World of fortune
There may be no more fitting symbol for the West's
victory in the Cold War than Wheel of Fortune -- now
one of the most successful television shows
on the planet
by Steven Stark
For a time in the 1990s, Paul Gilbert may well have been the world's foremost
expert on television's monster hit Wheel of Fortune. During a span of
almost two decades, Gilbert viewed well over 6000 episodes of the popular
syndicated game show, which ran five times a week usually at around 6:30 or 7
p.m., between the news and the start of prime-time programming. This means that
Gilbert, who worked on the show's premiere in the mid 1970s with creator Merv
Griffin, saw the wheel turn well over 100,000 times, the puzzle solved on more
than 15,000 occasions, and a contestant scream maybe 5000 times. He probably
witnessed the giveaway of a fleet of cars, not to mention countless mantel
clocks, serving carts, and whatever else might be thrown in for good measure.
After almost 20 years, he could probably recite the show's disembodied opening
call ("Wheel of Fortune!") backwards, and flip letters on the game board with
an aplomb worthy of hostess Vanna White.
As the director of international program development and international
projects for King World Productions, the company that distributes Wheel of
Fortune to over 50 countries, however, Gilbert became more than just a
game-show sage. He was at the center of an enormous corporate effort which in
turn was part of a far larger movement that saw American television and its
popular culture engulf the planet.
The products of Hollywood have become one of our more influential -- if not
economically vital -- exports, ranking just behind agriculture. Beverly
Hills 90210 was a hit in Australia, Italy, and Brazil; The Cosby Show
drew high ratings in South Africa, even during apartheid; Dynasty
rose to near the top of the charts in China; and Tom & Jerry cartoons
became a hit in, of all places, Lebanon. As Marshall McLuhan predicted, the
world has become a global village -- and, throughout that village, the natives
all drink Coke, eat Big Macs, wear Mickey Mouse watches, buy Barbie Dolls, and
follow the career of Arnold Schwarzenegger, film by film. As Gore Vidal has
said, the capital of the world is no longer Washington, but Hollywood -- whose
pervasive global role and influence have been compared to that of the Church in
medieval times.
One of the sacred rites of today's "Church" has been Wheel of Fortune,
one of the most consistent American television hits abroad in the 1990s. Since
going international in Australia in the mid 1980s, the show was often watched
by more than 100 million people each week in places such as Turkey, Hungary,
and Croatia -- which launched its own show in the early '90s and saw it go
directly to number one. Whether the country was Finland, Belgium, Israel, or
Denmark, the show tended to dominate its time slot. Kolo Fortany was the
most popular program in Poland for a time in the mid 1990s, where it was
watched by an astounding 70 percent of the nation's households. One night, the
show asked viewers to turn off their lights if they were watching -- and whole
neighborhoods went black. In France, long diffident to any American pop-culture
product not starring Jerry Lewis, there were near-riots when La Roue de la
Fortune held its contestant tryouts.
One reason for Wheel's success was that the international versions were
often custom-made for countries, in their own languages. "If I tried to do an
American game in Germany, people wouldn't watch it," Fred Cohen, president of
King World Productions, once said. "The idioms wouldn't work, and it wouldn't
be their show." Thus, about half the foreign editions have their own version of
Pat Sajak, their own Vanna, their own prizes, and their own distinctive
puzzles.
Game shows, of course, were traditionally designed as daytime fare for
housewives, and still bear some of the earmarks of their origin: good-looking
male hosts; mostly women in the studio audience and as contestants; and
household goods as prizes. Merv Griffin modeled Wheel on the old
childhood game of hangman. The premise was unnervingly simple. Three
contestants each spin the wheel in turn. If the wheel stops on an amount of
money, the player gets credit for that money and a chance to guess a letter in
the mystery phrase, which can run the gamut from MEDIUM RARE to BETTER LUCK
NEXT TIME or SATURDAY MORNING CARTOONS. If a contestant guesses a letter that
appears in the phrase, the contestant gets to go again; otherwise, play passes
to the next player. Each goes in turn until someone guesses the phrase, winning
the money he or she has accumulated and additional prizes. At the end of the
show, the contestant with the most money has a chance to compete in the bonus
round and win a really big prize, such as a cruise.
