For this blogpost
I want to discuss Nancy Drew and the Haunting of Castle Malloy, the 19th
game in the Nancy Drew series of computer games released by Her Interactive. I
chose this game because it’s favorable acceptance by game critics, the
popularity of the long running Nancy Drew series of computer games, and its
availability to me via Steam. At first I was extremely skeptical of it,
expecting a sort of adolescent-girl mentality to its gameplay (a fair
assumption considering it is targeted to adolescent girls), but I found myself
enjoying the game even with its marriage seating arrangement puzzles, flower
picking, and jetpack flying. Therefore, I would like to review why this game
worked in light of the readings that addressed “girl games”, and what made it
so enjoyable.
As a Girl Game
“Girl Games” are
best defined by Henry Jenkins in his study of girl and boy game spaces and by
Brenda Laurel’s example of her experience running and designing the Purple
Moon Series. Henry Jenkins first describes female spaces in girl’s
literature, pointing to the example of The Secret Garden: “in such
stories, the exploration of space leads to the uncovering of secrets, clues,
and symptoms that shed light on character’s motivations. Hidden rooms often
contained repressed memories and sometimes entombed relatives” (Jenkins 349).
He also stresses the importance of emotional connections and relationship based
gaming, where in his two examples of Theresa Duncan’s games and Secret Paths
from Purple Moon “embrace remarkably similar ideals—play spaces for
girls adopt a slower pace, are less filled with dangers, invite gradual
investigation and discovery, foster an awareness of social relations and a
search for secrets, center around emotional relations between characters. Both
allow the exploration of physical environments, but are really about the
interior worlds of feelings and fears” (Jenkins 357). Brenda Laurel also
pointed out that relationship gameplay did not only have to happen between game
character and player, but could also extend to other players. While Jenkins
described the “friendship adventure” where puzzle solving is paralleled to
relationship building in the game Secret Paths, Laurel also talks about
how those games extended to the Purple Moon website to help children
form an online community: “We were surprised and delighted to discover that
girls were using the postcard system on the site to arrange swap meets for
Purple Moon treasures. They formed clubs within the site based on treasures,
zodiac signs, sport interests, animals, geographic location, and favorite
characters. They also spun off independent fan sites” (Laurel 51). Laurel also
pointed out the difference in expectations girls had to games than boys: “girls
did not so much mind violence as much as they disliked the lack of good story
and characters” (Laurel 40). Girls also had values when it came to measuring
social status: “a girl’s social status among her peer is likely to be
influenced more by her network of affiliations than by any explicit measure.
Covert tools such as exclusion and secrets are prominent means of social
competition” (Laurel 41). The aspects of these girl-centric games was not
simply finding non-violent alternatives, but presenting spaces that encouraged
relationships with in-game characters and online communities, were
investigative and exploratory, and centered on social aspects and discovery.
Nancy Drew and
the Haunting of Castle Malloy shares much in common with the examples cited
by Jenkins and Laurel’s work in Purple Moon. The game’s premise is that
Nancy Drew is invited to the castle of Malloy by her friend to be the maid of
honor for her friend’s wedding. When she gets there though, she drives her car
into a ditch after a mysterious apparition causes her to swerve, and when she
arrives at the castle she discovers her friend’s fiancé has mysteriously
disappeared. It uses the long-established point-and-click adventuring system
and Myst-style gameplay to put the player into Nancy Drew’s 1st
person perspective, although movement is done statically and not through
continuous movement, like a shooting game would. This kind of landmark and
static navigation fits in with Laurel’s discovery that women prefer “more
body-centric navigation than boys, relying on landmarks for cues” (Laurel 40).
The narrative framework of the game is an important consideration in light of
its audience, for the game revolves around trying to save a wedding for a
female friend, and several puzzles revolve around female-gendered tasks, such
as a (particularly challenging) wedding seating arrangement puzzle. Other
puzzles exist in the space of the castle and surrounding areas, discovered
through exploration and sometimes impossible to figure out until certain other
puzzles have been discovered and explored. But most interestingly, an
incredible amount of detail has been put into bringing the three main
characters (Kyler, Kit, and Donal) to life through the expert voice acting and
detailed animation in contrast to the relatively low-tech approach of the rest
of the game. Discovering the secrets behind each character brings out much of
the enjoyment in the game and advances the narrative, although such actions
don’t solve any puzzles directly; for example, the discovery of photograph can
lead to a confession that Kit has lingering feelings for Kyler, and that
combined with the discovery of Matt choosing someone else over Kit to be best
man relates directly to Jenkins’s earlier quote that “the exploration of space
leads to the uncovering of secrets, clues, and symptoms that shed light on
character’s motivations”. There is also a parallel between how both Nancy
Drew games and the Purple Moon series take advantage of convergent
culture and fan communities. Brenda Laurel in her website efforts made the Purple
Moon not just a series of games, but also a cross-media experience.
Likewise, the Nancy Drew game is drawing from an incredibly long franchise of
Nancy Drew books, toys, and other media. Brenda Laurel points out how
“Purple-Moon.com really tried to meld brand identity with personal identity…for
the success of a brand or a set of characters, an active fan culture may not be
sufficient, but it sure is necessary” (Laurel 50). Nancy Drew likewise both a
brand and a character that girls can relate to and see themselves in. Wikipedia
states “Feminist literary critics have analyzed
the character's enduring appeal, arguing variously that Nancy Drew is a mythic hero, an expression of
wish fulfillment,[12] or
an embodiment of contradictory ideas about femininity.”
(Wikipedia). Point by point, Nancy Drew and the Haunting of Castle Malloy
hits upon the various criteria Laurel and Jenkins note about girl games: it
presents a strong set of characters and narrative, emphasizes exploration and
mystery, has secrets that reveal hidden character motivations and leads to
character discovery, and provides an alternative that is non-violent and
non-masculine.
