The American Southwest
Two hundred years of dust, and the desert still keeps its secrets.
The American Southwest is the primary setting of Wasteland (1988) and Wasteland 2 (2014), the first two entries in the post-apocalyptic RPG franchise originally created by Interplay Productions and later revived by inXile Entertainment. Centered on the ruined Los Angeles basin, the Mojave Desert, and the surrounding scrubland and highway corridors, the region defines the visual and thematic identity of the series: a sun-bleached, water-starved expanse where scattered communities cling to survival amid the bones of a collapsed civilization. In both games the player assumes the role of the Courier, a former law-enforcement officer tasked with distributing a scarce commodity—water—across a landscape fractured by rival factions, bandit clans, and the lingering radiation of a nuclear war fought more than two centuries earlier. The Southwest is not merely a backdrop; its geography, climate, and history of resource scarcity drive every narrative beat, moral choice, and faction conflict the player encounters.
- Setting
- Los Angeles basin, Mojave Desert, and surrounding American Southwest
- Featured in
- Wasteland (1988), Wasteland 2 (2014)
- Protagonist role
- The Courier (former law-enforcement officer)
- Primary scarce resource
- Water
- Timeframe (Wasteland 1)
- Over two centuries after a nuclear war
- Timeframe (Wasteland 2)
- Approximately 25 years after the events of Wasteland 1
- Developers
- Interplay Productions (W1); inXile Entertainment (W2)
Lore & Background
When the nuclear exchanges ended the old world, the American Southwest—already arid, already a patchwork of highways, military installations, and sprawling suburban sprawl—became a graveyard of infrastructure. The Los Angeles basin, once a megacity of millions, was reduced to a skeleton of collapsed freeways, irradiated zones, and half-buried overpasses. What remained of the population scattered into the desert, forming small, often hostile enclaves around whatever water source they could claim: a broken aquifer, a cistern, a dried-up reservoir. Over the following centuries those enclaves hardened into factions with their own codes, hierarchies, and grudges. Some hoard water and trade it at ruinous prices; others raid, burn, and kill. The desert itself becomes a character—its heat a constant threat, its silence a kind of judgment. The old laws of the pre-war world are remembered only as stories, and the Courier, a relic of that vanished order, is the last living thread connecting the present to a past no one quite believes happened the way the old records describe. Wasteland 2 pushes this history further: twenty-five more years of entropy have deepened the divisions, and the ruins of Los Angeles now hide not just bandits but organized power structures with ambitions that reach beyond the basin. The Southwest's geography—its canyons, its hidden military outposts, its long straight highways cutting through featureless scrub—becomes a chessboard on which the Courier's choices ripple outward, reshaping which communities survive and which are swallowed by the sand.
In Their Own Story
The sun sits low and wrong, a swollen orange disc behind a wall of dust that has been blowing for three days. The Courier's boots crunch over cracked asphalt that was once Interstate 10, the lane markers long since faded to ghosts. Somewhere ahead, past the rusted husk of a semi-truck still wearing its old company logo, a settlement's water tower catches the light. The radio crackles with a voice asking for a name, a purpose, a price. The Courier adjusts the strap of the water canister on their back, feels the weight of it—enough to save a family, or enough to start a war. The desert doesn't care which. It only waits.
Reader's Guide
The narrative arc across Wasteland and Wasteland 2 follows the Courier as they traverse the Southwest, delivering water to settlements while uncovering a larger conspiracy tied to the region's pre-war military history. The player's central dilemma is allocation: which communities receive aid, which are left to wither, and which factions are empowered or undermined by those choices. Key decisions include choosing which faction to ally with during the water distribution, whether to investigate suspicious military installations hidden in the desert, and ultimately confronting the source of a threat that could destroy what little remains. Each path reshapes the political map of the basin—some alliances become permanent, others collapse into violence. Characters involved include the Courier, various settlement leaders, and faction commanders whose names and loyalties shift based on prior choices. Major locations span the ruined Los Angeles urban core, desert highways, hidden underground facilities, and scattered rural outposts. [MAJOR REVEAL FLAGGED: The true origin of the central threat and the Courier's personal connection to it are late-game revelations best experienced without prior knowledge.]
Did You Know?
- The original Wasteland (1988) was one of the earliest post-apocalyptic role-playing games and helped establish the genre's core tropes: scarce resources, moral ambiguity, and a ruined American setting.
- Tim Cain, a key designer on the original Wasteland at Interplay, later founded inXile Entertainment, the studio that developed Wasteland 2 and Wasteland 3.
- The American Southwest setting in Wasteland 1 and 2 is distinct from Wasteland 3, which shifts the action to the Colorado high plains in the American Midwest.
- The Courier's role as a former police officer distributing water is a deliberate inversion of the old social contract, framing law and survival as competing imperatives in a world where neither institution survived the w
More in Story & Campaigns
Elsewhere in the Wasteland universe
Spotted an error? Know more?
This is a living reference — every entry is fact-audited, and reader corrections feed straight into our audit queue. Suggest an edit · See this site's audit record
