Architecture, space and gameplay in World of Warcraft and Battle for Middle Earth 2

  • Authors:
  • Georgia Leigh McGregor

  • Affiliations:
  • University of New South Wales, Sydney, Australia

  • Venue:
  • Proceedings of the 2006 international conference on Game research and development
  • Year:
  • 2006

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Abstract

Taking as its starting point the notion that architecture provides a way of analysing computer games and their spatiality, this paper compares two very different ways of producing architecture and space in World of Warcraft and Lord of the Rings: Battle for Middle Earth 2. Looking at the production of architecture within the two games as an object or as a spatial entity, as experiential or symbolic, this paper links videogame architecture, landscape, gameplay and the player.