Theme Park Musing #9 – The Carousel of Progress

When you think about it, there has to be something really sophisticated about the storytelling structure of The Carousel of Progress. Not many stories have a recurring cast of characters that essentially relive the same scene over and over again while experiencing no character growth, no real conflict, no real plot, and yet somehow lead to a satisfying conclusion. In fact the point of the “plot” of each scene – if you can even call it a plot – is that everything is perfect, there are no unsolvable problems, and life is pretty great. But, I think, that understanding how this attraction tells it story is actually key to understanding how many attractions, many of the best attractions – especially of the 60s, 70s, and 80s tell their stories. 

The carousel of progress is a great example of story that tells itself almost entirely with subtext and an awareness of the context that its audience lives in a different time period than the one depicted. The story depends on a permanent, though subtle, break in the fourth wall. Even though we don’t play much of a roll in the events depicted, we are none the less characters in the story that the other characters (well character – father) acknowledge. We actually play a fairly major roll – because even though it’s not made explicit with an elaborate justification or plot, and instead through a very presentational formalism, we are essentially playing time travelers visiting the same kind of family in 4 different eras and this is when you can start to break down how the story actually functions.

And it functions because the main characters of the story aren’t actually the humans we see, but actually ourselves and, more importantly – the setting. I’d argue that the setting is actually the protagonist of the show. Which is a kind of weird thing to consider but it is the thing which experiences change and growth over the course of the plot. 

Traditional stories happen by seeing a main character, the protagonist, go through some sort of change or growth over time. And some fancy stories, say beauty and the beast (someone else pointed this out to me but I don’t remember who) separate the main character and protagonist. Belle is the main character, but she is arguably not the protagonist. She’s pretty much perfect in the beginning and perfect in the end. The story is of Beast – he’s the one that grows and develops over the course of the story. He’s the one with the flaw who eventually overcomes that flaw. 

And then we get to theme parks, and the carousel of progress – where a new structure emerges. But it’s actually pretty similar to the beauty and the beast scenario above. 

Enter us. We are the main characters, it’s our POV that shapes the story we see. But alas we’re not the protagonists. For the purposes of the story – we’re perfect. We don’t really need to change. We’re here to observe the change, perhaps facilitate the change. The SETTING is the protagonist. It is flawed, it needs to change. 

And by setting I’m not referring to just the set. The setting is the entire world of the scene of the story. And a 2019 coffee shop is not just demarked as a 2019 coffee shop by the presence of a chalkboard menu and cold brew espresso machine. But also by the numerous laptop toting hipsters waxing Abraham Lincoln beards, the woman in the corner unjamming her manual typewriter, and the guy who just arrived on a unicycle. These characters are part of the setting, and their micro stories make it come alive. 

And so we get to the carousel of progress. The first scene we see is a white bread American family circa 1900. Remember the setting itself is the character. And over the course of five minutes it says to us (also characters) “hey isn’t this great! Everything is perfect.” And we say back (in our heads) – “yeah not really, haha you’re so quaint”. From our point of view, the setting is flawed. The technology is old and antiquainted and the people are happy with it. They haven’t seen the light! And so we move on and the setting moves on, and changes, tries to impress us, and the cycle repeats until we reach a point where the setting (at least when the attraction debuted) can say “wow look how great I am” and we can respond back “yeah actually you’re right! You’ve met and surpassed my expectations” Hell in this way, the audience is in fact the source of the conflict and I daresay a kind of antagonist – in the sense that an antagonist is the motivation for change. 

And this conflict, this relationship, between the setting (as a character) and us helps us too. Just as Belle might have learned some new things about life along the way of her journey so have we. When we initially saw the setting – we laughed and said “oh how quaint”. But as the setting grows and develops over time and we see patterns repeat – we start to notice those patterns in ourselves and our own lives. The theme of the continual march of progress, and how we don’t even know what wonders await us, manifests itself in us as the pattern in the character becomes obvious. 

