Thursday, November 29, 2012

Today's TV Detective Shows

     Detective fiction shows have developed greatly since the first broadcasted detective shows, Man Against Crime and Martin Kane, Private Eye, first aired on television in 1949. From these examples of classic detective sleuths, the detective genre of television shows was born, and has since blossomed into one of the main genres we see today. Cop dramas have become great examples of the detective shows of today, but in recent years, there has also been a shift toward variations of the typical cop drama. Whether audiences yearned for something a bit more exciting and different, or if writers felt the cop drama had gone stale, there has been a fresh take on the detective in recent years. But how has this transition, and all of the developments since the first detective shows, affected the detective fiction genre on television?

     The earliest examples of TV detective shows were classic Private Eyes, but over the past sixty years many new subgenres have made themselves clearly felt. From light-hearted comedy-based shows such as Scooby Doo or the Pink Panther series to legal thrillers such as Law and Order, this genre has grown to encapsulate a wide range of programs since the days of Man Against Crime. This development has led to the creation of more elaborate, complex detective shows with overall plots that vary greatly.
The cast of Law and Order: Special Victims Unit
   
     Among these subgenres, one of the most prevalent example in today's age is the cop drama. Over the years, the cop drama has grown to encompass more than simply the investigative nature of solving crimes. Law and Order and its branches focuses on not only solving the crimes committed and catching the bad guy, a mainstay of what we have seen in this course, but also getting the criminals convicted. Another expansion of the genre has seen science-based crime solving, such as in CSI, become more widely seen in the detective fiction genre on television. These types of shows vary little from S.S. Van Dine's "Twenty Rules for Writing Detective Stories" as they stick to very realistic plot lines and believable circumstances.

The cast of CSI
     From the cop drama, a number of interesting shows began to dive deeper and become a bit more creative in attacking the detective show on TV. While the aforementioned shows focused on your typical cop just doing his job, shows such as Monk and Grimm have made various changes that have progressed the genre. These shows both focus on a main character who possesses a special characteristic which aids how the program is perceived and viewed. Monk focuses on a former police officer who has Obsessive Compulsive Disorder and uses his supreme attention to detail, despite his numerous phobias, to solve crimes the police cannot solve themselves. This show dives more into the inner workings of the detective's life than in other examples of the detective on screen, and is as much a story about his life as it is about crime. Another example of a variation of the detective comes in Grimm, which focuses on a detective who discovers he can see creatures called "wessen" and through his crime investigation keeps them under control. This show clearly fails Van Dine's rule stating that "crime must be solved by strictly naturalistic means," but puts a fresh spin on the detective and creates an intriguing overall plot regarding his realization. Both of these shows have detectives largely different from the sleuths of yesteryear, diving far deeper into characters than Harlan Halsey's Spencer Vance in The Dock Rats of New York, or many of the other detectives we've looked at so far.

Adrian Monk showcasing his quirky methods for crime solving
     The real question here is whether deviations from the detective genre on television still represent the sleuth well in the modern era. Is there any place in true detective fiction for supernatural shows or character based shows, or should the detective on TV being focused more on the crime?



Works Cited
"Detective Programs." The Museum of Broadcast Communications. N.p.. Web. 26 Nov 2012.               <http://www.museum.tv/eotvsection.php?entrycode=detectivepro>. 

 Halsey, Harlan. The Dock Rats of New York. 10. 2004. Web.                             <http://www.gutenberg.org/dirs/etext04/dckrt10.txt>.


Van Dine, S.S. "Twenty Rules for Detective Writing." American Magazine. 1928: n. Web. 26 Nov. 2012. <http://gaslight.mtroyal.ca/vandine.htm>.