As an Androgynous Game
Another light to
view the Nancy Drew game though is not to see how it is different from
“male games”, but rather what it draws and builds off of from an already
established tradition of gaming. As stated earlier, the game borrows from the Myst
type of static image navigation where the player moves in the first person
through a series of still images to create an exploratory space. The point and
click mechanics have existed through gaming history since The 7th
Guest, the Monkey Island series, and during the big 90’s boom of
adventure games from LucasArts and Sierra. Therefore, all the qualities of
exploration, mystery uncovering, narrative, and character relationships could
be applied to these past games as well. Indeed, strong narrative and character,
exploration within a domestic or limited space to uncover mysteries, and the
qualities that make Nancy Drew a “girl game” extend to all the games
within the genre it works within. While Laurel describes making a specifically
girl-centric game with its paper-moon series, Ludica (or Fullerton et al) point
out the need to not just make “exclusively female (or ‘pink’) games” but also
consider the genderless-game: “As Woolf points out in her essay, the solution
is not simply to create a distinctly feminine voice (although this is one
potential angle of approach), but rather to promote the cultivation of an
‘androgynous mind’” (A Game of One’s own). The haunted castle of Malloy
provides the kind of “secret places”
that Ludica outlines in the essay, which they mark as feminine: Ludica argues
that the presence of incomplete and unfinished spaces “cry out for player
agency, for players not only be transformed by, but also to transform the space
as part of the play experience” (A Game of One’s Own). The Castle of
Malloy in Nancy Drew is ramshackle, run down, with not only hidden
passages but also ruined stairways and doors that lead to blasted-out nowheres.
It is through puzzle solving (specifically activating a Jet Pack) that Nancy
can reach the tower which the ruined stairs can not reach, in some way both
resulting in the discovery of a “secret space” and the completion of the
castle’s incompleteness. Yet, there is a certain aspect in which the castle is
like a boy’s space too; Ludica mentions how the “knowing how and where to
access [a game’s hidden] secrets is the province of ‘real gamers’” which is
tied to male-centric processes of conquest and exclusion (A Game of One’s Own)
but with the shift of pushed entirely to discovering hidden areas and
discovering new aspects of the limited familiar space, there is also a male
appeal to ‘unlocking a new room’ or discovering a gear for the gearbox puzzle
from the very beginning of the game, allowing the player to go back and solve
it. Nancy Drew’s own ‘Hidden Easter Egg’ is not difficult to find, but
it in facts calls for an extra level of exploration and attention to detail,
and it is the “feminine” action of exploration and mystery solving that unlocks
it instead of having “exclusive knowledge” or enacting “conquest”. But more
surprisingly, these same elements have existed in adventure games, some which
were markedly male-oriented (Full Throttle) and some more androgynous (Myst).
One of the most notable in the genre, Dreamfall, does not explicitly
mark itself as a “girl game” yet lends itself to be extremely girl friendly:
the main character is a strong female who explores both her world and a fantasy
world to uncover a mystery where plot, narrative, dialogue with other
characters, and emotional relationships take priority over action, fighting, or
conquest. The game was never marketed as “girl”, and has been the darling of
many critics and “hardcore gamers” everywhere.
Why aren’t these
types of games still being made? One can point to the “Hegemony of Play” that
Ludica blames for creating a “third gender” where this kind of androgynous play
need not apply: “the game industry has constructed an entirely new fictional
variation of Simone De Beauvoir’s subjective male, one which may have as little
to do with the majority of men as it does with women” (Hegemony of Play).
The essay summarizes this attitude in this anecdote: “In response to the
recommendation from his marketing director that [a gaming executive] speak to [Pearce]
about creating games for girls, he quipped: ‘Our job is to take lunch money
away from 14-year-old boys’” (Hegemony of Play). With the industry
assuming the audience consists of 14-year-old boys, values that defined the
adventure game genre such as exploration, character dialogue, and narrative
fall to the wayside as the industry assumes that “gamers” want conquest,
violence, coolness, and don’t care about the other stuff. Yet these were the games that made up a good
part of the history of games for many hardcore gamers, and to veterans of
computer games such as myself, I don’t find it surprising that on most blogs I
read and news I hear comes from the “jaded gamer audience”.
The bottom line
ends up being this: what made Nancy Drew an enjoyable experience for me was not that it had qualities of being
a “girl game”, but being an “adventure game”, the kind of game that was made en
masse right around the time Doom came out and when the computer game
industry was extremely small. The qualities marked out of exploration and
narrative as being female may or may not stand as true, but what a past history
of Monkey Island and Myst point out that such
qualities make for great games. Nancy
Drew reminded me of the golden age
of adventure games, and for that I’m happy that I’ve played it. Besides getting
to fly around on an experimental WWII era Jetpack.
-Jason Lee
Bibliography
Fullerton, T., Morie, J. & Pearce, C. (aka
Ludica) (2007). "A Game Of Ones Own: Towards a New Gendered Poetics of
Game Space." In Proceedings, Digital Arts & Culture 2007, Perth,
Australia, September 2007.
Fron, J., Fullerton, T., Morie, J. & Pearce,
C. (aka Ludica) "The Hegemony of Play." In Situated Play: Proceedings
of Digital Games Research Association 2007 Conference. Tokyo, Japan, September
2007.
Jenkins, Henry. "Complete Freedom of Movement: Video Games as Gendered Play Spaces" The Game Design Reader, ed. Salen, Katie and Eric Zimmerman.MIT Press:Cambridge, MA, 2006. 330-363.
Laurel, Brenda. (2001). Utopian Entrepreneur. Cambridge, MA: MIT
Press, 2001.