This is how The Carousel of Progress works, and, I think, many other traditional attractions. How the original designers of that age were able to do something so sophisticated, tell a type of story that is so rare – but so full of potential, and do it basically intuitively – damn I don’t think I’ll ever know that. But, in terms of what’s actually happening, by god I think I actually GET it now. 

And shout-out to @pureimagineering because his theory of triple perspective storytelling very much helps inform this.

Theme Park Musing #8 – Disneyland’s Theme

People tend to analyze Disneyland as a thematic treatment of America and American mythology – which is definitely an accurate reading – and the optimistic point of view is often characterized more as like a tone or even a flaw. But sitting here this morning listening to Put on your Sunday clothes (a song that plays on Main Street and about relentless aspiration) it’s occurring to me that perhaps even more than American mythology optimism itself IS the theme of Disneyland. It runs through every land and every attraction and is reflected back at us through various lenses (namely American, white, upper middle class lenses). In fact I think the general critique so often heard might be exactly backward: that the theme of Disneyland isn’t about America with an overly optimistic lens it’s about optimism with an overly American lens. And that its flaws (if they are to be considered flaws) come from that.

Each land in the park reflects a distinct period of either history or culture where optimism and hope for a better tomorrow are at its zenith, at least from that lens. That IS the common thread. We enter Main Street USA right at the turn of the century – a period before the depression and before the World Wars where the marvels of technology are making life better on what seems a daily basis. Where steam trains carry us off onto exciting destinies, where everything is colorful and rosy, architecture is over the top, and people wear their Sunday best every day. People in this sleepy town coming into its own dream of the people they’ll be one day, the things they will achieve, the wondrous things that await them, and whadaya know at the far end of the street a shimmering castle beckons them forward towards their dreams – a symbol of things to come.

At the hub a series of adventures await us – each a microcosm of the same story. In Adventureland a “untamed” jungle is awaiting man to conquer it, unveil it’s riches and/or unveil itself as the tropical paradise it was always meant to be. A similar story awaits in Frontierland where the promise of manifest destiny is new, gold awaits, and the horizon is limitless. In New Orleans Square it’s a party all the time and a reflection of the promise of the west, both a realization and one of the last stepping off points before the frontier. In Walt Disney World this theme is even better reflected as Liberty Square and revolutionary America is swapped in – another era in which fears and darkness are cast off in favor of a new vision of what a better tomorrow could look like. On the other side of the hub, a literal vision of tomorrow, Tomorrowland reflects what Main Street might look like in hundreds of years: technology has fulfilled it’s promise, no one wants for anything, the world and universe are at peace, convenience and leisure are everywhere, and all sorts of transportation are waiting to whisk you off to literally anywhere you please. And finally Fantasyland, usually the hardest land to fit into the “americana” interpretation, fits perhaps most with the optimistic and hopeful theme and is fittingly at the heart of the park. Here we see a land inhabited by characters with often terrible pasts, overcome them and achieve their dreams. Snow White and Dumbo overcome abuse and trauma. Peter Pan teaches children to fly, an archetypal metaphor, and hold onto their childhood.  Mr. Toad has crazy fun with friends, Pinocchio and Geppetto get their wish and overcome heartache and fear and loneliness. Alice escapes the doldrums of victorian life, etc, etc. And off in the back corner of the park, which I’m sure if it had been designed from day one, would have laid straight back from the castle: the end of the yellow brick road as it were,  lies a monument towards optimism, cooperation, and a better tomorrow again in the form of “it’s a small world.” It’s telling us that to achieve the dreams of the future it will take all of us uniting together.

Disneyland and the Magic Kingdom therefore are really embodiments  of the Disney ethos of their time: a strong conviction that the world is an exciting amazing place and no matter how bad things might have been or look to you now, a great big beautiful tomorrow lies just a dream away. And notably, that it’s up to us as a whole to take us there. The lands not only celebrate optimism but human achievements in realizing that optimism  – whether it’s man conquering the jungle or frontier, the creation of a modern democracy, or characters escaping their haunting pasts. The park even tells us that death isn’t to be feared but enjoyed! (The haunted mansion). Perhaps it’s no surprise that these parks are more popular than ever before, given the world we find ourselves living in at the moment. 