Tuesday, November 20, 2012

Nancy Drew and Interactive Mysteries


Since her first appearance in 1930, Nancy Drew has served as a cultural icon for several generations of women. For the first time, detective fiction not only featured a female in a starring role, but one who was intelligent, respected, independent, and a kickass detective. Nancy’s legacy lives on and was made accessible to a younger generation in the development of the Nancy Drew computer games by Her Interactive in 1998. The games each follow a typical detective mystery plot: the game begins with a crime, allows the player to interview suspects and discover and collect clues, and ends with a “parlor scene” where the culprit explains his or her motive and usually attempts an escape, leading to one final dramatic puzzle or chase scene. The games are unique because the gamer is playing the role of Nancy Drew. Some scenes are automated by the game, but for the most part the gamer is independent and solves the mystery entirely on one’s own as the lead detective on the case. This creates the interesting hybrid: truly interactive detective fiction.

The first Nancy Drew novel, which introduced readers to detective fiction's first strong female sleuth.

Her Interactive, founded in 1995, was the first US gaming company to target young girls as a market for interactive computer technology. The company created an opportunity for girls to participate in an area heavily saturated by violent, male-minded games. Therefore, it is only fitting that Her Interactive employed Nancy Drew as their first heroine. The use of such a well-known female icon appealed both to young girls looking for a role model and their mothers who had grown up with the books, and created a strong foundation for an empowered female character in a video game. The mystery element allowed the games to avoid the bloodbath styles of existing action games and create a complex and involved storyline.

Collecting clues and receiving menacing messages allow the player to truly feel as if they are the detective solving the crime.

Her Interactive’s president, Megan Gaiser, stated in an interview: “‘Nancy Drew is a powerful role model—she’s brilliant, intrepid and successful…our games don’t use gender stereotypes to appeal to girls. Instead, they rely on the intrigue of a good mystery, and a smart, gutsy heroine’” (Jong). This formula has led to extreme success: the Nancy Drew series now encompasses twenty-seven games, earned the company thirty-five “Best Software” awards, and sold over ten million copies worldwide. The artistic style of the game and its features have evolved over time—such as the addition of a cell phone rather than a notepad to keep a record of Nancy’s clues—but each game revolves around the development of an intricate and exciting mystery.
 Though some of the plotlines echo the original Nancy Drew novels, most games invent an entirely new mystery and those that are inspired by the books will never have the same ending or culprit as the original. This guarantees that the player will always be responsible for solving the mystery. The games therefore test Charles Rzepka’s theories about the formula of detective fiction. The gamer is embodying both the detective and the author of the story so a rivalry obviously cannot exist between them, which Rzepka calls the “specific appeal of the narrative of detection as a reading experience” (Rzepka 14). Because the games are interactive, the relationship between author and reader is essentially nonexistent. The thrill of the games, however, lies in this deletion: the gamer can be fully immersed in the root of any detective story, the rivalry between criminal and detective. An interactive mystery game, especially with such a strong and relatable heroine, allows the player a deeper connection with the story and truly invokes the “game” element that makes detective fiction so popular.

Players interview suspects and select Nancy's lines to steer the conversation, enhancing the autonomous and interactive aspect of solving the mystery. 

The Nancy Drew games are unique because they have impacted two separate and varied areas: feminism and detective fiction. The character of Nancy Drew has inspired generations of powerful women, from Hillary Clinton to Oprah Winfrey to first female Supreme Court Judge Sandra Day O’Conner. She represented the idea that women could be successful in a man’s world through determination and spunk (Woolston). Through Her Interactive’s games, Nancy can inspire a whole new generation of women. As far as developing the genre of detective fiction, the games go a step further from the novels and create the possibility of interactive detection for the reader or player. This enhances the player’s experience and adds a new and exciting element of autonomy to the “game” of detective fiction. Gaiser refers to this element as “interactive literature” in a 2006 interview: “‘The games we create tell a cultural story and this medium, like all mediums, will impact our generation and future generations’” (Jacobs).


Works Cited:

Jacobs, Jay S. "Megan Gaiser: The Case of the Pioneering Game Company." PopEntertainment, 2006.

