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

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.