IDA: International Design and Art Journal
ISSN: 2687-5373
Volume: 4, Issue: 1 / 2022
Research Article
Fictional vernacular architecture as a worldbuilding element:
Structure samples from the World of Warcraft video game
Asst. Prof. Dr. Atlıhan Onat Karacalı1*
İstanbul Topkapı University, Faculty
of Fine Arts, Design and Architecture,
Department of Interior Architecture
and Environmental Design, İstanbul,
Turkey.
atlihankaracali@atlihankaracali.com
1
*Corresponding Author
Received: 15.04.2022
Accepted: 24.05.2022
Citation:
Karacalı, A. O. (2022). Fictional
vernacular
architecture
as
a
worldbuilding
element:
Structure
samples from the World of Warcraft
video game. IDA: International Design
and Art Journal, 4(1), 109-127.
Abstract
This study aims to evaluate the structures of Azeroth, the fictional built world of the
World of Warcraft video game, as samples of vernacular architecture. Therefore, the
scope of the study contains video game architecture, vernacular architecture, and structure
samples from the mentioned video game. For the methods of the study, first, the
storytelling and worldbuilding concepts are investigated. Then, the use of architecture in
video games is analyzed in the light of pioneer academic studies. Moreover, the term
vernacular architecture is introduced to name the structure of World of Warcraft as
samples of it. The elements affecting the design of vernacular architecture samples are
mentioned. Finally, in the case study, the settlements and the structures of the fictional
races with distinct cultures, from the mentioned video game, are studied in detail. And in
result, some unique determinations of mentioned game’s use of architecture, in both video
game architecture and fictional vernacular architecture terms, are proposed.
Keywords: Video Game Architecture, Storytelling, Worldbuilding, Vernacular
Architecture, World of Warcraft.
INTRODUCTION
Current era is the golden age of video gaming. And there is a growing interest in studying on academic grounds.
Studies like “Allegories of space: The question of spatiality in computer games” (Aarseth, 2001), “The Role
of architecture in video games” (Adams, 2002), “The importance of architecture in video games” (Brouchoud,
2013), and “Building imaginary worlds: The theory and history of Subcreation” (Wolf, 2012) can be
considered as pioneers. Therefore, the use of architecture in video games is a popular subject. Many studies
focus on a single video game title and directly begin writing its architecture. However, to understand the use
of structures in any single videogame, first, the background of the field should be studied. As the main
contribution of this study to the literature, the fields of storytelling and worldbuilding which were somehow
absent in the previous works, and the overall relationship between the architecture and video games, should
both be figured out as laying a foundation for studying the architecture of a single game.
The study should scale up from the structure base to the environment base. Many current video games
introduce a brand new three-dimensional world to tell us its story within. And for the current level of
technology, it is quite easy to build up a new world. However, is modeling a new settlement in a larger context
enough for naming it a world? There are some base points in worldbuilding, and a newly generated one should
meet these essential criteria to be considered as a world.
METHOD
The study used the literature review method for the first three findings sections, storytelling and worldbuilding,
video game architecture, and vernacular architecture. And for the fourth finding section evaluating the structure
samples from the mentioned video game, a case analysis method is followed. Selected in-game screenshots
109
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
(those created by the author on 13.4.22 from PTR version 9.2.5.43057) were evaluated over the concepts
figured out in the previous finding sections. And in the result, general determinations have been made
regarding the architectural use of the game in question in terms of video game architecture and vernacular
architecture.
FINDINGS
As mentioned, this study groups its findings into four sections. These sections were ordered in a conscious
order, to build up the knowledge stock on top of each other. The conclusion section, on the other hand,
constructs a different concept. It covers an evaluation of the case study, over the knowledge collected in the
previous three sections.
Storytelling and Worldbuilding
There is a growing interest in the storytelling phenomenon in either professional or academic fields, recently.
The term “storytelling” is the cultural and social activity of sharing stories. Each culture has stories or
narratives told as means of education, entertainment, or development of moral values. Storytelling is as old as
mankind since the human brain has cognitive capacity. Oral traditions of storytelling (mythology, epic heroic
legends, fairytales, fables, etc.) are found even in the earliest civilized stages. Visual media, on the other hand,
can be considered equally aged. Later with the advent of writing, the stories were recorded as scripts and
reached wider audiences. Modern storytelling has broader meanings. New forms of media create new ways for
people to record and tell stories. In this age of communication, also image-makers create stories for brands,
either a pop-music icon, a hamburger restaurant, or even a political leader. Now there are different modes of
storytelling, varying from digital interactive narratives to tabletop role-playing games.
Storytelling has also been an object of academic scientific research under the name “narratology”. Scientists
investigate the forms and methods of storytelling and discovered some common issues. The most famous of
them, popularized by Joseph Campbell in The Hero with a Thousand Faces (Campbell, 1949: 30), is known as
the “hero’s journey” or “monomyth” which is a common template for most stories, consisting of three main
parts. On first, the departure, a hero goes on an adventure, on second, the initiation, the hero becomes victorious
in a decisive crisis, and on the third, the return, the hero comes home changed or transformed (Singh, 2021:
184).
Another common characteristic of stories, also known as the “five elements of fiction”, is the existence of plot,
characters, theme, narrative perspective, and setting. The plot is the sequence of events and their relationship
in a story, characters are the people and/or other beings in the work, the theme is the main idea or the message
the story conveys, narrative perspective is the relationship of the narrator to the story, and the setting is the
time and place in which the events occur. Each element can and should be studied in detail. However, here the
one on the target is the place. Not all stories happen on the planet Earth or somewhere on its surface. Some
stories, because of their features, need a special setting that does not physically exist. In such cases,
worldbuilding plays a crucial role in storytelling.
Although somehow introduced as early as in the Homeric myths, before the twentieth century most
worldbuilding can be accepted as existing only in novels leaving the imagination part to the reader. The later
visual media had different aspects of storytelling, appealing to different senses. Now there are comics, films,
and video games that tell us stories. To name a few, Star Wars and Middle Earth are examples of current-era
stories with superior qualities and are often considered worldbuilding epics. The next set of media, the socalled Metaverses, claim to appeal to even different senses to tell us even different stories.
Worldbuilding, as a sub-branch of storytelling, is the process of creating imaginary worlds for telling stories.
The term may express different scales and realities, from an ordinary but non-existent village to an inhabited
planet and even to a complex system of galaxies. However, worldbuilding often involves the construction of
fantastic environments. Therefore, the creators often put forward a new set of geography (continents, oceans,
and climate), ecology (flora and fauna), and civilized inhabitants (humans or new races with technology,
history, and the most important culture).
110
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
The worldbuilding process often begins with the construction of a fictional map. A concise map displaying the
geographical features of the terrain and the exact place of the settlements can be helpful for both designers and
the audience, in terms of storytelling. The existence of different biomes of plains, mountains, seas, deserts,
wetlands, and forests as well as the towns, capitals, and roads would also define the destinies of the local
inhabitants. The cartography of these built worlds is sometimes called “geofiction” (Erle et al., 2005: 508).
In these fictional worlds, of course, there also should be biological beings scattered around. Lifeforms like
shiny magical trees, cryptozoological animals and monsters, and even hybrids of these two are common. Apart
from the flora and fauna, there are also some intelligent civilized races, either humans or other
anthropomorphic creatures, interacting with the defined terrain, flora, and fauna. In the real world, the
distinctive feature of the only civilized biological species is being gifted with the ability of abstract thinking.
And this amazing skill led people to create various cultures. Culture is defined as the totality of values,
activities, and products. Cultural products of mankind are generally divided into two, intangible culture on one
hand, and tangible or material culture on the other (Karacalı, 2020a: 27). The features like the rituals, norms,
music, religion, customs, skills, mythology, and language fall into intangible culture whereas the ones with a
physical appearance are considered tangible culture. In other words, the belongings of humankind like the
tools, clothes, and architecture construct the material culture.