The flaws in the park’s treatment then, aren’t the optimism itself, but rather the somewhat outdated, very white, very American, very classed stories it chooses to tell – particularly on the western side of the park (and perhaps with its historic coziness with monopolistic corporations as well) that were only optimistic and pleasant for the people who wrote the history. For the time they might have been appropriate given the audience they were designed for, but today some of the implications can make you a bit uneasy. I’d still hold that the bones are good, that those settings can still reflect themes of optimism while becoming more aware and inclusive, and indeed over time we’ve seen very slow changes to that effect. For example, Thunder Mountain – while initially perhaps a glorification of gold mining has over time with various story changes become more and more of a morality play about what happens to those who are reckless in their pursuit of profit – something a certain company might take a lesson from. I for one, as perhaps one of the more obvious examples,  would love to see what a Disneyland would look like with stories of the immigrant experience of the same time period paralleling those on Main Street. At any rate, like America, Disneyland is flawed, but it’s themes are solid. Optimism, hope for the future, and the responsibility to foster that future, are the themes that lie at the heart of the stories it tells and why people keep coming back.

P.S. This again reinforces the idea that I think Joe Rohde first articulated: that theme parks NEED themes in the literary sense to achieve their full potential and be effective: that that is what separates the good from the bad park executions, and Disneyland in particularly is a great example of what occurs when nearly every element of the experience serves to reinforce and drive home a particular message.

Theme Park Musing #6 – IP

The problem when you only want to use IP, is that you really start to narrow the scope of your offerings and everything starts becoming a bit homogenized. How many nighttime spectaculars can you have that feature the same dozen or two films? The same ones that all the rides you went on were based on, and the shows, and the food, and shops, and merchandise, and supplementary experiences, etc.

Don’t get me wrong I think the use of IP can be great, and Disney – for example – certainly has a lot of good ones. But still a family visiting the resort for the week in  the world of a nonstop barrage of princesses and Pixar is going to be overloaded. And the target audience becomes smaller as well – only people who want to be overloaded with Mickey and friends. The beauty of WDW as it was for a long time, and still a bit to this day is the breadth of what is offered. Each park gives a different experience, a different tone, etc. Unique one of a kind of experiences like Hoop Dee Doo, La Nouba, the Safari, World Showcase, etc all are products worthy of a Disney name – but they’re Disney because they’re family oriented and they’re quality, not because they fit in with a tightly vertically integrated set of brands.

And this IP issue applies to all parks, not just Disney. Why limit yourself to a narrow catalog of flavors that have been hashed and rehashed and arguably no one wants in the first place? You risk turning your parks from interesting one of a kind experiences into just another manifestation of the toy section at Walmart.

It’s really a push to commoditize – to turn everything into a franchise; and frankly theme parks have historically served to get us away from the mass francisization of the rest of our world – places full of unique individuality. Instead, today they’re becoming prime examples of that process – shopping malls mercilessly cut into distinct marketing verticals.

There’s room for some of this to happen, room for a lot of it to happen without ruining what is there – but that room isn’t endless and the trends are worrying. Theme parks, like any form of art, need to be able to stand on their own, not just be an elaborate merchandising and advertising branch of their parent company. People can sense that and sure they’ll visit because they’re interested- but people visit World of Coke or the Hershey Factory once or twice. They don’t form emotional bonds with them – and if you want your guests to keep coming back – like the current crop of guests you’re relying on – you need to create those emotional bonds which means you need to create something that actually says and means something and isn’t hollow. That’s why the current crop of guests is so loyal – because of the decades of attachment and experiences that have preceded.

