TY - JOUR
T1 - Devil-nets of clues: True Detective and the search for meaning
AU - Tybjerg, Casper
PY - 2016
Y1 - 2016
N2 - This article examines the first season of the hit television series True Detective (2014) with respect to the claim that it deliberately adopted a form fitting the new world of digital television. The article argues that this embrace is less than complete: the show seeks an immersive, novelistic experience rather than something entirely new. It further argues that this immersive experience is supported by the series’ richly detailed background and by its invocation of various aspects of weird fiction. The article also discusses some of the institutional factors shaping the series: the availability of the puzzle film genre as an interpretive framework, the existence of an audience interested in assuming the attitude of what Jason Mittell has called the forensic fan, and the choice of a traditional, one-episode-per-week release schedule. Finally, the article discusses the show’s ending and the disappointed reactions of critics and fans, arguing that the idea that the show intended to exploit digitization by adopting a more game-like approach, offering clues that could only be found using digital tools, is undercut by the many loose ends left unresolved by the finale. The article concludes that the density and detail of the series’ background, inviting viewers to explore, should be regarded not as providing pieces of a puzzle to be solved, but as an opportunity to deepen viewer engagement.
AB - This article examines the first season of the hit television series True Detective (2014) with respect to the claim that it deliberately adopted a form fitting the new world of digital television. The article argues that this embrace is less than complete: the show seeks an immersive, novelistic experience rather than something entirely new. It further argues that this immersive experience is supported by the series’ richly detailed background and by its invocation of various aspects of weird fiction. The article also discusses some of the institutional factors shaping the series: the availability of the puzzle film genre as an interpretive framework, the existence of an audience interested in assuming the attitude of what Jason Mittell has called the forensic fan, and the choice of a traditional, one-episode-per-week release schedule. Finally, the article discusses the show’s ending and the disappointed reactions of critics and fans, arguing that the idea that the show intended to exploit digitization by adopting a more game-like approach, offering clues that could only be found using digital tools, is undercut by the many loose ends left unresolved by the finale. The article concludes that the density and detail of the series’ background, inviting viewers to explore, should be regarded not as providing pieces of a puzzle to be solved, but as an opportunity to deepen viewer engagement.
KW - Faculty of Humanities
KW - Cary Joji Fukunaga
KW - H. P. Lovecraft
KW - Nic Pizzolatto
KW - True Detective
KW - complex TV
KW - digital distribution
KW - puzzle films
KW - weird fiction
U2 - 10.1386/nl.14.1.103_1
DO - 10.1386/nl.14.1.103_1
M3 - Journal article
VL - 14
SP - 103
EP - 121
JO - Nordic Journal of Media Studies
JF - Nordic Journal of Media Studies
SN - 1601-829X
ER -