The creation of constructed cultures (also called “concultures”) is the key element of worldbuilding since
civilized races can only be distinguished via their existence. Cultures play a decisive role in which the built
world reflects and represents stories that are relevant in the real world. More, they discuss how the built world
is made to feel realistic. Wolf thinks an invented culture can be tailored in detail according to the story’s needs
and does not come with the baggage of an existing culture (Wolf, 2012: 179). However, making up an alien
culture should exactly be challenging. Therefore, the designers somehow investigate existing human cultures
for inspiration. Usual methods are hypothetically using an existent culture out of its context and creating
different combinations of the various features of distinct real-world cultures. The twentieth-century
developments like the growth of archaeology and anthropology, the spread of mass media, the emergence of
new tourism opportunities, and the waves of immigrants arriving in the Western world all helped people to
encounter firsthand cross-cultural experiences. And more complicated fictional cultures began to appear as the
audiences became increasingly sophisticated in expectation of their existence. Configuration of a detailed
fictional culture, for the sake of storytelling and worldbuilding, needs to determine both intangible and tangible
features of the civilized inhabitants in question. There are a lot of things to ask first about the intangible ones.
What are the values in this world? What do its inhabitant believe in? What do they celebrate? How do they
communicate? Are there new languages? What are the economic, financial, and political systems? Are there
battles? What about history?
Material culture, on the other hand, needs further explanation especially in constructed worlds for visual media
since they are the concrete features of the culture. Another set of questions should be inquired. What do
inhabitants of this world wear? Does the clothing represent social status? What kind of tools do they use? What
is the technological level? Are there vehicles they drive? And especially what do they build? How was their
architecture formed? And what does all this material culture do with the main story?
It is always argued that architecture works as an important storytelling element. Building Imaginary Worlds
accepts it as one of the many facets of culture, along with the other infrastructure features which had to be
considered concretely as an integrated whole (Wolf, 2012: 182). The architecture alone can transfer a bunch
of messages in a built world, as well as it does in the real world. By just observing the structures, the economic
cycle, technological grade, and social organization of a society can all be understood. In terms of visual
worldbuilding, architecture also helps deepen the spatial experience. Architecture can be mentioned as a very
important sub-element of worldbuilding, and essentially the storytelling on a larger scale, since the physical
space does much of the work of conveying the story that the designers are trying to tell (Carson, 2000: 3).
All the criteria mentioned here are somehow carefully crafted in worldbuilding attempts. They all serve in the
facilitation of the genuine realness of the fictional environment. They utilize the background richness and
verisimilitude of the story. Some of the features may be explained in detail, some others may be mentioned
superficially, or some may be left (consciously or not) to the imagination of the audience. The features are
111
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
perceived through the real-world experiences since the designers make decisions based on their real
relationships in the physical world. Simon Provencher states the “Golden Rule” of worldbuilding as “unless
specified otherwise, everything inside your world is assumed to behave exactly as it would in the real world”.
(Provencher, 2012: 1).
Video Game Architecture as Narrative Surrounding
Architecture, or space, is used for narrative purposes since ancient theaters, in terms of volume and scenery.
In the last two and a half centuries, the film and television industry also heavily employed the architectural
concept for storytelling purposes. And in the last sixty years, video games are introduced as a brand-new visual
media. Architecture is also directly utilized in video games, such as the other similar media, however with a
significant difference. The distinctive nature of the built worlds in video games as spatial environments is their
availability to be interacted with and navigated, much like the real world. The audience, gamers in this case,
are in full control of the environmental experience, against the other visual media evaluating them as passive
spectators perceiving the space via the fixed perspectives. More, in linear storytelling of the previous media
the story is straightforward and the ending is the same for everyone, whereas in the video games both the
direction of the story and the destiny of its ending are personal since both are controlled by the players (Hryb,
2015: 18) with the aid of architecture.
Now it is the golden age of video game storytelling, and the designers of these games are treated like celebrities
at the game conferences worldwide. Character design they put forward eases the storytelling by defining
characters, where the world and structures they build do the same by describing the setting (Adams, 2002: 7).
These built worlds are no doubt three-dimensional narrative spaces with obvious architectonic concepts
offering new possibilities for interaction. And environmental storytelling is accepted as a key element in the
success of a video game (Jason, 2022: 1). Many of these video games draw spatial inspiration from physical
architecture (von Borries et al., 2007: 12) to create more accurate imaginary worlds.
The use of architecture in video games, obviously differs from any other visual media, especially in those
three-dimensional open-world video games. However, comparing their worldbuilding with the real
architecture, they somehow mimic or considered in a close relationship. Numerous similarities and plenty of
differences as well, can both be figured out. Both the architects and game designers use the spaces and
structures for the same purpose. Most of the time, real-world architecture acts as a reflection of the culture and
history of the society while the same is true within the game worlds. When worldbuilding is successful, game
architecture would be an embodiment of the morals and values of the fictional people who inhabit it (Zonaga
and Carter, 2020: 81). And the architecture here helps players understand the built world as a storytelling
element. The need of gamers to perceive architecture in video games comes from its real-world function
(Çatak, 2003: 39) which the audience is already familiar with. In successful cases, the architecture makes the
players believe as if they are in a real-world, rather than a fictional one. More, both the game designers and
architects use similar working methods in their planning and development phases. They mainly work with the
three-dimensional computer-generated models which is the fundamental interface between the two disciplines
allowing the mutual exchange (Götz, 2007: 134).
The similarity between these two architectures is even converted to unity recently. Relatively new input
devices like motion detectors and gesture recognizers hybridize virtual and real worlds (like Nintendo Wii and
similar consoles). Away from this, video games migrated outdoors and integrated physical environment and
game space via augmented reality (AR) solutions (like Pokémon Go). And it is now the threshold of a newer
movement introducing three-dimensional virtual worlds focused on the social connection (metaverse as a
buzzword) experienced via AR and VR (virtual reality) wearable technology controller inputs.
According to Ernest Adams, the rationale for architecture, in reality, is different from the reasons why
architecture is produced in video games (Adams, 2002: 1). The main difference between virtual worlds and
physical places is that the former is not real. They are maintained entirely by computers and exist only in the
imagination (Bartle, 2007: 158). In the real world, the place is a natural consequence of space, whereas in the
virtual worlds the space should be represented. To date, there have been three main representation formats:
nodes for textual worlds, grids for isometrical worlds, and polygons for three-dimensional worlds. Polygons
represent surfaces and the space becomes the apparent volume in between them (Bartle, 2007: 161). Therefore,
112
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
in video game environments, both structures and landscapes are abstractions of reality (Adams, 2002: 1). Since
the entire world is in a computer-generated identity, even the rural and unsettled areas become artificial. Here,
the wilderness is also a built environment or architecture made up of polygons.
Besides, neither gravity nor climate is the default in the virtual worlds (Lootsma, 2007: 404), unless defined.
Therefore, the architectural concepts of load-and-support, climate responsive design, sustainability, and budget
do not remain on the agenda of structure design. This reality no doubt unchains the limits of architecture,
unlike the physical conditions. Architectural materials do not behave as in the physical world, since they are
just bitmaps attached to the polygon surfaces. Jon Brouchoud (2013: 1) states “500 years from now, there is a
good chance you will still be able to play an old copy of Skyrim, but what will be left of the physical city
artifact that exists today? They will be ruins at best”. The cosmetic identity of the materials in video game
worlds only works in terms of meanings linked to them from real-life experiences. In architecture, materials
have languages and architects use them as a design and evaluation mechanism (Karacalı and Urfalıoğlu, 2019:
67).
Another main difference between video game worlds is their quantity. Like a three-dimensional chatroom,
they connect people from geographically disparate locations all over the world in real-time (Brouchoud, 2013:
1). However, they act more like a stage than a chatroom in that the actions of millions of other players are
witnessed (Schmidt, 2007: 148). What happens when this population exceeds the carrying capacity of the
virtual ecosystem? This world is cloned. In the physical environment, there is only one planet for people.