Jong, Philip. "Megan Gaiser, Carolyn Bickford, Sheri Hargus: Her Interactive.” Adventure Classic Gaming. (2000).

Rzepka, Charles J. Detective Fiction. Cambridge: Polity Press, 2005.

Woolston, Jennifer. "Nancy Drew's Body: The Case Of The Autonomous Female Sleuth." Studies In The Novel 42.1/2 (2010): 173-184. 

Sunday, November 18, 2012

Scooby-Doo as Detective Fiction


Scooby-Doo as Detective Fiction
Reece Parkinson


                Of the cartoons and shows we grew up with, few have been as long standing and had as much of a cultural impact as the Scooby-Doo series.  It is particularly relevant to the themes in our course, however, because it represents the genre in its purest, simplest form, packaged so that it can be enjoyed by adults and children alike.  The basic format is always the same: the gang comes across a mystery, usually involving a criminal with supernatural elements.  Possible suspects are met early on, and further investigation leads to the discovery of several clues.  After a short chase scene the villain is captured and unmasked, revealing a minor character we met early on.  Everyone is shocked except Vilma, who explains the clues we encountered throughout the story and the villain’s motives for terrorizing the locals.  The storyline varies from episode to episode, but this format is held constant through the great majority of the series.

The first Episode of Scooby-Doo aired in 1969, and it definitely bears the mark of the times. Celebrity guest appearances were common, with voicings from many high profile celebrities such as Dick Van Dyke and the Harlem Globetrotters.  Scooby-Doo also bears many similarities to the Encyclopedia Brown series, which appeared shortly before in 1963. Both are works of detective fiction aimed at youth, where the format of the intellectual battle between the reader and fictional detective play a prominent role. The series has expanded and evolved over the years, leading to a live action film and numerous animated films, changing and reflecting the times as it developed.

                Perhaps the most important characteristic of detective fiction is that it involves a contest between the reader and the detective to see who can solve the crime first. S.S. Van Dine lays the groundwork for the rules of this contest in his article “Twenty rules for writing detective stories,” and the Scooby-Doo series abides by nearly all of them.  Van Dine argues that detective works must give the reader “equal opportunity with the detective for solving the mystery”(1), that the crime must be solved “strictly by naturalistic means”(1), and that the culprit must always have played a “more or less prominent role”(1) in the story, all of which can be said of the Scooby-Doo series.

One notable difference between the Scooby-Doo series and conventional detective fiction is that there isn’t one single detective who is clearly the most important.  As a TV show, it isn’t narrated from the point of view of any one character, and the entire team can be shown on equal footing, functioning as a unit to solve a crime.  Some characters, like Shaggy and Scooby, have more comedic roles, and other characters, like Vilma, are more involved in the actual solving of the crime.  However, they all contribute to the solving of the crime, and all function together as the “detective” in the series.

                It’s hard to ignore the lasting impact the Scooby-Doo series has had over the years.  It helped introduce America’s youth to the detective genre, helped further the detective genre beyond the written word, and has managed to stay relevant for over half a century.




The intro scene from the original show



A poster for the live action film from 2002


The cast from the original show

The gang and the Mystery Van in the newer version of the TV series, What's New Scooby-Doo?





Works Cited

"Encyclopedia Brown." Encyclopedia Brown. Princeton.edu, n.d. Web. 18 Nov. 2012.
                <http://www.princeton.edu/~achaney/tmve/wiki100k/docs/Encyclopedia_Brown.html>.

"Scooby-Doo." Scooby-Doo. Princeton.edu, n.d. Web. 15 Nov. 2012.
            <http://www.princeton.edu/~achaney/tmve/wiki100k/docs/Scooby-Doo.html>.

Van Dine, S. S. "Twenty Rules for Writing Detective Stories." The American Magazine Sept. 1928: n. pag.
                Web.