Trying to describe the popularity and mystique of Wheel of Fortune
simply by reciting its rules, however, is like trying to do the same with
baseball. There's a lot more to it, and many of those subtleties evolved as the
kinks in the game were worked out in daytime obscurity in the '70s. At one
point, contestants were given clues to the puzzle by a telephone, which rang on
a table. That took too long. Originally, the all-important wheel lay flat, and
so couldn't really be seen by home viewers enough to engage them. (The
installation of an overhead camera made it more visible to the home viewer.)
Winning contestants used to go shopping onstage with their winnings, a segment
that was ended once cable channels began offering home viewers a similar
experience. In the beginning, there was also only one host -- the traditional
male -- and the board was run electronically.
The key changes began to come in 1983, after eight years on NBC's daytime
schedule, when Griffin took the then-unusual route of offering his game show in
syndication to local stations looking for an evening program to fill the niche
between the news and prime time. With far more men and people with daytime jobs
watching at that hour, the show changed and went upscale: the set got glitzier,
the prizes got better, the puzzles got harder, and Vanna White's newly created
role as letter-turner was glamorized. The shrewd result, which neatly coincided
with the rise of the Reagan era's celebration of conspicuous consumption, was
the biggest syndication success in television history until then, as Wheel
drew ratings higher than those of many prime-time shows.
Over the years, as the show retained its hold on the viewing audience far
longer than the typical program, other changes were added. The show has thus
raised to an art form the process of everything from how to lay out merchandise
on the set, to how to pick contestants. (First you have to take a written test.
Then you're put through a practice round with other Wheel wannabes, to
see if you get excited, smile, are outgoing, and like to have fun. Only a very
small percentage of those who try out make it.)
Why this rather simple show so consistently captivated America became a source
of speculation for everyone from writers for People to left-wing social
theorists. The simple explanation was that the game "plays well" at home, while
appealing to both genders and to all ages. Like Monopoly, the country's most
beloved board game, Wheel combined in roughly equal measures elements of
gambling (the wheel), intellect (guessing the puzzle), and money (winning
prizes). Critics such as Alexander Cockburn found in Wheel an "idealized
representation of the proper motions of the economy" -- contestants didn't so
much compete with one another for material awards as against the wheel and
their own intellectual capabilities. Vanna White's appeal came in for some
heavy analysis, too, with one Yale psychologist reasoning, in an academic
journal, that what contestants are really playing for is not money, but Vanna
herself. "No matter how many letters Ms. White turns over," he wrote, "the
message is always the same: `Take it off, Vanna!' "
In any event, the show was a virtual gold mine for King World, not only
because it was popular but because it was cheaper and easier to produce than
the average dramatic show. Many sponsors donated the prizes for publicity
value, and there was little of the usual high costs for actors, new sets, or
scores of writers that plague other shows. That meant Wheel was made to
order for a world market which often can't afford the extravagant overhead of a
Hollywood production.
Wheel had the advantage of hitting the international market at a time
when many countries were allowing private broadcasters to compete with
state-run television for the first time. The Iron Curtain was also crumbling,
opening up a vast new territory for commercial television. Those events created
a ready-made market for the kind of cookie-cutter programming that a game show
offers, and particularly one produced locally in the native language. "In most
of the world, television was designed to be an information or propaganda
medium," Ellen Politi, an executive who worked on Wheel, once said. "In
the United States, it was designed to be an entertainment medium, and we
understand better than anyone else how to do that."
There were some problems. Though Western Europe had a history of game shows,
Eastern Europe did not, and the production values were far different, at least
in the beginning. Some audiences had to be taught to clap, and contestants had
to be taught when to scream or even smile. "You couldn't give away big products
like refrigerators in some of these countries because the winners couldn't
afford to pay the taxes on them without selling the prize," said Cohen.
Some programmers at King World had originally thought that Jeopardy!
(their other syndicated game-show hit) would be a better fit for the world.
"But the problem we ran into is that a lot of people elsewhere don't understand
the concept of receiving an answer and then having to guess the question,"
explained Cohen. "You give them the answer and they think that's the end of
it." Jeopardy! was also more expensive to produce because of the
complicated electronic set that has to feature all those answers.
The puzzles of Wheel of Fortune were also a little different abroad,
even after the translation into Flemish, Hungarian, or Turkish. American pop
culture does rule the world, which is why Elvis Presley could be a puzzle
answer in Germany, or Donald Duck in Belgium. Once you got away from music and
movies, however, foreign puzzles tended to be harder -- a tribute, perhaps, to
the dumbing down of America, or at least to the concept that viewers here would
rather beat the TV contestants than admire them.