However, exact copies of the entire game world can be easily created for offering overflow somewhere to go.
Some games even connect these parallel worlds to separate servers of difficulty levels, player density, or any
other game mechanic. Therefore, when game spaces are already a parallel world simulation for the physical
environment (a fantastic escape from everyday life), it also has exact parallels either.
Video game architecture is heavily studied in the academic field, recently. To name a few, Espen Aarseth
(2001: 154) claims that “the defining element in video games is spatiality”. Wolf thinks that “the architecture
is utilized in video games mainly in informing the players about the imaginary world of the game and therefore
shaping their gaming experience” (Wolf, 2012: 180). Michael Nitsche (2008: 160) puts forward that
“architecture can help describe how a game world can gain significance and a quality or place”. Friedrich von
Borries et al. (2007: 13) argue that “interdisciplinary exchange between architecture and game design is
mutually beneficial” and suggest that “this would lead to a new form of interactive space”. And Mark Bonner
(2014: 4), in his studies, provides a foundation of an academic synthesis of architectural thought with game
studies and discusses theories from architecture that describe and help us understand how architecture in
games, like real architecture, uses styles and forms to refer their material entity to actual functions and internal
contents.
Another study, Ernest Adam’s (2002: 3), The Role of Architecture in Video Games sorts the primary and
secondary functions of architecture in video games. The primary functions are listed as, “supporting
gameplay”, “establishing boundaries that limit the freedom of movement”, “hiding valuable or dangerous
objects from players and players from each other”, “encouraging to jump across, climb, and avoid”,
“stimulating the exploration feeling” where the secondary ones were “giving clues through familiar spaces”,
“taking advantage of the ideas via referring real buildings”, “creating a sense of unfamiliarity (as well, if
needed)”, “generating a sense of mystery”, “fabricating a sense of danger”, “designing a lighthearted and funny
environment (if the game is not supposed to be wild)”, “relying on clichés and stereotypes to set a scene and
establish player expectations quickly”.
Yet another study, Narrative Spaces by Henry Jenkins mentions the narrative side of the game architecture.
According to him, environmental storytelling creates the preconditions for an immersive narrative experience
in up to four different ways: “Evocative Spaces”, when the game takes part within a larger narrative system of
books, films, comics, and other media. Games here have an important role in their ability to give concrete
shapes to their memories in which can be wandered and interacted. “Enacting Stories”, when the spatial stories
are brought together by defined goals and driven by the player’s movement across the map. Here, the principles
of environmental storytelling are utilized once more since the organization of the plot becomes a matter of
designing the geography. “Embedded Narratives”, when the game designers develop two kinds of narratives:
113
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
one is unstructured and controlled by the players as they explore the space, and the other is prestructured but
embedded within the mise-én-scene awaiting discovery. And “Emergent Narratives”, when the game is not of
merely preprogrammed stories. So-called “sandbox” or “dollhouse” genres are examples of decent quality
since the players define their own goals and write their own stories. Jenkins also summarizes these four ways
as follows: In the case of evoked narratives, the spatial design either enhances the sense of immersion with a
familiar world or communicates a new perspective on a known story through alternative details. In the case of
enacted narratives, the story may be structured around the character’s movement through space. In the case of
embedded narratives, the game space becomes a memory that please user deciphers. And in the case of
emergent narratives, game spaces should be designed to be rich in narratives for enabling the story construction
activity of the players (Jenkins, 2003: 118).
In the study Viva Piñata, Tor Lindstrand puts forward that;
Working with architecture in virtual worlds means that the specific properties of those worlds should be
researched, how they are constructed, how their site and subjects are conceptualized, and so on. (…) Whether
like it or not, virtual architecture exists in this world, with or without the help of architects. (2007: 356).
In recent years, the trend of game studios hiring formally trained architects is obvious. This helps in creating
more authentic three-dimensional environments than those previously created by the level designers or art
directors (Zonaga and Carter, 2020: 72). In an interview with ArchDaily, when the question “How does a
degree in architecture contribute to a career like yours?” asked, Philip Klevestav, principal artist at Blizzard
Entertainment answers;
As someone without an architectural degree myself, unfortunately, I think it can be very valuable to have
architects on the team who knows the proper terminology. (…) I would say especially having worked closely
with one person who held a degree in architecture, I learned a lot of things over the years and it also helped me
gain a lot more interest in architecture in general. (Stouhi, 2020: 1)
In another conversation with Space Time Play editors, architect Olivier Azémar, level designer at Ubisoft
stresses that;
As an architect, I have to bring my spatial and design expertise to the production team while building maps and
levels, just like the spatial distribution in a building, horizontal and vertical circulations, scale and dimension.
(…) Architectural expertise has strongly influenced and will continue to influence the creation of the spatial
experience, not only in the field of realistic representation but, above all, in the reinvention of video game spatial
qualities and codes. (von Borries et al., 2007: 133)
In yet another study, Jon Brouchod thinks that;
You may have the most impressive and carefully created castles in a medieval game or maybe a killer space
station in a futuristic sci-fi game. You may have even thought about architecture and worked very hard to create
realistic buildings. But that does not necessarily mean you have created architecture. Buildings are not always
architecture. (…) Architecture can tell a story, evoke emotion and shape player experience more effectively than
any other aspect of the game. You can have the best characters, storyline, and graphics, but without an equally
considerate approach to architecture, your player experience will always fall short of its fullest potential. (2013:
1)
And in the interview mentioned above, Philip Klevestav, principal artist at Blizzard Entertainment also puts
forward;
As for the world of video games, it is not just about the quality of the graphics, but rather the immersive
experience of visual designs and how the players are communicating with the virtually-built environment. (…)
Before beginning to work on any map a lot of references are gathered and dominant and recognizable
architecture for the area is tried to be found out. Cultural reference is also very important: what kind of food is
popular here? What modes of transportation stand out? Are there any specific celebrations or festivals that are
very local to this area? (Stouhi, 2020: 1)
In another study, Manuel Saga thinks;
The building design should suit the style of the game. In Starcraft, for example, the Terrans are humans of the
future with super-tech buildings that can fly. Meanwhile, the Zergs are an alien race based on organic matter,
114
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
including, an infrastructure of living buildings. In both cases, the construction of both races should be easily
recognizable by the players. (2016: 1)
The architecture here finally breaks free from the bonds of physical and budgetary limitations of the real world
and becomes wholly narrative. Especially for the game worlds of the fantastic genre, it is obvious that
architecture has a leading role in identification. Since there is a high probability of the existence of non-human
intelligent civilized races with distinct cultures, the architecture with no doubt has to serve in terms of its
storytelling skills. The fictional identities of these constructed indigenous cultures cannot be told without the
design of perfectly matched vernacular architecture.
Fictional Vernacular Architecture
Since the structures of the constructed cultures in video games are called vernacular architecture, first, this
term should be defined in detail. Not all structures on the planet were designed by architects or specialized
craftsmen. On the contrary, the percentage of the buildings created by these people is quite a few. According
to numerous studies, 90 to 98 percent of the total building stock of the globe has a vernacular identity (Oliver,
2003: 15). However, this huge building collection was considered too low-level to evaluate by architectural
history for a long time since they were not palaces or temples. The little reference of vernacular architecture
to mainstream architectural styles or theories is another reason for this disregard. However, in the last 40 years,
there is a growing academic interest in the study of the field, satisfyingly.
