Participatory Gaming Culture: Indie Game Design As Dialogue Between Player & Creator
Summary
In this thesis I argue that the current dichotomy between indie game design and mainstream design based on
commercial appeal versus creative audacity is non-constructive. Instead, I wish to investigate to what extent
indie game designers are able to establish a personal dialogue with their audience through their game. I
frame independent game design as a participatory culture in which indies alter and modify existing game
design conventions through a practice called abusive game design. This is a concept developed by Douglas
Wilson and Miguel Sicart. Players who wish to master (partially) abusive games, need to learn about the
designer's intentions rather than the game system. I argue that a designer's visibility in this way allows for a
dialogue between creator and player. However, in a case study of indie title Super Crate Box (2010), it
appears that in order to maintain a sense of fun, certain conventions of mainstream game design need to be
adhered to. Indie designers, who often have the most visible and personal relationship with their audience,
need to navigate between their wish for a personal connection with players and user friendly, but 'faceless'
design. Scaling the tipping point too much to the abusive side instead of the conventional one, may be
counter to designers' wishes to create an enjoyable game.