Work of fiction · video game

Outer Wilds

What difference does it make to understand what is happening to us?

Version analyzed : The base game (2019), without the Echoes of the Eye expansion. Lines are paraphrased, not quoted.

You play a recruit of the Hearthians' space program, on the morning of their first flight. No weapons, no gear to upgrade: in Outer Wilds you explore a small solar system, and what you learn there is all that counts. Still, you have to know what all that knowing is for.

Spoiler-free by default: whatever gives the plot away stays hidden until you choose to show it.

The problem

The common belief put to the test

Knowledge is for acting: a truth that changes nothing is just one more burden. Faced with a catastrophe, you either fight or look away.

The problem

We value knowledge, and we nearly always justify it by what it allows: foreseeing, repairing, protecting ourselves. But some things will not change for any knowledge, the end of a life, the end of a world. Before them, two ways out are open, and each has a cost. Fighting anyway means risking everything for a mastery that cannot be had. Giving up the search means risking finding nothing worthwhile anymore. The game locks its hero into twenty-two minutes that always end the same way, and leaves them only one thing that moves forward: what they understand.

In this game, nothing advances but knowledge. You play a recruit of the Hearthians' space program, a small people living on a small world, Timber Hearth. It is the morning of their first flight. Twenty-two minutes later the sun explodes, and the recruit wakes up by the campfire on that same morning, remembering everything they saw. The game hands out no weapons, no gear to upgrade, no experience points: from one loop to the next, only the ship's log fills up. Alex Beachum, who designed it, wanted curiosity to be the only possible reason to explore. The player is thus in a rare position: all they gain is understanding. What understanding gives them is another matter.

Before what is beyond us, should we fight, and still want to understand?
Understanding, even when it changes nothingUnderstanding withoutholding onTrying everything to knowLetting it comeAdventure for its own sakeIdaea (says)The HatchlingSolanumPyeIdaeaChertGabbroFeldsparRiebeck Not seeking to know
Welcoming what is beyond usScope of actionPushing back the limits

The characters' evolution and the fiction's inferred position are hidden (spoilers).

  • Character, placed by their acts
  • Main character
  • What they say / what they do

Click a character to see the scenes their position rests on.

Where each one stands: fighting what is beyond us or welcoming it, wanting to understand or doing without.

Others wanted this knowledge before the recruit, to the point of risking the irreparable. The Nomai, a people from elsewhere who vanished long ago, left texts everywhere: conversations between researchers, jokes, disagreements, which one reads as if overhearing them. They came to this system following a signal, and their whole life was organized around that search. One of them, Solanum, had set out on a pilgrimage to a strange moon that keeps changing place. Their texts show engineers as much as scholars: their curiosity wanted means, and they accepted a wager there is no coming back from. For the Nomai, to understand was to gain a hold on things, even at the cost of a nothing could undo, the kind asked us to look in the face.

Yet there are things no knowledge gives any hold on, and then knowing can crush. On Ember Twin, the astronomer Chert watches the sky. Early in the loop they are delighted to have seen two supernovae in one day, when they usually count themselves lucky to see one. Then they count them, and the count does not stop: their excitement turns to dread, then, in the last minutes, to a kind of resignation. Within minutes, Chert goes from the joy of understanding to the feeling that nothing matters anymore. Gabbro took the other road. Lying in a hammock on an island of Giant's Deep, Gabbro knows the day is repeating, even has a theory of what causes it, but tries neither to break the loop nor to fret over it: Gabbro teaches the recruit to meditate, which ends the loop at once, without waiting for the explosion. This serenity recalls the one recommended: sorting out and letting the rest go. It has its bounds, though: Gabbro understands enough to be at peace, and stops there.

