The Orc—Playing the “Wholly Other”: Investigations of Kant's Sublime and The Technological Sublime in Blizzard Entertainment's Massive Multiplayer Online Game World of Warcraft

Орк — игра с «абсолютно иным»: исследование кантовского возвышенного и технологического возвышенного в массовой многопользовательской онлайн-игре Blizzard Entertainment World of Warcraft
Bo Kampmann Walther, Lasse Juel Larsen
2022-12-05

Kantian sublimeWorld of Warcraftfantastic elementsgame design philosophytechnological sublime
While the complicated scheme of the philosophical sublime may at first hand seem mere platitude when brought to life in computer games, this article claims that the action/adventure game World of Warcraft wedges open a space in which to operate the sublime and navigate radically “other” subjectivities. The hypothesis is that the assembly of fantastic elements in World of Warcraft duplicates the Kantian sublime while at the same time commenting upon and even radicalizing it. The Romantic tradition of the sublime as it unfolds in Immanuel Kant's third Critique is outlined followed by an attempt to topologize elements of the fantastic in Blizzard's game design philosophy leading to a clarification of what we call “the knotted point of play” where game object, game interaction, and game subject intervene. Finally, we explore how the notion of the technological sublime relates to World of Warcraft and beyond.
1
The analysis identifies a “knotted point of play” where game objects, player interaction, and game subjects intersect.
2
The game’s assembly of fantastic elements reproduces the Kantian sublime while also commenting on and radicalizing it.
3
World of Warcraft creates a space for experiencing the sublime and engaging with radically “other” subjectivities through gameplay.
4
World of Warcraft exemplifies how the technological sublime can operate within computer games and broader digital culture.

Blizzard Entertainment's World of Warcraft massively multiplayer online game world and its fantastic elements

The operation, reproduction, commentary, and radicalization of the Kantian and technological sublime through game objects, interactions, and subjectivities

Publication Details
Publication Date
2022-12-05
Journal
Publisher
ISSN
Cited by
5
Access Type
Author Information
Authors
Bo Kampmann Walther
Lasse Juel Larsen
Explore further
Open the scid.ai AI chat with a ready-made request: it will find papers on a similar topic and help build a literature review.
Find similar papers in the chat
Make a presentation
100%