And furthermore for theme parks to be successful,memorable, impactful – they need to be cohesive, they need to have a point of view, they need to have themes in the narrative sense – not in the Birthday party sense. Otherwise they’re forgettable and trivial. This is obvious to anyone who has been to a castle park, Animal Kingdom, old Epcot, Disney Sea, and even Islands Of Adventure to a degree. And yet it’s continually ignored by people in charge.

Anyway this rant has gone on long enough – and I am optimistic, the people at the top might not have their priorities in great places but the people in creative positions do. The people that work at Pixar and Disney animation have worked out a nice balance of being able to tell great meaningful stories while still balancing the needs of the corporate overlords and that leaves me hopeful that the same can happen in the theme park world as well. And I’ll be the first to admit there’s a lot of underutilized IP that should have been turned into attractions ages ago – what we see these days is in no small part a reaction to that. And maybe one day, almost certainly one day, new unique experiences will again be a priority – breadth, variety, and novelty will be the new vertical integration as business strategies constantly shift. But at any rate it’s still frustrating, and worrying, and we’ll just have to see what happens.

Only You Guys are Going on This Special Mission

It seems there was a time during the 90s and 00s when no ride could open without us, the guest, being thrust on some mission we didn’t know we were there for. On Dinosaur we were co-opted into rescuing some rosetta stone of a reptile, on Spider-Man thrust into reporting on a man with a levitation-fetish, unwilling science experiments on the Hulk, Alien Rescuers in ET, substituting for crash test dummies on Test Track. Or else we were tourists. Touring an old hotel, touring the galaxy, touring a movie studio, touring some institute, touring an ancient temple – no not of the Forbidden Eye, of Poseidon, touring touring touring. (For a list of exhaustive tropes, including these check out Passport to Dreams). The goal here is admirable. The landscape of themed entertainment was changing bringing with it a new breed of attraction where the audience isn’t just an audience anymore but an active participant in the story. 

However there’s a problem with this and it centers around the concept of cognitive dissonance: when your mind has to hold two contradicting ideas as both true. When an experience asks you to role play, it asks you to put aside your own internal thoughts, feelings, and motivations, and substitute them with what it provides. Generally this doesn’t work out very well in any medium, but it’s particularly difficult in themed entertainment because your own internal thoughts, feelings, and experience are so central to the entire endeavor. Designers often made the mistake of telling stories about us instead of about the worlds we were in. And stories about ourselves that did not and could not mesh with the experiences they were providing.

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Please Make Room for Those Needing Special Assistance

In the late 1960s a young army nurse, while trying to protect and restrain an out of control patient, was kicked in the spine and her life was forever changed. While she was spared paralysis, she was told that she would not be able to walk within a few years and would suffer from intense chronic pain the rest of her life. However she proved the doctors wrong and despite the pain, managed to live her life on crutches for the next 50 years and now in her 70s continues to push past more pain than she should ever have to, to try to experience a world that is not built for her as best she can. 

In 2009, the movie Avatar came out and burst box office records. The movie had special significance for this woman, and I imagine many disabled individuals around the country. The film centered around a disabled veteran, like herself, who gets a chance to leave the troubles and frustration of his body behind and experience the joy of being able to take his body for granted again through the Avatar program and use it to go on spectacular adventures. She fell in love with the story, watched it again and again, even had an illustration of Jake riding a banshee join her growing collection of tattoos. You can imagine the excitement she felt when she heard that Disney was going to build the world of Pandora just down the street from her house. She waited eagerly, for over half a decade, for the day to arrive that she too could experience the spectacular sights and journey of the film in real life.

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The Future is Truly in the Past

This has been something I’ve been thinking about for a while. It seems to me that some problems the themed entertainment industry is facing today could be solved by looking at the way things were done in the past.

