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DiGRA
The document develops the concept of the "implied designer" as a tool for understanding how players interpret and act within digital gameworlds. Adapting Wayne Booth's notion of the implied author, it argues that players construct an imagined designer from the game's elements, paratextual material, and their own interpretive frameworks, and attribute creative intentions to this figure. The central thesis is that this constructed designer is not separable from actual play but is a prerequisite for playing and understanding a game, positioning the authors against accounts that treat the implied author as wholly determined by the text itself and that separate an ideal game from players' experience.
The analysis holds that the implied designer varies with the player. Drawing on Howell's distinctions among transludic, interludic, and metaludic knowledge, the authors illustrate how socio-cultural background and game literacy shape interpretation, using examples such as elderly players misreading cues in The Last of Us and Grand Theft Auto V and Gone Home subverting genre expectations. Well-informed players tend to construct similar designers, while different players, and the same player across replays, construct somewhat different ones.
A further finding concerns a "bias towards meaningfulness." Because players know that a gameworld is artificial, they treat even banal elements as intentional clues, whether a fallen sword marking the correct door in The Legend of Zelda: The Wind Waker, an HP bar signaling vulnerability, or the assumption that every locked door has a findable key. The authors argue this bias shapes engagement across genres, including sandbox games.
The concluding section extends these points conceptually, drawing on Davidson's action theory to argue that most gameworld events should be understood as actions rather than mere happenings, since they are planned by the designer and thus carry assumed significance. The discussion is largely theoretical and offers no quantitative data; its principal conclusion is that the implied designer's intentions render gameworld occurrences meaningful.
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DiGRA · 2022