Definition of the term is still a little challenging and the Vernacular Architecture Forum (VAF) acknowledges
that there have been and continue to be debates on defining vernacular architecture. The shortest (and the
strictest) explanation is ‘architecture without the architects’. When the time comes for an expanded definition,
exploration of the characteristic parts of the academic studies mentioned above can be useful. In Encyclopedia
of the Vernacular Architecture of the World, Paul Oliver (1998: 111) puts forward “related to their
environmental contexts and available resources, they are community built structures, utilizing traditional
technologies” and “it includes the collective wisdom and experience of a society and the norms that have
become accepted by the group as being appropriate to its built environment”. Oliver (2003: 15) also thinks, in
Dwelling: The Vernacular House Worldwide, “it is the architecture of the people, by the people, but not for
the people” since it is for themselves, and in Built to Meet Needs, “all types of buildings made by people in
the tribal, folk, peasant and popular societies whereas an architect, or special designer is not employed” (Oliver,
2006: 4). According to Nezar Alsayyad (2006: 17), “they were produced without the need for imported
components and processes built by the individuals who occupy it”. And for Marcel Vellinga (2006: 115), the
field is a “more dynamic approach that explicitly focuses on building traditions rather than buildings”. Yet
another definition, explained by Dell Upton (1983: 262), mentions “my preference is to define vernacular
architecture not as a category into which some buildings may be fit and others not, but as an approach to
architectural studies that complements more traditional architectural historical inquiries”.
Despite all these detailed definitions, there still are common misconceptions about vernacular architecture.
First, the term is misunderstood as if it mentions primitive structures. However, they almost outperform
modern structures even in the severest conditions. More, vernacular architecture is thought to be ancient.
Though the building technique is traditional, the structures are still built and used at present. A third
misconception scopes the idea that vernacular architecture belongs to the rural world. Despite being found in
lesser quantities, they also exist in urban areas, especially in suburban immigrant settlements. The last wrong
perception accepts all vernacular buildings as residences. However, vernacular architecture is not confined to
just dwellings. There are many farm structures, shrines, shops, schools, and many other buildings with several
functions fitting the definition of the term.
A definitive study, A Detailed New Method for Vernacular Architecture Research, investigating both the
definitions and the misconceptions, focuses on the following synthesis: “Vernacular architecture is the
architectural activity presented in a geography, over locally available materials and experienced technique,
collaborating with local climate and running the cultural values, however without the employment of a
professional designer”. The same study also structs abstract inputs and concrete outputs of vernacular
architecture: climate, economy, and culture are the successive inputs whereas material, technique, and form
are the outputs in order (Karacalı, 2020a: 16).
115
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
Climate is the genesis term in vernacular architecture design since the very first function of architecture is
providing a shelter adapted to the climatic factors. According to the Köppen Climate Classification System,
there are five main types of climate: Arid (hot-arid), Tropical (hot-humid), Temperate (warm-arid), Continental
(warm-humid), and Polar (cold). Despite meager resources, vernacular structures successfully meet all the
climatic conditions of these types (Fitch and Branch, 1960: 1) and the most enlightening solutions are found
in those areas where the climate is the severest (Rapoport, 1991: 85).
In cold climates, structures become either smaller or in a compact identity to decrease the surface area so as
not to lose heat. The well-known “igloo” can be a good example of this type. In desert climates, on the other
hand, structures once again become smaller but this time not to gain heat. Cooling solutions as wind catcher
chimneys and enclosed pooled courtyards were introduced. The “Bedouin tents” from the Sahara Desert and
the “Harran houses” from Turkey are good examples. The other hard climate, but not extreme as the mentioned
ones, is tropical. This time, the façades of the structures become permeable, or the structure overall is raised
on piles, both to welcome wind to reduce moisture. Since also the sunlight is another major problem, here thick
roofs with large eaves are observable. Scientists studying vernacular architecture name these structures “huge
umbrellas”. The “rumah adat” from Indonesia and the “ifugao” from the Philippines can be examples. In the
last climates, the warm-arid and warm-humid, the climate is not a major problem, and builders can focus on
the other inputs.
Certain climates create the distinct biomes of the planet. And these biomes facilitate habitats for certain
endemic animals, plants, and fungi. Human, on the other hand, is the only creature that spread all these biomes.
The amazing ability to manipulate all these organic entities and the inorganic material around them helped
humans in creating economies. However, the “geographical determinism” denouncing human creativity and
accepting mankind as passive robots helplessly programmed by climate, fauna, and flora is a misconception
(Diamond, 2017: 14). Certain economies support limited populations and certain forms of social organizations
emerge and social groups survive by their organization of labor and goods. These economy types can be listed
as subsistence, nomadism, agriculture, and industry. The vernacular architecture can be observed in all these
organizations.
In the subsistence economy, the “hunter-gatherers”, are the people who do not produce food. They keep
migrating to the next zone of resources when one gets empty, and they leave back the structures they built.
The “Bambuti pygmy hut” from Congo and the “gunyah” from Aboriginal Australia can be good examples.
The second economy is the nomadic one. Here, people follow specific routes together with their herds. And
this time, the architecture adapts to the migration and becomes demountable and portable. The well-known
“yurt” tent from Central Asia and the “black tent” from Tibetan China can be listed as examples. The third
type of economy is agriculture. This time, people are settled farmers. They produce food both via horticulture
(gardening) and husbandry. Approximately one-quarter of the world population, roughly two billion people
are farmers, and their residences and outbuildings (farming structures) are the greatest part of the vernacular
architecture stock. The last form of economy is the industry. Though many of the buildings in urban cities are
designed by architects, vernacular architecture samples are observable mainly in the suburbs. Famous slums
like the “favela” from Brazil and the “barriada” from Peru are perfect examples of this category.
While speechless creatures adapt distinct biomes via biological adaptation, humans, the only creature is known
to be gifted with abstract thinking ability, can create cultures. Culture is the last input of vernacular architecture
studies. Since certain economies can support certain populations, the social organizations mentioned above
emerged. Erman Service (1962: 111) listed these sociopolitical typologies as bands, tribes, chiefdoms, and
states. However, it is obvious that cultural zones are neither defined by nations, nor by the political borders.
Cultural products of mankind are divided into two, intangible and tangible. When the intangible part covers
the rituals, religion, music, mythology, language, and other similar entities, the tangible culture is of concrete
things like tools, clothes, and architecture. Therefore, the tangible culture is also called “material culture”.
Since the distinct cultures have very different norms of cooking, dining, worshipping, working, gathering, and
any other daily activity, the architectural needs, even for the same function, can be changeable in uncountable
numerous ways. This alone can explain why there are countless distinct samples of vernacular architecture all
over the world.
116
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
As mentioned before, the elements of material, technique, and form are the concrete outputs of vernacular
architecture. The first one, material means the physical resource of construction, or in other words, what the
structure is mainly made of. Most of the time, the vernacular builders face a challenging range of material
choices, compared with the formal architects. Therefore, they tend to use the available material around them.
They also push the limits of their structural features and achieve the most inspiring solutions. And their
performances are also admirable in terms of sustainability as well. Vernacular architecture is built either from
the ground or with the resources that grow. That means the vernacular building materials fall into two main
groups: inorganic or earthen materials that include mainly the earth itself (mud, turf, soil, sand), and stone,
metal (very few, since being an industrial product), and even snow, and the organic group consisting of mainly
the plants (logs, branches, reeds, bamboos, grasses, fibers, leaves), and animal products in very few quantities
(bones, hair, hide, horns, seashell, and even dung).
Earth is the widest used construction material in the world, in numerous sophisticated techniques. Earth is a
compression material and can bear a considerable amount of vertical load. More, it has a very high thermal
capacity. Unfortunately, the earth is non-renewable but reusable. “Taos Pueblo” from the United States can be
a superior example of earthen vernacular architecture. Plants are the second most widely used building
materials all over the world. Since there are plenty of plant species, techniques and forms are also numerous.
The “mudhif” from Iraqi marshes and the “log cabin” from Northern European forests can be distinct examples.
Needless to say, there are some mixed techniques of using both earth and plants together. Materials have
meanings in architecture, this phenomenon is facilitated in terms of evaluation.