For example, a problem that has always plagued theme parks from the beginning is queueing. No one likes it. And yet as parks get more and more popular, the queues grow with them. The problem has been exacerbated over time as the trend in experiences has been for rides to grow increasingly more intimate and ever shorter in duration. The thing is, problems of capacity have been addressed before in the past. Innovations at the 1939 and 64 World’s fairs were instrumental in developing ride systems built to handle enormous crowds. The Omnimover, the flume of boats, the traveling theater, the peoplemover, the carousel theater, even the parking lot tram all trace their roots to these events along with many others. A real priority was placed on moving people as efficiently and with as great a number as possible: On giving a great experience, including the experience of not wasting most of your day waiting for absurd lengths of time in line. Perhaps this was because people were paying for attractions individually, but it was a damn good lesson to learn.

This people-moving philosophy was taken back to Disneyland – new attractions like Pirates of the Caribbean and the Haunted Mansion / Inner Space along with the World’s Fair imports moved people in numbers that hadn’t been seen at Disneyland before: multiple thousands per hour. And this philosophy migrated to Florida as well where everything was bigger in 1971 with THRC’s at a minimum of 2000 people an hour for most attractions. And Disney went even bigger again when they built Epcot. A park truly built for massive crowds – where nearly every major ride was a people-swallowing next-gen omnimover. These were attractions that were built to minimize waiting on one hand and to hold on to crowds for long periods of time on the other: pavilions designed that could easily hold guests for multiple hours, rides that might hold on to them for almost as long. World of Motion had a mind-shattering capacity of over 3200 people per hour, a ride length of 15 minutes, and a post show that could take someone a good half hour to walk through.

The designers of Epcot knew how important it was to keep lines moving, to keep them as short as possible, to keep as many people off the streets as possible and inside attractions, restaurants, etc. The larger the ratio of experience time to queue time the better the perceived value becomes, the lower the perceived wait becomes. The less crowded people feel, the more relaxed and happier they feel – more likely to spend more time and more money. This approach continued until the end of the 1980s at Walt Disney World – the last major people eaters probably being The Great Movie Ride and Backlot Tour but the approach continued and was expanded a few miles north at a new competitor.

If Disney was the first to embrace handling large crowds, Universal was the one to really take it in a new direction. Up until that point Disney had mainly addressed the problem by building omnimover and theater after theater after omnimover – but Universal thought of some clever additions to fit their own story style – approaches that I find quite precient given the state of things today.

Universal’s story style has never been passive. While Disney attractions largely have their roots in guests playing a passive bystander or fly on the wall, Universal has always been about thrusting you into the middle of the action: A strategy that doesn’t work terribly well with the features of the traditional ominmover or a theater. Universal instead experimented with ride vehicles that were both agile and large. Perhaps because of the inspiration of their tram tour, rides like Jaws, Earthquake, and Kong sat massive amounts of people within a single vehicle and yet managed to move within detailed and expansive sets in ways that added to the story and still felt intimate. Maybe this has to do with the outsize action common to their early attractions – making the massive vehicles seem miniscule by comparison. 

Another technique that I truly think was brilliant and so far ahead of its time was seen with Earthquake and later Disaster! and also to a lesser extent E.T. These are the first attractions I’m aware of that really sought to integrate the majority of the queueing process into the overall experience – turning a relatively short ride into a much longer attraction. Earthquake by far did this best, and in a way that has still really yet to be seen again, though I’d predict is the key to solving the queueing problem once and for all in the future. Earthquake turned the queue into a multi-stage show. After waiting for a few minutes outside guests were brought inside to see several effects demonstrations, a recorded presentation, participate in a full mock filming of a scene, and only after all of that were shown to their vehicle. It was a Universe of Energy approach where instead of the theaters moving, the guests did. All the elements of what were presented tied together with the final climatic ride. While essentially just multiple elaborate pre shows the effect was to create an attraction with a length closer to 30 minutes and a line of 15 rather than what it really was: a line of 40 minutes and a ride of 5. 

