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. 

10 comments:

  1. For me, one of the most fascinating elements of your post is the fact that Gaiser, president of Her Interactive, affirms that conforming to the traditional stereotypes of female interest was never the intent of the Nancy Drew interactive programs. I think psychologically this tells us that the concept of investigation and discovery is that it inherently transcends gender norms. Despite the oftentimes grisly nature of modern detective literature and film, especially within the realm of the recent television forensic investigation movement, women find themselves equally attracted to the detective genre. Whether the Nancy Drew books and interactive games were a conscious attempt to connect feminism and detective fiction or not, the results are undeniable. I find it interesting also that the interactive series are an elaboration of the novels themselves. Not only do they resemble the structure of the novels, but they also include additional scenarios that essentially immortalize the Nancy Drew legacy. My only question is this: What is the next step in the technological development of the detective genre? Is there a future for this genre in video games or were the Nancy Drew games merely a one-hit-technological-wonder?

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  2. I think that one of the most interesting aspects of adapting the detective genre to video games is that by controlling the detective we no longer see the competition between the detective and the reader, and the role of the reader is redefined. In games like Nancy Drew, L.A. Noire, and other interactive detective games the competition is not with the detective but rather with the criminal or the game itself. While this goes against S. S. Van Dine’s rules for detective fiction, I believe that it actually allows the reader to feel a greater connection to the story and a greater satisfaction upon solving the crime. In literature the reader isn’t free to make decisions about the story, so the detective is really the only character the reader can have a fair competition with. The game format allows us to get one step closer to the mystery and feel a greater satisfaction at the end of the story.

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  3. This response is in regard to your most recent comment, Reece. I think you're absolutely right when you say that agency within the game provides a greater sense of personal satisfaction upon solving the crime. Honestly, I'd never before considered the new level of independence that interactive games provide the genre. Do you think that such games have the capacity to increase problem-solving skills in youth? Could teachers and educational institutions use these "games" disguised as recreation to help young people improve their abilities to think critically? If so, how should the crimes be treated? Essentially, my question is whether or not the more "grotesque" elements of the detective genre should be avoided in order to protect young people from more mature themes. My personal thought is that, if we can encourage the younger generation to find entertainment in intellectual stimulation, we will not only be able to maximize the benefits of the detective genre, but also utilize them in context of a rapidly-developing technological culture. If anyone has thoughts, I’d love to hear them!

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  4. Andrew, I think that is a really interesting idea, especially because the use of technology and even video or computer games in classrooms has been increasing as our society relies more and more upon technological advances. For example, my elementary school used the old computer game “Oregon Trail” (anybody remember that one??) when studying the history of American westward expansion. The critical thinking skills required to play interactive detective games could definitely benefit and supplement educational agendas. However, your concern about violence is justifiable. Completely family friendly, violence-free games are usually geared at young children, and older elementary school or middle school kids would most likely view such games as below their intellectual level. In the Nancy Drew detective games, the issue of potentially violent crimes is dealt with by having them occur “off-screen”. The game usually starts with a quick, non-violent scene that portrays the beginning of a crime and then fades out. Any other violence in the games is minimal, usually some sort of minor physical altercation. Personally, I found this an excellent way to create the interest and excitement of a crime while keeping the game appropriate for school-aged children.

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  5. Great post! Never put much thought into the idea that a detective story could be told in a video game, but it really would change the whole experience of discovering the story. Rather than following along with the detective, you ARE the detective; I really like that idea. It completely twists the perspective and makes it first person, and I can easily see myself getting frustrated with a perp in this type of game!
    Using these types of games as a teaching tool is a really interesting spin on this subject. It would definitely be a unique way to teach kids about problem solving and coming to rational conclusions. And though there are those issues with violence, it sounds as if the Nancy Drew games addresses those quite well. I would have loved to play these in computer class when I was younger!

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  6. Great post, Sarah! I did not have any previous knowledge about Nancy Drew, but from what you have written, the series sounds very interesting. I like the idea of having each game be an entirely new mystery. I am sure this is good both for the player of the video game and those who market the game. I also enjoy that the main character in the story is a female! That is not something we have really been exposed to before. The strong female role appeals not only to young girls, but women too. In previous stories we had mainly seen the drunkard male as the main character and we surely did not aspire to be like any of the females in the stories due to their negative portrayal. With Nancy Drew we finally have an inspirational female character.

    Patrick, I could not agree more with your comment! The first person perspective would certainly keep me involved in the game and I would love the concept of actually being the detective.

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