Posted July 03, 2017
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ahem ahem
presenting THIS SHIT WON'T FLY: Notes on Indiana Jones and the Fate of Atlantis
(it's awesome, and if you disagree, you're wrong)
The whole "adventure archaeologist" concept can only carry a storyline two ways: ancient magic and ancient machines. At some point, the game has to involve exploration and portray the setting you're exploring as an antagonist of sorts, and your other two options are dangerous nature and angry natives: one is not actiony enough and the other is fucking racist.
An ancient civilization built on magic in a story set on real Earth offends my aesthetic with its vagueness and anti-rationalism. Personalizing the source of magic presents three further terrible options: brown people's evil gods, aliens, and Jesus. Finally, technology, as a collective endeavor, is simply a better basis for an ancient civilization than magic.
The fantastic element also explains why you're adventuring instead of participating in a proper expedition. However, if you lean on it too hard, you fall into truther territory; here's where the Nazis come in handy, justifying the need for urgency and the antiestablishmentarianism. The real historical Nazis also conveniently had a well-documented interest in archaeological woo. (Note to modern Nazis: please get interested in a better class of conspiracy theory. Illinois Jones and the Pizza Parlor on Mars is going to suck.)
The similarity between FoA and The Dig is not the fault of the former. Rather, it's The Dig that's adventure archaeology in spaaaaaace and with less polish. Also, I haven't played FoA in years, but I don't remember any alien suggestions in it. The design of the machines and the art style in general is as "grounded" as possible, so if there is a throwaway line about aliens, that's less a fundamental failing and more an accidental brain fart. The city is under water and under ground; it's made of stone and runs on lava; it looks nothing like either the overused slick chrome future or the efficient brutalist forms of modernity. If this shit ever flies, it will only be by contradiction, for the sake of a plot twist.
The three paths design of FoA is far better than alternate solutions. One, not every game can support the paths system, because it requires non-stupid reasons as to why the adjacent alternate solutions that we know exist don't work. Two, and I apologize for the quality of the metaphor, locking the player into a single facet of the story increases its conceptual volume and its realness and lived-in-ness. A series of sequential non-contradictory options with identical beats is a string of polyhedral beads. A three paths design is a huge solid body.
(I don't have anything against options, branching storylines and CYOAs; it's just that in this particular game, when you travel to a mysterious ruin, end up on different sides of a door depending on if you got there by plane or submarine, and have to then proceed by either a waterslide or a nuclear-powered train, it's better than if the options just dumped you in a room with every path open madlibs-style.)
Last but not least: Fate of Atlantis doesn't have Jesus in it. Western media is generally too chicken to use Jesus without resorting to religious propaganda, and TLC is not an exception. The inherent stupidity of the religious wordview not only prohibits other potential stories, it turns upon itself, because supernatural elements that carry an existing religion's taint are by construction unknowable. The adventure then becomes a metaphor for regaining one's belief in Jesus; the "answers" the religious cockblock presents could have been easily acquired by going to church.
Fate of Atlantis isn't just good, it's perfect, like the exact solution to a well-determined system of linear equations. The Indiana Jones movie trilogy is a rather ingenious patch that tries to make the obsolete genre compatible with the modern world, and Fate of Atlantis actually succeeds and achieves perfection.