And then sometime in the 90s it seems moving guests quickly, efficiently, and with as little perceived waiting as possible somehow lost its priority. New technologies ushered in an ability to specifically time and craft rides that operated on very intimate levels. Attractions got both shorter and handled fewer people. The 12 person vehicle became popular, then the 6, then the 4. At the same time theme parks got more popular. In the midst of all this the idea was struck that technology could eliminate the queuing problem once and for all. Systems like Fastpass and Universal Express were introduced that in theory would redistribute crowds and make use of underutilized capacity (and push guests into stores and restaurants). In reality, they’ve served to increase the waits of nearly all attractions and overcrowd stores, restaurants, and paths. What’s worse: parks are pursuing these strategies full steam ahead with Universal debuting it’s Tapu bands and virtual queueing for all attractions. This is a mistake unless a fundamental rethink of how a park is designed occurs. Where exactly are the all the people who are not waiting in line going to go? What are they going to do? Only so many meals can be eaten and gift shops visited. Thousands of extra people are now walking the paths of your park with nothing to do – bored and making the park seem infinitely more crowded than it needs to seem.  And while attendance is at all time highs, new E-ticket attractions are routinely built with THRCs less than that of opening day attractions in 1971. Less than that of attractions built in the 1960s. The 2 and 3 hour wait have become expected standards to work off in the design phase – with attractions like Flight of Passage being specifically designed to accommodate that many people or more within their queue walls. 

Flight of Passage has a terrific queue, possibly the best queue ever designed, but yet I can’t help but feel that it’s kind of solving the wrong problem. We shouldn’t be solving how to accommodate three hours worth of standing, grumpy, sweaty tourists in a way that they’ll still feel like riding an attraction at the end and not self-immolating. The problem should be solving how to ensure guests aren’t standing in a line for 3 hours. It’s ridiculous that we’ve reached a point where the building of one of the largest and longest dark rides ever built (Universe of Energy: THRC 2432, 45 minutes long) – a dramatic people eater, is only big enough to hold the queue for what is rumored to be a 3 minute ride. 

How are guests supposed to have a great experience when they’re spending most of their day standing in lines? How are guests supposed to have a relaxing vacation or day out when all their time is spent worrying about meeting their schedule, assigned times, darting back and forth, and whether they’ll be able to do everything on their list and whether they can ever afford to come back? As experience designers, the job is not only to design the amazing experiences within an attraction or park, but it should also be to design the experiences guests have throughout their visit. A trip to a theme park should be relaxing, energizing, an escape from the over-scheduled hustle and bustle and nickel and diming of the real world – a better alternative, not a microcosm.

The whole thesis of this article is that we can look to the past to find ways to help address this problem now. So what solutions can we find? First, capacity targets of attractions have to be increased. It cannot be acceptable for attractions at the most visited parks on earth to handle less than 2000 people an hour . Every effort should be undertaken to find and develop ride systems that can handle 3000 and approach 4000. While these systems may not be practical in all use cases – one has to think they would work in at least some. The pursuit alone would be beneficial. More important than individual capacity is collective capacity – how many total things there are to do in the park and how high each of their capacities are. It wasn’t just that the attractions of opening day Epcot had high capacities, it was that there were many attractions that all had those capacities and could hang on to those people for a long period of time.

Second, find ways to integrate the necessary queuing fully into the experience. Queuing surpassed the days of the simple switchback to the nicely decorated labyrinth long ago and now it needs to graduate from that. Queues must become an integral part of the show. An Act One or Two. This can take creative forms, a queue no longer has to be people standing in line. It can be a room with activities, it can have live entertainment, it can be a show, it can be a form of high-capacity ride. To their credit designers are exploring some of these options now with attractions like Gringotts and some upcoming rides at Disney but it needs to be taken to the extreme. If three hour waits aren’t going anywhere anytime soon, then we need to be creating experiences that fill at least one of those hours. 

Finally, I’d say beware of purely technological fixes to problems. Shuffling guests around can alleviate stress around the edges but it will not be the answer. The people are still there.