Chert and Gabbro are not the only ones to have chosen: each Hearthian traveler has settled alone, on a different world, with their own way of facing the unknown. Feldspar, whom nothing frightened, went into Dark Bramble for the thrill. An anglerfish knocked them into a vine, their ship crashed, and they have lived ever since in the skeleton of one of those monsters, in no great hurry to go home: the place is quiet, and it is a rest from always having to be the best. Riebeck, an archaeologist terrified of space, went anyway, having dreamed since childhood of seeing the Nomai cities. On Brittle Hollow, they pitched camp where the ground was most solid, and lower their voice every time they say "black hole". Esker keeps watch alone on the Attlerock and asks you to stay a while by the fire. Each of them plays an instrument, and one can hear in each something of the one who plays it. Feldspar's harmonica fits in a pocket: the instrument of someone who travels alone. Riebeck's banjo is a fireside instrument, home carried far from home. Chert's drums keep time, as Chert counts the supernovae. Gabbro's flute is a breath, that of the meditation Gabbro teaches. The signalscope picks up these tunes from afar, each coming from a different fire: separate answers to a single question.

The game takes the player through what Chert goes through, and helps them come out of it differently. You die a lot in Outer Wilds: burned, crushed, swallowed, or simply caught by the end of the loop. Each death brings you back to the campfire at no cost but time. Little by little death stops being frightening and becomes a step in the investigation: what called learning to die, having prepared for it so often that it no longer takes you by surprise. Music has a precise role here: a few minutes before each explosion, the same theme announces the end, and the player learns to hear it without panic, to finish what they are doing or to sit down. The campfire is no mere scenery: the Hearthians' world is called Timber Hearth, and each traveler has a fire of their own. It hosts one of the game's first gestures: you can roast a marshmallow on it. Alex Beachum has said everything started from that image, roasting a marshmallow while the sun explodes, the gap between the forces beyond our control and the small moments we can hold on to. Against the explosion, knowledge can do nothing; but because you know it, you stop living it the way Chert does.

Spoiler passage
Spoiler passage

And you?

0/4 answered

Answer these questions: your point appears on the map, among the characters. Your answers add to your profile, which stays on your device; only each answer on its own is counted anonymously, to show how readers split.

You hear it from a reliable source: a catastrophe will strike your world in a few hours, and no one knows how to stop it.

What do you do with those hours?

Astronomers have established it: your star will die out in a few centuries. A colossal project, spanning generations, might perhaps delay its end. You are asked to devote your life to it.

Do you accept?

A probe can tell you with certainty when and how your world will end. Nothing you learn will let you change anything about it.

Do you want to know?

You could devote your last years to a question that fascinates you, knowing the answer will never be of use to anything or anyone.

Is it worth it?

Answer on both axes to appear on the map.

The characters

  • Main character

    The Hatchling

    A Hearthian space-program recruit on their first flight

    What they embody

    The recruit says almost nothing: what they seek shows in what they do, exploring and reading everything that is left.

    Key action

    On the morning of their first flight, they set out to explore the solar system.

    Main positions

  • Solanum

    A Nomai on a pilgrimage to the Quantum Moon

    What they embody

    To seek and to understand is, for her, the very way of living.

    Key action

    She sets out on a pilgrimage to the Quantum Moon to uncover its secret.

    Main positions

  • Pye

    Member of a Nomai research team

    What they embody

    For a discovery of this magnitude, an immense risk can be justified.

    Key action

    Pye argues for a very risky Nomai project against Idaea's objections.

    Main positions

  • Idaea

    Member of a Nomai research team

    What they embody

    Some risks are not to be taken, even for the sake of knowing.

    Key action

    Idaea objects to a Nomai project whose risk seems too heavy.

    Main positions

  • Chert

    A Hearthian astronomer stationed on Ember Twin; plays the drums

    What they embody

    Watching the sky is a joy, as long as one does not read in it what one would rather not know.

    Key action

    Through a telescope, Chert counts the supernovae appearing one after another in the sky.

    Main positions

  • Gabbro

    A Hearthian traveler on an island of Giant's Deep; plays the flute

    What they embody

    No use fighting what keeps coming back: better to understand it a little, and be there.

    Key action

    Lying in a hammock, Gabbro teaches the recruit to meditate.

    Main positions

  • Feldspar

    A Hearthian pilot lost in Dark Bramble; plays the harmonica

    What they embody

    You explore for the thrill; understanding comes later, if there is time.

    Key action

    They went into Dark Bramble for the challenge, and have lived there since, in no hurry to go home.

