaccuracies reinforce false patterns. Normally, false patterns are not promoted precisely because they teach false responses; but when culture is controlled by a minority, they can override the normal dynamics to promote stories that falsely justify power, exploitation, and oppression.
This is not just a theoretical or abstract process (as you might look at with Fallout), it is something governments and corporations actively and knowingly engage in. In the 1950s a major priority of the CIA was to promote "anti-communist" media. Perhaps the predominant example of this was the Iowa Writer's Workshop, a literary graduate program which became the model for many similar programs across the US. Its early funding included a grant from the CIA and its founder openly proclaimed his goal of creating "anti-communist" fiction, which meant the elision of "politics", relations of production, and similar structural forces and a rejection of "didacticism" in favor of a focus on individuals, psychological interiority divorced from material circumstances, and atomic social relationships. The epitome of this "anti-communist" fiction was the motto "show, don't tell". What this reflected in a larger sense was the conflict in philosophy between what is termed "idealism" and "materialism", the latter of which is fundamental to communist theory (Marx's theory is specifically termed "dialectical materialism" or "historical materialism").
Now in American culture, the interiority of "high" literature was matched by a false opposition of plot-heavy "low" culture, increasingly dominated across mediums by corporate-controlled franchises that become ever-more enmeshed within their own "canon" (a metaphor from the debates over which Christian scriptures are "true"). Alongside this was encouraged a cultural fixation of quantification, metrics, and consistency - but only of specific things. The early fan cultures which treated corporate fiction as any other mythology, as something to be interrogated, extended, transformed, and played with as people found it useful (and not coincidentally composed significantly of women) became the extensive but derided backwater of "fan fiction" while corporate media instead promoted a fan culture of obsessive cataloguing and collecting "approved" products. The only form of extra-canonical culture encouraged was/is the sort of "could a Star Destroyer beat the Enterprise" questions and "fanon" creating extensive and ridiculous justifications for existing canon - in other words, fan culture that was wholly secondary and subservient to corporate culture.
It is in response to this latter trend that we got to the modern rejection of "scientific accuracy", both in terms of complaints about a lack of accuracy and in false claims of accuracy as justification for pernicious fiction (e.g. "it's medieval Europe so of course everyone is white" which is both a false statement in itself and of course completely nonsensical when applied to fiction not even set in history). But both sides of this are largely unconcerned with "accuracy" in the sense of storytelling that does not promote harmful responses; both position themselves as "apolitical" and in so doing reify the capitalist logic underlying this entire spectrum of criticism. Complaints of "how are people feeding themselves? who is doing the work?" and similar are neither promoted by those invested in "accuracy" nor indirectly promoted by citing them when refuting the desire for such. Materialism remains by the wayside in favor of supremely individualist critiques isolated from any larger context or relevance. (As an aside: even I was surprised when I did a survey of what are today termed "simulationist" tabletop role-playing games and found that while they would spend dozens of pages on rules simulating the physics of gunshot injuries, rules for production relations and political structures were all but nonexistent in every single game. Surveying strategy video games with a global/regional setting for mechanics covering these topics is less fruitless but still incredibly rare.)
In recent years the derision of "accuracy", "realism", "plot holes", and similar has intensified as mainstream culture has become more and more, to borrow a metaphor from other criticism, pornographic. By this is not meant a proliferation of nudity and sex, but rather a structuring of fiction around crude emotional climaxes, with plot, characters, setting, tone, and other concerns set aside in order to achieve the desired climax, no matter how nonsensical. This is spectacle in the basest sense; absent the contextual girding of plot and characters, these climaxes can only move viewers (or players or w/e) to emotion by way of basic visual and audio cues: lurid violence, triumphant music, explosions. Previously this might have been derided even in mainstream criticism (look to the reception of Michael Bay's films), although there has always been exceptions; but, for example, the most recent season of Game of Thrones - which while always a white supremacist fairy tale dominated by a materially unsustainable by fascistically indulgent level of violence, at least at one point paid heed to concepts like "character motivation" and "distances of 1000 miles are significant obstacles" - seemed to deliberately give up on any pretense of its storytelling serving any function other than the delivery of "awesome moments" to be "shared" and discussed on social media the following day. Critics, beholden to the domination of the capitalist behemoth, at most offered tepid laments of the show moving too fast while continuing to celebrate it as an apex of television storytelling.
All of this is not to say that, for example, Game of Thrones would be better with context simply because context is good in itself. Rather, it is that context demands a logic and material basis; when a story undergirds itself with material logistics of how its characters eat, clothe themselves, travel, etc., even if those details are not centered or elaborated (but not if they are ignored for "dramatic purposes"), it forces the storyteller to engage with the processes and conflicts that actually drive human society, and that are therefore of import to us. One critic calculated that based on the stated land area of Game of Thrones' setting combined with the stated casualties in the various battles across the series and assumptions of medieval European population density and farm outputs, the entire continent would be suffering depopulation and famine (as a result of lack of farm laborers and devastated fields). Certainly, the assumptions based on medieval Europe are not "accurate" for the story, but they serve to demand an explanation of how -does- the continent still produce food? Why -do- the armies keep fighting rather than deserting, as many pre-modern armies did when wars stretched long and without result? Among many other unanswered questions.
The point is not that there can't be answers to these questions - c.f. "fanon" above - but that the canonical fiction bypasses them in order to tell the story it wants to tell - a story about endless violence, faceless armies, and nihilistic elites, without any interest in how such a society functions at all. That the values of a story should trump material logistics of the setting and plot is an absolute truism in American fiction and criticism, but this is not a neutral position; this is the CIA's project for anti-communist fiction having triumphed utterly, the idealist ideology of capitalism, of decontextualized individuals driven by abstract values and engaging with material reality only through the lens of violence, having been rendered so dominant that opposition is unthinkable. Similarly elevated is "show, don't tell" and its dismissal of didacticism, its explicit valorization of the elision of ideology. Lost in all this is, again, that if stories matter - and they do - then their ideology matters, and all stories teach ideology, and the rejection of materialism - the wholesale dismissal of "realism" and its ilk in favor of abstract ideals - is a pernicious ideology that works to justify capitalism and undermine anti-capitalist - which is to say, communist - education. We -need- stories about logistics and labor in order to teach ourselves how to survive and escape capitalism, to provide us with experiences we cannot yet have in reality.