This is just one of the many ways that looking to the past of themed entertainment design can help us when looking towards the future. There’s a wealth of novel solutions to problems that are just sitting there forgotten or overlooked. Older modes and styles of design and story could potentially show a way to tame ever-increasing budgets, ways of stocking merchandise and approaches to revenue generation may lead the way to increasing guests sense of value. There’s a wealth of strategies that are just sitting there, that while maybe most have outlived their prime (perhaps precooking all food in a central kitchen days in advance wasn’t a good plan), just a few could save the day.

Theme Park Musing #2

What’s your take on the frozen ride at epcot?

I actually like the Frozen ride at Epcot, especially considering they had to adapt an existing ride track to a completely different kind of story. The animatronics are jaw-dropping, it does a good job at capturing some of the feelings and emotions and beats of the movie (and songs) while still being original enough to offer some novelty. In short, it gets right pretty much everything Mermaid gets wrong. There are some bits of weirdness since its an overlay. The backwards portion, and final drop are somewhat unmotivated and the lift hill being the “climb” to the mountain is a good idea that feels a little forced. And a viking longboat is probably not the vehicle you’d have chosen if you were designing from scratch. But those are pretty minor issues, what they deliver in a fun experience overshadows their lack of narrative necessity – perhaps largely because the bones of the previous ride layout beats were well constructed to begin with. And I love that they combined load and unload to give 2 new scenes, and that new scene post drop. Definitely a stroke of brilliance there. In short, it’s probably one of the best D tickets around.

My issues with the attraction all come from a more aerial perspective. For starters it was downright idiotic to give a property as popular as Frozen to a ride with as limited a capacity and small a queue space as Maelstrom. That ride was designed as like a D ticket in the freaking 80s. Frozen could easily eat up the capacity of Universe of Energy and Flight of Passage combined for the next decade. So that was a dumb, shortsighted move presumably motivated by a desire to make it happen as fast and cheap as possible. Or perhaps it was brilliant move, factoring in what Epcot will look like in 2030. I don’t know if I want to give the company that much credit though.

And speaking of that other elephant in the room, there’s the question of whether the ride belongs in Epcot at all. While the course of events that led to its placement in Epcot sort of make sense (it was the park most in need of a new addition at the time, and MK-the logical choice, needs an attendance boost like Joe Rohde needs a bigger earring.) from a creative standpoint it’s definitely problematic. I honestly don’t know where I stand. Thematically, it doesn’t belong in the Epcot of 1982. That was a park focused on adults, on the world, on real life, on culture, on humanity, on education and high-brow entertainment. But Disney has been running away from that Epcot since 1982, arguably even since Walt died, resulting in the schizophrenic park we have today. If Disney has recognized it doesn’t have the desire, or courage, to pursue that (which I think it finally has – the alternatives to reinforce the Disney brand as it stands today are just too tempting to the underlying business) then perhaps it has realized it’s better if Epcot was something different altogether. The Disney of today is a different company than of yesterday, focused much more on cultivating its brand through the use of specific properties and sub-brands rather than more vague ethereal notions of a certain type and quality of experience. Epcot transitions from being about the real world and the places within to the Disney world and the things that happen there. The countries within World Showcase are the backdrop for your own adventures with the characters that reside there or near there instead of being about the countries themselves. And futureworld instead of being about humanity’s optimism about the future and the faith in our ingenuity to solve the problems of the world, is again turned more into a backdrop of just “the future, technology, and such”. The structure of the park, once deeply embedded with its meaning becomes more of a plot device to tell the stories they want to tell. In some respects, perhaps this a better option, considering that the ideals of the original Epcot were always tainted by the pressures of the corporate influence that were necessary to get it built and stay operating. Although, ironically Disney is probably now better positioned than at any time in its past to create that original vision without need of corporate sponsors. And Disney’s current target audience is likely not nearly as interesting in edutainment, learning on vacation, or having a high-brow experience. I am, but I’m also the person that listens to a couple dozen hours of NPR a week and is currently reading Carl Jung. I’d argue that Disney (and theme parks in general) are shooting themselves in the foot in the long run by narrowing the audience they target to such a narrow range, are narrowing the world-changing potential of what themed entertainment can be, but god that is a discussion for another day. Anyway….