Building materials and construction techniques can be mentioned as inseparable. Certain materials allow
certain forms of techniques. Earth is not available to stretch whereas piling up the hides also becomes useless
in terms of architecture. Some materials, on the other hand, are available for different techniques and result in
remarkably diverse solutions. Architecture mainly relies on the one simple relationship between the load and
the carrier. All building elements have a weight affected by gravity. The design of the interaction between the
load and the load-bearing element creates the rules known as the building technique. Vernacular building
techniques are almost traditional. Each of them is a result of a very long time of trials and errors. This
indigenous wisdom can also be called the “know-how” of what to do with the material around.
Earth material can be used in quite various techniques such as carving (as horizontal caves and vertical pits),
building with wet mud (known as “cob” in English), cutting bricks out of turf, ramming earth (in a mold built
beforehand), plastering (on a branch weaving, known as “wattle-and-daub” in English and “Baghdadi” in the
Middle East), creating “superadobe” (filling bags with earth or sand, an unusual technique pushed by architect
Nader Khalili), and prefabricating adobe. Adobe is considered the most sophisticated building method of earth
and is of creating earth bricks in wooden molds, sundried or fired. Another inorganic material, the stone is
available only in the piling up technique, either dry or wet with mortar. Plants, on the other hand, also display
a great variety of building techniques. When ready in logs, they can either be piled up or used in a frame
structure with local variations. Branches can be weaved as a basket and plastered with mud. Bamboos are again
used in creating frames. Grasses and leaves are used as façade finishes or roof coverings (called “thatch”).
The final output is the form. In architecture, the term form refers to the physical plastic entity of the structure,
or in other words, the geometrical reference of the building. Vernacular structures are rarely identical to one
another, and they can also be categorized via their abstraction to basic geometric three-dimensional forms,
such as cones, domes, cylinders, and cubes. The cone is one of the widest used forms in vernacular architecture.
It is found either as the roof shape or as the structure itself (called “rooftecture” in architecture when there is
no visual difference between the walls and the roof). The American “teepe” and the Siberian “chum” are conic
vernacular structures. Dome, on the other hand, is the perfect geometry in terms of covering the maximum
volume with minimum surface area. Therefore, it is used in climates with the minimum heat transfer desired,
either inwards or outwards. The polar “igloo” and the Cameroonian “musgum” (actually a parabolic dome) are
examples of decent quality. The cylinder, generally combined with a conic roof, is another vernacular form. It
is a less popular option and various African “rondavels” can be exampled. And the cube, as the final vernacular
form, is used rarely. Corners, in terms of load distribution, can be considered as the reason for this disregard.
The “taos pueblo” can be an excellent example of this infrequent vernacular form.
117
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
Mentioned definitive study, A Detailed New Method for Vernacular Architecture Research, also covers the
“other vernaculars” (Karacalı, 2020b: 57). The study lists the other vernacular as follows: the urban vernacular,
the new vernacular, the museum vernacular, the kitsch vernacular, and the fictional vernacular. The urban
vernacular term includes the suburban vernacular structures mentioned in the industrial economy. The new
vernacular term covers the studies of formal architects that draw inspiration from vernacular architecture. Here,
the works of Hassan Fathy, Geoffrey Bawa, and Charles Correa can be considered the pioneers. Museum
vernacular is the concept of open-air museums for the sake of the romantic tourist appeal. However, examples
are full of misconceptions like unrelated reconstructions and misleading images. Kitsch vernacular is a similar
attitude with awful hotel concepts of mimicking the vernacular architecture. They are unfortunately nothing
but cosmetic and exaggerated copies of vernacular architecture, built in formal methods.
The final and the most interesting “other vernacular” is the fictional ones. The term fictional here covers the
unreal structures of novels, movies, and video games, especially the ones of the fantasy genre. Here, mostly
nonexistent cultures of humans or other civilized races are shaped. And among other material culture entities,
architecture has a leading role in terms of storytelling. Buildings of distinct universes (or built worlds) of Lords
of the Rings, Star Wars, Avatar: The Last Airbender, and World of Warcraft franchises can be considered
examples of superior quality. Whoever designs their structures, level designers, art directors, or formally
educated architects, these people have a deep insight into vernacular architecture.
Structures from the World of Warcraft
World of Warcraft, as one of the mentioned titles considered worldbuilding epics, deserves to be studied in
detail, especially in terms of the setting and the architecture. Warcraft is a franchise created by Blizzard
Entertainment and consists of video games, novels, films, and other media. The first three installments were
real-time strategy (RTS) games titled Warcraft: Orcs & Humans (1994), Warcraft II: Tides of Darkness (1995),
and Warcraft III: Reign of Chaos (2002). The first two were two-and-a-half dimensional games on a grid map
and the third was fully isometric. The fourth and best-selling title, on the other hand, is a fully threedimensional (third-person view) massively multiplayer online role-playing game (MMORPG) called World of
Warcraft (2004). Contrary to previous RTS games in which the players build structures and control armies,
here the players create a single avatar and develop it (by levelling it up). Another installment, the Hearthstone,
an online digital collectible card game, was released in 2014. And a currently a new mobile game, titled
“Warcraft: Arclight Rumble” announced in May 2022, to be released. Also, one movie titled “Warcraft” (2016)
and numerous novels were produced in the franchise.
World of Warcraft had been a major commercial success upon its original release in 2004 and rapidly became
the most popular MMORPG of all time. The game had one hundred million player accounts (inactive ones
included) in 2014 and the game had made over nine billion dollars in revenue (sold twenty-three million
copies), making it one of the highest-grossing video games of all time. And at its peak in 2017, there were
forty-six million active subscribed players. Since its launch, World of Warcraft had nine major expansion
packs: The Burning Crusade (2007), Wrath of the Lich King (2008), Cataclysm (2010), Mists of Pandaria
(2012), Warlords of Dreanor (2014), Legion (2014), Battle for Azeroth (2018), Shadowlands (2020), and the
latest announced the Dragonflight to be released. Each expansion enlarged the game universe by adding new
playable races and new settings to be explored.
The game is set in the high-fantasy world called Azeroth (The term “high-fantasy” stands for epic settings,
characters, and plot whereas the “low-fantasy” is used for the ordinary worlds that magical events intrude on).
Blizzard Entertainment focuses on the narrative of Azeroth together with polished gameplay. This is accepted
as the main reason for its worldwide success. Creators spend a vast amount of time crafting the setting. Because
they know that the players will develop a deep emotional connection to a game world that will keep them
coming back again and again.
In the original release (called “vanilla” in the gaming terminology, which means the core game in its original
release, without any expansion packs yet), the Azeroth was divided into two main continents: the Kalimdor in
the west (mainly controlled by the Horde, one of the two factions of fictional races) and the Eastern Kingdoms
(mainly controlled by the Alliance, the other faction). Later expansions enlarged the game map by introducing
new continents, new planets, and alternative time travels. Azeroth is actually not a big planet, compared to the
118
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
Earth. A study calculated the distance between the north and south tip of the Eastern Kingdoms continent as
thirteen kilometers (Aarseth, 2008: 116). However, all the civilizations, creatures, and lots of magic can fit
into this relatively small built world.
Figure 1. Current map of Azeroth
The continents of Azeroth are divided into zones. Each zone has a uniquely rich variety of climate, flora, and
fauna (and even a unique in-game soundtrack, as well) such as the marshes, wetlands, jungles, and highlands
known in the real world. However, the climate is not accurate since icy zones can be found around the equator
and the deserts can occupy the adjacent zone or the northern or southernmost territories. And there are urban
spots in these zones occupied by the fictional races, as well as the mentioned rural settings. There are smaller
villages and towns, and also the greater capitals of each race. The key design principle behind Azeroth is
enjoyment, not geographic or material realism. The overall setting was designed and optimized for gameplay,
and their real-world resemblance is a secondary feature.
