Abstract
Although many philosophers have historically regarded solitude as character-building, the popular conception is that solitude and isolation from other people are indistinct – being alone just is the same thing as loneliness. This became even more evident during lockdown and quarantine procedures during the early days of the global 2020 COVID-19 pandemic. As many people found themselves unable to enjoy face-to-face interpersonal contact for weeks or even months at a time, virtual means of socialization, such as video calls and multiplayer video games, became quite popular. This makes sense, of course. What was curious, though, was that certain single-player video games also started trending; among these was the 2017 Nintendo game The Legend of Zelda: Breath of the Wild. Why would experiences that ask players to withdraw even more deeply into seclusion prove to be so welcome during a time when so many people already feel isolated and lonely? This chapter argues that, at least in the case of Breath of the Wild, part of what players found so attractive is that the game suggests a view of being alone that teaches players to be more comfortable with both solitude and with themselves. In this chapter, in the context of the game’s plot, objectives, and underlying mechanics, existentialist themes of eternal return, absolute freedom, the anxiety of choice, and Kierkegaardian repetition will all be considered. While these ideas may be present in Breath of the Wild to varying degrees, the chapter ultimately concludes that the game’s central philosophical message is one of self-realization – and possibly human flourishing – through solitude.
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Lay, C. (2022). The Legend of Zelda: Breath of the Wild as Philosophy: Teaching the Player to be Comfortable Being Alone. In: The Palgrave Handbook of Popular Culture as Philosophy. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-319-97134-6_107-1
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