Virtual spaces in video games depict environments and nature in their most refined form. Comprising entirely of code lines, these works directly reflect the creators' vision. Thus, the development of visual realism in these spaces, under absolute control and supervision, can potentially alter players' perceptions of nature. The ultimate goal of these spaces, filled with creatures threatening the player's virtual existence, is for the player to overcome these threats and be elevated as a result. Virtual reality, created with refined nature and hierarchical elements, contrasts sharply with the legends of King Arthur and the Knights of the Round Table, which portray nature as a chaotic, untamed environment with fantastical elements. Represented not only in literary genres like poetry and novels but also adapted into various forms such as series, films, and video games, the nature and environmental perception conveyed by these legends differ significantly from today's understanding of nature and the environment. Despite being separated by centuries, Arthurian legends and contemporary digital spaces can be read within Ian Bogost's concept of "unit operations." Using eco-criticism and object-oriented ontology theories in this study, I comparatively examined King Arthur legends and Massive Multiplayer Online Role-Playing Games. The aim of the study is to demonstrate how the nature representations specific to the King Arthur legends, rejecting a human-centered approach and cultural domestication, can serve as a precedent for the construction of nature ethics in virtual spaces in video games.