World of Warcraft is a game in which all players try to develop their character (or avatar) via completing
quests, fighting with monsters (and each other as well), exploring the Azeroth (navigating between zones by
walking or on land or flying mounts), and unlocking new skills, weapons, and armors. At the very beginning
of the game, the player creates an avatar by choosing a race and a class. In the World of Warcraft, the fictional
races are divided into two enemy factions, the Horde and the Alliance. Races in the vanilla were the Orc, the
Undead, the Tauren, the Troll for the Horde and the Human, the Dwarf, the Night Elf, the Gnome for the
Alliance. Expansion packs introduced the new races of the Blood Elf and the Goblin for the Horde and the
Draenei and the Worgen for the Alliance, and the Pandaren which can choose one of both factions later in the
game. And the classes of the game are the Druid, the Hunter, the Mage, the Paladin, the Priest, the Rogue, the
Shaman, the Warlock, the Warrior, the Monk, the Death Knight, and the Demon Hunter. Race means general
looking of the avatar whereas class is for somehow the profession (for example, gaming mechanisms such as
battling with magic or swords and wearing cloth or mail armor are shaped via these choices). The avatar has
benefits both from its race and class. Not all races can choose all classes, and this dual choice shape the gaming
experience.
Figure 2. Races of World of Warcraft
119
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
All races are common in their anthropomorphically bipedal design. In other words, they are all humanoids.
However, as well as their physical experience, they display a vast variety of their unique cultures, each
designed in detail. Some of them come forward with the design of their distinct material culture.
For example, the Orcs, also known from the Tolkien lore, are a muscular race with greenish skin and sharp
teeth. It is known that their design has obvious Central Asian (Turkic and Mongolic) influence. Even the word
“Horde” (the faction Orcs lead) is from the Turkic term “orda (or ordu)”, meaning “camp”, “headquarters”,
“army” and “tribe”. They are displayed as somehow savage bloodthirsty warriors. Shamanism is a widespread
life practice for them. Therefore, their material culture identifies these uncivilized features. The Taurens, on
the other hand, are bovine ungulate humanoids with huge horns. They look like the monster Minotaur from
Greek mythology. However, their culture has references from the Northern American Natives. They are
organized in chiefdoms, dwell in teepees and there are lots of totem poles around their settings. They also wear
war bonnets, headgear decorated with feathers, and play drums. Another race, the Trolls, who are also known
from the European folklore, are differentiated by their huge fierce tusks and blueish skin tone. Organized in
tribes, the troll culture has Aztec, Maya, and Inca references. They also practice voodoo worship, known to
the African people. Their settings are full of masks, similar to the African and Polynesian cultures. Their
overall tribal culture can be considered the Caribbean. Their architecture also shares features with the tropical
real-world cultures.
The Humans of Warcraft can appear in any real-world skin tone. They wear clothes and armor and live in
structures, both similar to the real world medieval culture. The Human settlings are generally in geometrical
plan and of stone architecture. Fortresses, castles, and walls are common in their environments. The Dwarfs,
on the other hand, are short and stubborn natives of Azeroth, with males having huge beards. They are
somehow based upon Tolkien dwarf culture. Their physical appearance and in-game mythology can be
considered Norse-based. However, they are also familiar with the cultural features known from the Irish and
Scottish. Beer has a unique importance in their culture. Their economy is heavily based on mining and
blacksmithing. They have a huge forge, carved in the mountains. The Night Elves are another ancient race
with mystical features. They have very long and pointy ears and shiny eyes. They have a deep connection with
nature and are very familiar with the magic. The Lunar Festival, based on the Chinese New Year is a very
important celebration for them. Chris Metzen, the former Senior Vice President of Story & Franchise at
Blizzard Entertainment, once told that the elven architecture draws influences from both Nordic and Japanese
styles. Pagodas and torii gates around their settings are obvious evidences. They also built large domes, known
from the Byzantine architecture. They also have many sacred trees and beautifully decorated pools.
Pandaren (humanoid pandas) are another ancient race of Azeroth with a deep history, love for nature, and again
strong ale. Here, they present the East Asian cultures. They are monks skilled in the Martial Arts. They also
have a vast collection of cuisine based on Asian cultures. And they herd dragons. And for architecture, the
monasteries and palaces with hip-and-gable roofs and rich ornaments are common in their settings. They have
huge walls mimicking The Great Wall of China and Zen gardens. Gongs, bells, and incenses around their
shrines once again prove the Asian influence.
Many scientific studies focused on the fictional culture creation in the World of Warcraft. Some of them praise
the attitude of Blizzard Entertainment, an American company in borrowing foreign cultural concepts from all
over the world and melting them in a pot. According to these studies, features like Nordic gods, Chinese
cuisine, and Egyptian architecture are blended into the lore (or story) of the game successfully. And those
cultural elements encourage players in adapting to the game and becoming deeply attracted to it (Wu, 2020:
520). However, another set of studies does not hesitate in criticizing the storytelling of the game in terms of
creating cultures. Many of them blame Blizzard Entertainment for whitewashing, in terms of ethnocultural
racial stereotyping. According to them, the company has a Western perspective attitude in creating the races
of the Horde and the Alliance factions. They put forward the detail of displaying the Alliance cultures as
“WEIRD (western, educated, industrialized, rich, and democratic)”, civilized and good, whereas the Horde
cultures as savage, cruel, colonized, barbarous, dirty, disorganized, primitive (Langer, 2008: 91), and evil.
Another group of studies focuses deeply on the architecture of the Azeroth. First of all, the common perception
offers that the stunning diversity of buildings of Azeroth secures it the top spot (Patel, 2009: 1), and making
120
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
World of Warcraft a worldbuilding epic. Intentional or not, many architectural solutions in the game work
similarly to the real world (Ljungström, 2005: 1). More, the World of Warcraft privileges architecture as a
spatial experience, in terms of moving, wayfinding, and the joy of exploring. Eskelinen (2004: 1) thinks that
spatiality is an important factor in video games and that very fact makes architecture far more important to
game scholars and designers. However, games utilize architecture and landscape for sake of the gameplay. The
buildings and the rural settings are mainly used to provide attractive settings, what gamers call “eye candy”.
And World of Warcraft proves this phenomenon in terms of its rich colorful surroundings. Many scholars
agree that the Azeroth has nonrealistic but unique cartoonish graphics. More, the World of Warcraft simulates
building materials in terms of their appearance. The wood or the stone do not actually behave like their actual
properties in the real world (McGregor, 2006: 1). They exist just with their meanings. All these attitudes struct
the architectural narrative. World of Warcraft, therefore becomes a visual storybook.
Another task of architecture in Azeroth is to differentiate between the opposing factions, according to their
cultures mentioned above. The Alliance races tend to build in stone in strict geometrical plans with varying
degrees of integration into the landscape whereas the Horde races prefer cloth and wood materials in looser
organic plantype (McGregor, 2006: 1). Even for the urban design, the Alliance capitals of Stormwind (the
Humans) and Ironforge (the Dwarfs) are in geometrical plantype whereas the Horde capitals of Orgrimmar
(the Orcs) and Thunder Bluff (the Taurens) are organic.
Figure 3. Maps of several capital cities (geometric plantypes above and organic ones below)
Below, there are in-game screenshots of different settings chosen from the mentioned distinct cultures of the
races, those will help in understanding the role of the architecture of World of Warcraft, in terms of storytelling
and worldbuilding. Since the Orcish culture was designed savage and bloodthirsty, the form and the material
of their structures are quite offensive. Many of these organic buildings have long spikes, chains, and untidy
war banners. For a realistic counterpart, they somehow remind the Turkish and Mongolic yurts in form
resemblance, as expected.
a
b
c
Figure 4. Aerial view of the Orcish capital Orgrimmar (a), a close-up view of an Orcish structure (b), gates of the
Orgrimmar (c)
The Tauren culture has many obvious Northern American Natives influences, as mentioned above. They prefer
to live in structures with the organic formed fabric tents and teepees of these real-world native cultures. And
many totemic poles, as mentioned before, are visible around their settlings.
