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A
Review of a CD-ROM Game
Nancy Drew: Message in a Haunted Mansion
By Denise E. Agosto Ph.D.
Both CD-ROM makers
HerInteractive and New York Times reviewer
Charles Herold suggest that the new CD-ROM
game Nancy Drew: Message in a Haunted Mansion (HerInteractive,
2000, for ages 10 and up) will appeal to girls and women of all ages.
The company web site claims that, "HerInteractive relied upon the feedback
of girls in the design and development of the game to ensure that the
content and the game play matched girls interests." Herold concludes
that "Soon Nancy Drew will solve the mystery of sex differences [in computer
use], and girls will be as at home in cyberspace as they are at the Olympics."
But how does Message in a
Haunted Mansion measure up to the eight gender-based criteria for
web site and CD-ROM evaluation?
The answer to this question
is: surprisingly well. The game is fairly strong in all eight of the gender-based
evaluation criteria.
First, there is confidence.
The entire game hinges on the idea that Super-Sleuth Nancy Drew can use
her powers of investigation to solve the mystery and save the day. At
the beginning of the game, Nancy is called to San Francisco to investigate
spooky occurrences at a Victorian mansion. The mansion owner wants to
renovate it and turn it into a bed and breakfast, but all sorts of unexplained
problems, from collapsing scaffolding to mysterious noises, are obstructing
her plans. Its up to Nancy to determine just who (Perhaps someone
after the treasure supposedly hidden in the old house? Or maybe the owner
herself, hoping to collect insurance money?) or what (Perhaps a ghost?)
is causing the obstructions. The premise that only the game player can
solve the mystery sends a message of confidence and empowerment.
Next, collaboration
is not supported in a traditional sense; the game does not easily lend
itself to simultaneous use by multiple players. But users can make their
way into the mansion parlor and use the house phone to call Nancys
friends for game clues, an electronic form of collaboration.
Message in a Haunted Mansion
scores especially high in the area of personal identification.
Role playing is at the heart of the game. The user becomes Nancy,
becomes an amateur sleuth, becomes the person peeking into
suitcases and musty drawers.
The game also scores high on
contextuality. The story that frames it has all
the elements of a penny dreadful: unexplained accidents, a cast of possible
villains, and a rambling old house. The game does include some more educative
elements, such as brief explanations of architectural history, but above
all it is a story.
The game also solidly supports
flexibility/motility. There is no set path that
the user must follow. She can wander from mansion room to room in any
order she chooses. And she must move the mouse to make Nancy move through
the house, giving her physical control over Nancys movements. There are
wrong answers to puzzles and riddles, but if the player makes a fatal
mistake, she can revive the game with a "second chance" option, rather
than facing sudden death.
When it comes to social
connectivity, again Message in a Haunted Mansion receives high
marks. In addition to querying game characters for assistance, users can
log onto the HerInteractive web site chat rooms to ask for clues and to
discuss the game with other real life players. The games story enables
the player to examine personal relations among the story characters, serving
as additional method of social connectivity.
However, Message in a Haunted
Mansion does not fare quite as well in terms of inclusion.
Nancy is female of course, and one of the characters is African American,
but a little more racial and ethnic diversity would have been preferable.
Still, most of the characters are strong females in charge of their lives.
Finally, Message in a Haunted
Mansion has commendable graphic/multimedia concentration.
The graphic quality of the mansion is excellent, down to tiny architectural
and interior details. (The graphic quality of the human figures is not
as high, however. The people appear to be about as stiff as electronic
mannequins.) Also of note are the music and sound effects. Spooky theme
music gives the game a Hitchcock-ian air, and breaking glass, creaking
doors, and other sound effects heighten the mystery. In fact, the game
is almost incomprehensible without sound, making speakers an absolute
system support requirement. Minimum additional system requirements for
running the game include: Windows 95/98; 166 MHz Pentium processor, 16
MB RAM, 130 MB; available hard disc space; 16-bit color graphics video
card; 8x CD-ROM drive; 16-bit Windows-compatible stereo sound card; and
a mouse.
Although this game compares
favorably to the gender-based evaluation criteria and is therefore likely
to appeal to a wide range of young female users, it is more appropriate
for home use than for school use. Users can save partially completed games,
but solving the mystery requires extended play probably beyond the time
constraints of most school computer use situations.
BACK
TO TOP
Company information is available at: http://herinteractive.com/.
"Prowling and Spying with Nancy Drew, The Un-Barbie," New York Times;
November 23, 2000, section G, page 8.

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