AMC’s The Prisoner and Transmedia Paticipation
November 21st, 2009
In this week’s review of AMC’s remake of The Prisoner, I wrote at length about what I saw as a failure of the show’s narrative: in my eyes, the series struggled due to a lack of information that resulted in no emotional connection with the characters and, as a result, no real connection to the story. I resisted the argument that the series’ sense of mystery, and its complex thematic conclusion, justify this structure, and friend of the blog David J. Loehr brought up a great example to support my point:
It makes me think of Hitchcock’s example of the “bomb under the table” idea, that you can show ten minutes of two men having the most boring lunchtime conversation ever and BOOM, their table blows up. That’s a cheap thrill at the end of ten boring minutes. Or you could show the bomb under the table, then continue the exact same scene, boring conversation and all, except now it’s fraught with tension as you wait for the bomb to go off. The sixth episode is the bomb, at least in this example if not in modern lingo.
However, based on conversations I had with some of the always great posters at NeoGAF and today’s Futures of Entertainment 4 panel on Producing Transmedia Experiences: Participation and Play, I’m starting to understand why some have argued that the series was actually a success. It seems that those who enjoyed the miniseries are those who so inherently bought into the sense of mystery and intrigue (inspired both by the density of this miniseries and the decades of debate over the meaning of the original series) to the point where they began to see narrative gaps as clues, and inconsistencies as paradoxes meant to be seen as part of the broader narrative.
I would argue this was not by design, and that these viewers are taking poor execution and turning it into a game that the writers and directors didn’t actually create. They have effectively “gamed” the miniseries, taking a trend that is popular within serial dramas like Lost and applying it regardless of whether it is actually part of an intended transmedia experience.
It’s a behaviour that indicates television has become an environment of “game” (by providing a clear sense of how audience can participate in the construction of narrative) or be “gamed,” and that AMC missed an opportunity to improve the response and increase the impact of the miniseries by not actively pursuing this avenue.