121
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
a
b
Figure 5. Aerial view of the Tauren capital Thunder Bluff (a), a close-up view of a Tauren structure (b)
The Troll settings, on the other hand, directly remind us of the tropical real-world architecture risen on stilts,
for maximum cooling. The materials such as structural tusks, stretched fabric, and thatched roofs also support
this similarity.
a
b
Figure 6. Aerial view of the Troll settlement Sen’jin Village (a), a close-up view of a Troll structure (b)
The Stormwind, the Human capital of Azeroth, has many stone walls, castles, towers, and a central cathedral.
It is obvious that the city was designed with medieval architecture in mind. The geometrical organization
known from the urban plan is also followed for the building design.
a
b
Figure 7. Aerial view of the Human capital Stormwind (a), a close-up view of a Human structure (b)
The Ironforge, the Dwarven capital of the game, is a great forge carved in the mountains. Irish and Scottish
influence is visible through the structures inside this cave. As an Alliance race, the strict geometry of both
urban design and structure design is also applied here.
a
b
c
Figure 8. Interior view of the Dwarf capital Ironforge (a), a close-up view of a Dwarven structure (b), Gates of the
Ironforge (c)
122
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
The main city of the Night Elf culture is Darnassus. This and any other Night Elf setting are full of shiny
magical trees since the Night Elven culture is linked with nature. As mentioned above by one of the game
designers, the influences of both Japanese and Byzantine architecture are clear. The Night Elves have either
pagodas and torii gates or larger ornamented domes in their settings.
a
b
c
Figure 9. Aerial view of the Night Elven capital Darnassus (a), a close-up view of a Night Elven structure (b), Gates
from a Night Elven setting (c)
Introduced in one of the later expansion packs, the Pandaren are another unique culture designed in detail. The
Asian architecture was followed in the settlements of Pandaria, the main Pandaren continent in Azeroth.
Almost every structure has a hip-and-gable roof, the main Asian architectural characteristic. More, there are
huge temples, monasteries, and various pagodas with courtyards for meditation purposes. Almost everywhere
in Pandaria is decorated with bells, gongs, and kites. There also is a great wall in between the Pandaria zones
obviously mimicking The Great Wall of China.
a
b
c
Figure 10. A Pandaria settlement (a), a monastery structure from Pandaria (b), a bridge structure from Pandaria (c)
For an overall evaluation of World of Warcraft architecture, several determinations can be put forward.
However, before they are introduced, the overall analyses of storytelling and worldbuilding of World of
Warcraft should be put forward.
CONCLUSION
Blizzard Entertainment created deep lore and a wonderfully detailed constructed world for the Warcraft
franchise. And they keep telling us stories within these lore and setting, in each new installment they publish
in this franchise. For worldbuilding purposes, there is a unique map covering the continents, oceans, and
climate. Each zone has a different set of flora, fauna, and civilized inhabitants. And for civilized inhabitants,
the designers created equally detailed races with unique material cultures. They all have clothes, tools, and
architecture in a variety of distinct appearances. Since architecture is the key element in material culture with
its storytelling skills, the creation of structures for each distinct culture obviously was studied in detail.
For the video gaming architecture, in the narrative experience scale of evocative / enacting / embedded /
emergent spaces, the World of Warcraft displays an umbrella stance, rather than sampling one of them. The
design of Azeroth is evocative, in terms of being a part of a greater ecosystem of several books, games, and
other media, known as the Warcraft franchise. It is also enacting, in terms of gathering people together for
similar purposes. For embedded spaces, the game presents a prestructured mise-én-scene for players to explore.
And for emergent spaces, the game gives freedom to its players to define their own goals and write their own
stories.
123
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
Finally, the structural creation in World of Warcraft can be considered successful for a bunch of reasons. First,
since the Azeroth is a three-dimensional built world, the structures stand with their spatial identity both indoors
and outdoors. Some games, on the other hand, evaluate the structures with their abstract meanings (as an
example, in Age of Empires, an isometric real-time strategy franchise, when lumberjack villagers drop off the
wood to a storehouse structure, the resource becomes invulnerable, since it is not an actual architectural
storage). However, the World of Warcraft utilizes the architecture for similar purposes to the real world.
Second, in terms of the vernacular architecture, the game becomes an excellent example of the structural
identity of fictional cultures. In terms of the identification of distinct cultures and the differentiation of their
appearance, architecture here plays a critical role. The structures of Alliance races look similar to the real world
formal architecture whereas in the design of Horde races' buildings, a more vernacular identity is preferred.
This alone proves the critics of the Western attitude. The Alliance races were designed with industrialized
cultures in mind, whereas the Horde races look similar to the alien cultures of somehow third-world countries.
Third, as well as the building forms, also the building materials work for storytelling. Neither stone, nor wood,
nor spikes is actual materials. However, they ease the perception of the fictional cultures, either savage or
industrialized. Fourth, the cartoonish atmosphere preferred while building the Azeroth indicates that the setting
was optimized for the gameplay. Structures and cities in World of Warcraft prefer a unique appearance, and
this is not a realistic one. Therefore, the storytelling function of the architecture here is the main goal of
worldbuilding. Azeroth is a fantasy world, and this dissimilarity seems working successfully.
After an overall evaluation of the architecture of the Azeroth, it can be confidently stressed that, for the features
of being not a photorealistic environment but narrative, and pushing the limits of storytelling of architecture,
the World of Warcraft should be accepted as another worldbuilding epic. And the use of vernacular architecture
here singlehandedly takes control of much of the storytelling function of the game world. Since the number of
this much detailed game worlds with this much cultural variety is limited, the evaluation of storytelling features
of architecture in World of Warcraft can be considered somehow unique and the leading example. And
therefore, the Azeroth can be named a very successful fictional world which has been built from scratch.
Authors' Contributions
The author contributed to the study 100%.
Competing Interests
There is no potential conflict of interest.
Ethics Committee Declaration
Ethics committee declaration was not required for the study.
REFERENCES
Aarseth, E. (2001) Allegories of space: The question of spatiality in computer games. In Markku & Koskimaa
Eskelinen, Raine (Eds.). Cybertext Yearbook 2000. University of Jyväskylä, 152-171.
Aarseth, E. (2008). A hollow world: World of Warcraft as spatial practice. In H. G. Corneliussen & J. W.
Rettberg (Eds.), Digital Culture, Play and Identity: A World of Warcraft Reader. The MIT Press, 111-122.
Adams, E. (2002). The role of architecture in video games. Gamasutra. http://www.gamasutra.com
(01.06.2011).
Alsayyad N. (2006). Vernacular architecture is a nineteenth-century invention. In Asquith L. Vellinga M.
(Eds.) Vernacular Architecture in the 21st Century: Theory, Education and Practice, Routledge, p. 17.
Azemar, O. (2007). Form follows fun: Working as a space gameplay architect (interview). In Borries, Friedrich
von, Walz, Steffen P. & Böttger, Matthias (Eds.), Space Time Play. Computer Games, Architecture and
Urbanism: The Next Level. Birkhäuser Publishing, p.132-133.
124
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
Bartle, R. A. (2007): Making places. In Borries, Friedrich von, Walz, Steffen P. & Böttger, Matthias (Eds.),
Space Time Play. Computer Games, Architecture and Urbanism: The Next Level. Birkhäuser Publishing,
p.158-163.
Bonner, M. (2014). Analyzing the correlation of game worlds and built reality: Depiction, function and
mediality of architecture and urban landscapes. In Proceedings of DiGRA 2014. Atlanta, Georgia.
Brouchoud, J. (2013). The importance of architecture in video games and virtual worlds. Archvirtual.
https://archvirtual.com/2013/02/09/the-importance-of-architecture-in-video-games-and-virtual-worlds/#:~:
text=Architecture%20can%20tell%20a%20story,short%20of%20its%20fullest%20potential (15.04.2022).