There were also some regional distinctions. In several countries, laws
prevented shows from giving away money, so contestants just played for prizes.
Finland filmed its shows on board a cruise ship. A children's version of the
game was introduced in -- where else? -- Denmark, the home of Hans Christian
Andersen. In some places, new categories were added to the traditional phrases
or names of celebrities. In Holland, for example, there was a category entitled
"Canals." Eastern-bloc countries differed a bit from those in the West, too.
That's less because of the production values, which tended to be surprisingly
high, and more because of the prizes, which (at least in the beginning) didn't
quite measure up to the standards of the West.
The larger question, of course, is why this particular show was able to grip
the rest of the world as firmly as it did the United States. Through a
combination of shrewdness and luck, Wheel had found itself at the center
of a number of hot trends in America. Its emphasis on the gambling wheel
resonated in a culture where state lotteries and legalized gambling were
proliferating. Even the mystical metaphor of "the wheel of fortune" was bound
to strike a chord in a culture where half the books on the nonfiction
bestseller list usually deal with spirituality and the other half deal with how
to make more money. Yet those gambling and spiritual metaphors also carried
currency worldwide, as did the show's preoccupation with conspicuous
consumption and material success. With its mingling of prizes and the game --
or advertising and programming -- Wheel was as good an introduction as
any to the Brave Old World of commercial programming.
Wheel's success abroad, however, was also due to the way it presented
key elements of American folklore and values to the globe daily, in some places
for the first time. Take the Horatio Alger myth -- the appealing idea that on
the level playing field that is America, anyone can advance to the top through
hard work. At home or abroad, most Wheel contestants appeared to be
about the same height, and dress in the same way. The capriciousness of the
wheel (or life) aside, they had an equal opportunity to advance based on
intellectual -- though not academic -- skills. Unlike the old quiz shows such
as The $64,000 Question, Wheel required street-smart knowledge,
not an arcane ability to recall the tiniest details of a subject.
In its own way, Wheel also reflected a true understanding of the nature
of television -- which Americans, after all, do comprehend better than anyone
else. When asked about the success of their show abroad, the producers of
Wheel cited its simplicity. "It's the kind of show you can leave for a
few minutes and come back and grasp immediately," said Paul Gilbert, who left
King World in 1996 to become vice-president of international product
development at Columbia Tri-Star. There is a profound lesson there about the
nature of our television -- if not our pop culture -- and why it is so
appealing and exportable. Other nations developed their popular culture with
specific goals in mind: in Britain, the purpose was to uplift the populace; in
the Soviet Union, it was to propagandize. By contrast, driven by the impulses
of the market, American popular culture just wanted to entertain its audience,
and therefore developed a much better sense of what sells elsewhere.
What's more, America is a nation of immigrants. As Todd Gitlin has written,
any pop-culture product that has succeeded here has already been test-marketed
in a multicultural environment which best resembles the world market. That fact
has an historical counterpart, too: our popular culture had its origins in the
rowdiness of turn-of-the-century vaudeville. In that setting, before an
audience where many couldn't speak good English, it was necessary to create
entertainment that could be grasped quickly, without knowing much of the
language.
That intrinsic search for the simplicity that appeals universally is the
secret of the success of American popular culture abroad. It also contains an
intuitive understanding of the way people watch TV. Throughout its history,
television has been criticized frequently for its failures to educate and to
present better programming. Those are criteria better applied to other art
forms, however. In its purest form, television is a user-friendly medium. It is
designed for viewers in the home, often tired or just back from work, watching
halfheartedly. Presenting what scholar Robert Thompson once called "the
aesthetic of the anaesthetic," American television knows how to appeal to
viewers who aren't paying full attention and just want to be entertained. It's
no small feat to create that type of programming, and if Americans have
mastered the art better than most, Wheel's creators did it better than
most Americans.
This show's genius, of course, was that it delivered the world its daily dose
of Americana in the guise of a game show -- often in each country's own
language, no less. Today, for better or worse, the rush to modernity is largely
identified in American terms: by buying our programs, these cultures not only
buy our know-how and products; they buy our values. In the half-century
"twilight struggle" between our ideology and communism, we won. Or, better yet
-- if television is any guide -- Wheel of Fortune did.
Steven Stark is a commentator on National Public Radio and a former
Phoenix columnist. This article is adapted from Glued to the Set:
The 60 Television shows and Events That Made Us Who We Are Today (Free
Press), published this month.