Fortnite pastoral

They rebooted the world.

Fort­nite is, at its cur­rent level of ubiquity, more than a video game; it’s also a social space, a spigot of culture, and a pre­mo­ni­tion of things to come. Recently, Fort­nite’s pro­ducers did some­thing unexpected, and while it’s per­haps annoying to point to the lit­eral biggest thing in media and say “hmm, this is interesting!” … it’s actu­ally very interesting.

Come along with me.

If you don’t play the game (or ben­efit from the detailed nar­ra­tion of someone who does) you might not know that it pro­ceeds in sea­sons, each one involving a sig­nif­i­cant change to its envi­ron­ment. On Fort­nite’s arena island, winter falls, bringing ice and snow; a vol­cano erupts, making rivers of lava; a meteor hits, leaving a yawning crater. (The players fight on the ice. They fight across the lava. In the crater. There is always fighting.)

If Fort­nite’s orig­inal island was a plain vanilla cake, these sea­sonal upgrades have pro­vided the frosting, then the sprinkles, then the candles, then even more frosting, then, hey, is there room for a scoop of ice cream on top of all that? Over the course of a year, it had gotten to be … a bit much.

The pro­ducers were aware of this, I think.

Fort­nite’s sea­sons are often capped by a live event inside the game; this is a media format without a name yet. As a player, you’re doing what you nor­mally do — sliding across the ice, drop­ping into the crater — when suddenly, some­thing begins. From your van­tage point — everyone’s is slightly different — you turn and watch.

A pre­vious Fort­nite event offered a wrestling match between a giant robot and a moun­tain-sized monster, kaiju-style, across the island:

The latest event was a long-awaited rocket launch that cracked a hole in the sky. Reality-warping fire­works followed; then, a chain reaction, resulting in a black hole near the island’s center, which did what black holes do. If you were playing Fort­nite at that moment, the expe­ri­ence was surreal, as your video game — interface and all — collapsed into the void. On mil­lions of screens around the world, all that remained was a tiny, scin­til­lating worm­hole. Nothing else. No game.

It remained that way for nearly two days.

Before we get to what hap­pened next: what was this, exactly? What kind of expe­ri­ence? Fort­nite employs full-time writers, but what­ever they’re doing isn’t writing in any tra­di­tional sense, not even by the mutant stan­dards of video games. They are instead sequencing envi­ron­mental events for players to battle in, and around, and through. I’ll con­fess that I wish there was more actual writing — as in, lines of dialogue — but it doesn’t matter what the nov­elist thinks: Fort­nite’s approach is clearly captivating. It estab­lishes a confusing, impor­tant new genre.

I missed the live rocket launch, but as soon as I heard about it, I logged in to see the worm­hole, which rotated stolidly on my screen while a rich rumble played in my headphones. I didn’t know what to expect on the other side; no one did. If Fort­nite’s island had reap­peared more densely crowded than ever, packed to bursting with new mech­a­nisms for play, I wouldn’t have been sur­prised.

When the worm­hole opened, what emerged did sur­prise me.

Since the game’s creation, Fort­nite’s island has been its great constant: eroded, impacted, and rezoned, yes, but always with the same basic shape, and a pro­file like a kindergartner’s land­scape doodle: every hill and moun­tain a steep spike. It was a cartoon; that was part of its appeal.

Now, the island has grown up. A few land­marks remain, planted in new loca­tions like scat­tered seeds, but the ter­rain is totally different, and it’s the ter­rain that is the star. The new island’s geog­raphy is softer, more natural. Moun­tains flow into moraine. Hills flatten into meadows. Draws empty into creeks.

In those creeks — there are ponds and lakes, too — you can swim, as well as fish, and it’s here that the soul of the new game shows most clearly. Dropped into a hundred-player melee, danger on every side, is it foolish to pause beside a stream, put aside your weapon, and cast a line? Possibly. But it’s a big island, and some­times you find your­self alone.

The new envi­ron­ment is plainly pastoral. There’s more open space. The farms have become more detailed, with apple orchards and rows of trel­lised tomatoes.

But­ter­flies dance in the meadows.

Exploring this new chapter, enjoying its quiet beauty, I’ve found myself wondering: does Fort­nite even WANT to be a game about fighting anymore?

The old island was overcrowded, over­bur­dened. To me, it felt like the game’s pro­ducers had painted them­selves into a corner: when each season is about more, the more piles up, until you’re trapped in a flashing pin­ball game.

The real world feels over­bur­dened some­times, too. Maybe you, reading this, rec­og­nize the angst of: “How did I get here? How did we get here?”

Maybe that’s always been the case, and maybe that’s why so many sto­ries hinge on the fan­tasy of the clean reboot. It is the sig­na­ture offering of children’s fic­tion (with its por­tals to sim­pler worlds), of comic books (with their rec­on­cil­i­a­tions of con­flicting timelines), of mythology (with its nev­erending cycles of renewal).

I can now report to you that it’s one thing to read or watch a story about a fresh new world; it’s another entirely to expe­ri­ence it firsthand.

The sig­na­ture moment of a Fort­nite match is the ini­tial para­chute drop onto the island, affording each player a panoramic view as they decide where to land — where to begin the battle. After the worm­hole opened, Fort­nite made much of its players’ first drop onto an unknown island, and it was right to do so, because the expe­ri­ence was breathtaking. From the first wash of pixels, it was obvious: this new place was sim­pler and softer. Wide open. Unburdened.

It’s a fan­tasy, and it’s a good one.

October 2019, Oak­land