Campbell, J. (1949). The hero with a thousand faces. Pantheon Books.
Carson, D. (2000). Environmental storytelling: Creating immersive 3d worlds using lessons learned from the
theme park industry. Gamasutra. http://www.gamasutra.com/features/20000301/carson_pfv.htm(01.03.2000).
Çatak, G. (2003). Bilgisayar oyunlarında mimarinin kullanımı [Master thesis, Yıldız Technical University,
School of Applied Sciences, İstanbul].
Diamond, J. M. (2017). Guns, germs, and steel: the fates of human societies. W.W. Norton & Company.
Erle, S., Gibson, R. & Walsh, J. (2005). Mapping hacks: Tips & tools for electronic cartography. O'Reilly
Media.
Eskelinen, M. (2004). Markku Eskelinen’s response. Electronic Book Review.
http://electronicbookreview.com/thread/firstperson/astragalian (09.03.2006).
Fitch, J. M. & Branch D. P. (1960). Primitive architecture and climate. Scientific American, 203(6), 134-44.
Götz, U. (2007). Load and support. In v. Borries, F. , Walz, S.P. , Böttger, M. (Eds.), In Borries, Friedrich von,
Walz, Steffen P. & Böttger, Matthias (eds.), Space Time Play. Computer Games, Architecture and Urbanism:
The Next Level. Birkhäuser Publishing, 134-137.
Hryb, L. (2015). Foreword. Slay the dragon: Writing great stories for video games. Michael Wiese
Productions.
Jason, J. (2022). How video game architecture is speaking to you. ArchDaily. https://www.archdaily.com/
974690/how-video-game-architecture-is-speaking-to-you?utm_medium=email&utm_source=ArchDaily%20
List&kth= (15.04.2022).
Jenkins, H. (2004). Game design as narrative architecture. In N. Wardrip-Fruin and P. Harrigan (Eds.). First
Person: New Media as Story, Performance, and Game. MIT Press, p.118-30.
Karacalı, A. O. & Urfalıoğlu, N. (2018). Seçilmiş neolitik anadolu buluntu yerlerindeki arkeolojik buluntu
türlerinden mimari kimlikte olanları üzerine bir derleme. In Proceedings of 3rd International Congress on
Engineering, Architecture and Design, 4-5 May 2018, Kocaeli, Turkey.
Karacalı, A. O. (2020a). A detailed new method for vernacular architecture research part I: Introduction and
inputs. In Latif, G. K. (Ed.), Academic Researches in Architecture, Planning and Design Sciences, Platanus Duvar Academic Publishing, p.7-34.
Karacalı, A. O. (2020b). A detailed new method for vernacular architecture research part II: Outputs and result.
In Latif, G. K. (Ed.), Academic Researches in Architecture, Planning and Design Sciences, Platanus - Duvar
Academic Publishing, p.35-62.
Langer, J. (2008). The familiar and the foreign: playing (post)colonialism in World of Warcraft. In
Corneliussen, H.G., Rettberg, J.W. (Eds.) Digital Culture, Play and Identity: A World of Warcraft Reader. The
MIT Press, p.87-108.
Lindstrand, T. (2007). Viva pinata: Architecture of the everyday. In Borries, Friedrich von, Walz, Steffen P.
& Böttger, Matthias (Eds.). Space Time Play. Computer Games, Architecture and Urbanism: The Next Level.
Birkhäuser Publishing, p.354.
125
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
Ljungström, M. (2005). The use of architectural patterns in MMORPGs. In Proceedings of Aesthetics of Play
Conference, 14-15 October 2005, Bergen, Norway.
Lootsma, B. (2007). Towards a game theory of architecture. In Borries, Friedrich von, Walz, Steffen P. &
Böttger, Matthias (Eds.), Space Time Play. Computer Games, Architecture and Urbanism: The Next Level.
Birkhäuser Publishing, 405.
McGregor, G. L. (2006). Architecture, space and gameplay in World of Warcraft and Battle for Middle Earth
2. In Proceedings of the 2006 International Conference on Game Research and Development. Murdoch
University, Perth Australia, 6 December 2006. p. 69-76.
Nitsche, M. (2008). Video game spaces: Image, play and structure in 3D worlds. MIT Press.
Oliver P. (1998). (Ed.) Encyclopedia of vernacular architecture of the world. Cambridge Univ. Press.
Oliver P. (2006). Built to meet needs: cultural issues in vernacular architecture. Architectural Press.
Oliver, P. (2003). Dwellings: The vernacular houses world wide. Phaidon
Patel, R. (2009). Top 10: The architecture of computer games (pt II). Architects Journal.
https://www.architectsjournal.co.uk/practice/culture/top-10-the-architecture-of-computer-games-pt-ii
(15.04.2022).
Provencher,
S.
(2012).
The golden
rule
of
worldbuilding.
World
http://www.worldbuilderblog.com/the-golden-rule-of-worldbuilding/ (15.04.2014).
Builder
Blog.
Rapoport A. (1991). House form and culture. Prentice-Hall.
Saga, M. (2016). From Starcraft to Age of Empires: When architecture is the game. ArchDaily.
https://www.archdaily.com/786202/from-starcraft-to-age-of-empires-when-architecture-is-the-game
(27.01.2022).
Schmidt, F. (2007). Use your illusion: Immersion in parallel worlds. In Borries, Friedrich von, Walz, Steffen
P. & Böttger, Matthias (Eds.), Space Time Play. Computer Games, Architecture and Urbanism: The Next
Level. Birkhäuser Publishing, p. 146-157.
Service E. R. (1962). Primitive social organization: an evolutionary perspective. Random House.
Singh, M. (2021). The sympathetic plot, its psychological origins, and implications for the evolution of
fiction. Emotion Review, 13(3), 183-198.
Stouhi, D. (2020). Blizzard Entertainment's Philip Klevestav on designing built environments in video games.
ArchDaily. https://www.archdaily.com/938441/blizzard-entertainments-philip-klevestav-on-designing-builtenvironments-in-video-games?ad_source=search&ad_medium=projects_tab&ad_source=search&ad_
medium=search_result_all (29.11.2021).
Upton D. (1983). The power of things: Recent studies in american vernacular architecture. American
Quarterly, 35(3), 262-279.
Vellinga M. (2006). The inventiveness of tradition: Vernacular architecture and the future. Perspectives in
Vernacular Architecture, 12(2), 115-128.
Von Borries, F., Walz, S., & Böttger, M. (2007). (Eds.) Space time play: Computer games, architecture and
urbanism. Birkhäuser Verlag.
Wolf, M. J. P. (2012). Building imaginary worlds: The theory and history of subcreation. Routledge.
Wu, Z. (2020). Cultural adoption in World of Warcraft. In Proceedings of 2020 4th International Seminar on
Education, Management and Social Sciences (ISEMSS 2020), 17-19 July 2020, Dali, China.
Zonaga, A. & Carter, M. (2020). The role of architecture in constructing gameworlds: Intertextual allusions,
metaphorical representations and societal ethics in Dishonored. Loading… The Journal of the Canadian Game
Studies Association, 12(20), 71-89.
126
IDA: International Design and Art Journal
Volume: 4, Issue: 1 / 2022
Figure References
Figure 1: Wowpedia. (n.d.). Current map of Azeroth. https://wowpedia.fandom.com/wiki/Azeroth
(07.04.2022).
Figure 2: World of Warcraft. (n.d.). Races of World of Warcraft. https://worldofwarcraft.com/enus/game/races (07.04.2022).
Figure 3: Wowpedia. (n.d.). Maps of several capital cities (geometric plantypes above and organic ones
below). https://wowpedia.fandom.com/ (13.04.2022).
Figure 4- 10: World of Warcraft (PC version). [Video game]. (2022). Blizzard Entertainment.
127