    Main positions

  • Riebeck

    A Hearthian archaeologist on Brittle Hollow; plays the banjo

    What they embody

    Fear should not stop one from going to see what others left behind.

    Key action

    Terrified of space, they still set out to study the Nomai ruins.

    Main positions

How the work answers, in its own way

The game takes curiosity seriously, even when it protects against nothing. It sets two ways of failing to bear what is beyond us against each other, wanting to master it at any price or giving up the search, and lets you experience a third: understanding without expecting power from that knowledge. What the player carries from one loop to the next changes the world less than their way of being in it.

With the plot's turns

Where the narrative leans, axis by axis

Distinct from what the characters think: where the narrative seems to lean, judging by what it confirms or refutes, what it stages and what it values. This is an inferred, debatable reading, not its authors' opinion. On each axis, the diamond ◆ marks where the narrative appears to lean.

  • Inferred reading on “The value of truth” (reveals plot turns)
  • Inferred reading on “Scope of action” (reveals plot turns)
  • Inferred reading on “Hope” (reveals plot turns)

What it leaves open

No one here chooses illusion over truth: the Hearthians who stay in the village do not know what is going on without having chosen not to, and Gabbro knows without seeking. The primacy of truth therefore never meets its strongest opponent. And the peace the game lets you feel rests on a condition life does not offer: the player had time to learn, over countless loops, before facing the end.

Other problems in the work

Questions the work raises in passing, over an episode or a subplot: they do not carry the whole work, but they are worth a pause.

  • Every awakening at the campfire

    Is it still me who wakes up?

    At every awakening, the recruit remembers everything they lived through in previous loops, while almost nothing else has kept any trace. If what makes a person is continuity of consciousness, which tied to memory, it is indeed the same recruit who wakes up each morning; but what is left of a life of which nothing but those memories keeps any trace?

    Nature of the self

  • The quantum shards and the Quantum Moon

    Does what no one looks at exist?

    Some objects in the game move only when no one is looking at them: look away, or switch off your flashlight, and a rock is somewhere else. The game turns an image drawn from quantum physics into a rule of exploration. It proves nothing, but it makes 's old question tangible: ? To move forward, you have to learn not to look.

    Nature of reality

  • The Nomai ruins, and Riebeck's camp on Brittle Hollow

    What do we owe those who came before us?

    The whole investigation consists in reading the texts of a vanished people: exchanges, jokes, disagreements, left on the walls like an interrupted conversation. Riebeck, an archaeologist frightened of space, went anyway to understand them. Reading the dead is not only learning from them: it is carrying on what they began.

    The weight of heritage

The concepts at play

What is up to us and what is not: the line Gabbro draws from the start, and the player learns to draw loop after loop.
Reliving the same day without end: the game makes you feel the repetition, and asks what you make of it.
Dying a hundred times without consequence changes one's relation to death; the game asks what a life that never really ends is worth.
The risk that could never be undone: how far may one go for the sake of knowing?
Objects that move only when no one is looking: without proving anything, the game makes Berkeley's thesis feel strange and close.

Going further

On Philoscopia

The question the work raises, and what philosophy brings to it: the problems, thought experiments, arguments and thinkers that shed light on it.

The question

What difference does it make to understand what is happening to us?

The philosophical problems at stake

Thought experiments

Arguments

Close thinkers

Readings

  • Aristotle, , Book A, 1 : "All men by nature desire to know": knowledge sought for its own sake, not for its use.
  • Montaigne, , Book I, chapter 20 : "That to philosophize is to learn to die": growing familiar with death so that it no longer takes us by surprise.
  • Epictetus, , § 1 : What is up to us and what is not: the dividing line the game has us draw.
  • Nietzsche, , § 341, "The heaviest weight" : The eternal return: would you live the same life again, and again?
  • Camus, : Endlessly beginning the same task again, and the lucidity that turns it into a victory.

Other works

  • The Legend of Zelda: Majora's Mask (video game, 2000) extends : Three days in a loop before a catastrophe: one of Outer Wilds' acknowledged inspirations.
  • Groundhog Day (film, 1993) extends : The same day relived until the one reliving it changes, not the day.
  • Children of Men extends : The end of a world, and what is still worth doing when the future closes.