Frozen absolutely fits in that Epcot, the new one that is being developed before our eyes. With Ratatouille in France, Poppins in the UK, Aladdin in Morocco, Guardians of the Galaxy and Mission:Space in Futureworld – yes it totally fits. For better or worse, it’s the direction Epcot has been unconsciously headed in for a long, long time from the moment characters started meeting and greeting there. And given that it’s been happening unconsciously already, I’d much rather them start consciously shaping it that way so it’ll at least have the hand of a unifying voice again.

So yeah that’s a lot more than you asked, but you asked me.

Why is Mermaid so Bad?

In the last major essay on this blog I discussed an attraction that is commonly held to be one of the best dark rides ever made, Pirates of the Caribbean, and examined some of the techniques used that make it work so well. Today, I’d like to swing the pendulum in the opposite direction and look at one of the more ‘meh’ examples of dark ride design in the Disney library.

Under the Sea: Journey of the Little Mermaid, and in California, The Little Mermaid ~ Ariel’s Undersea Adventure are the long awaited ride adaptations of the classic 1989 animated musical that debuted as part of Florida’s new Fantasyland in 2012 and the revamped California Adventure in 2011. From here on I’ll just refer to them as ‘Mermaid’. For the purposes of this analysis I’ll be focusing mostly on the ride portion of the experiences as these are nearly identical between both coasts. The rides debuted to much fanfare from the Disney PR machine but have had a decidedly negative to, at best, ambivalent reaction among the fan and theme park community. To be clear, the rides are still of high quality and feature some dazzlingly technology, especially when compared to competitors, and many guests still find the experience enjoyable enough. But, I think it is fair to say that for a movie as iconic and beloved as The Little Mermaid the attraction that resulted, even for a ‘C’ or ‘D’ ticket experience as intended, feels underwhelming, and moreover, just off. Even simple dark rides like Peter Pan and Mr. Toad give better experiences. What is it?

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Why is Pirates so Good?

Theme park fans are an interesting bunch of people. We consist of everything from blue collar vacationers, hipster theatre auteurs, oh-so-serious designers, cosplaying character seekers, internet attached reporters, teenage thrill seekers, retired day-trippers, and every combination in between. And in this diverse group debates rage on pretty often  around themes of what themed entertainment should be, who it should target, and what its ambitions should be. Entertainment? Thrills? Inspiration? Escape? Community? Fun? It’s interesting that in a world that caters itself to so many different niches of preference, that one attraction comes up again and again as a shining example of common ambition. Seemingly almost everyone continually agrees that the original Pirates of the Caribbean at Disneyland is one of, if not the, best themed attractions ever built. So what makes Pirates so great? Why does it work so well? 

Well, of course no discussion about the excellence of Pirates would be complete without taking a moment to state an obvious reason; the ride is a showcase of technical and artistic perfection. The set and lighting design is wonderful and detailed, the sculpture worthy of galleries, the sound design multilayered, the building comfortably cool, and the acoustics better than even many attractions and theaters built today. Those features are foundational to creating any truly great entertainment experience. It’s tempting to say that that is the reason Pirates always stands out: the scale of the sets, and quantity of animatronics, duration of the ride, effectiveness of the effects, and the overall detail create an immersive environment that just really excels. And while all of that certainly plays a role, I think the idea that lavishness alone creates amazing attractions is a bit of a myopic conclusion: one that seems to be playing an increasing role in the design of new attractions and even more in their publicity. The idea that absurdly grand environments and obsessively detailed story are what make something immersive is true, but is also a limited understanding of the word ‘immersion’.

  See, ‘immersion’ has become somewhat of a buzzword in the popular lexicon – being used to describe everything from the upcoming Star Wars land and groundbreaking theatrical experiments to cell phones screens and restaurant menus. Even in the theme park world, the word can be overused and find generic meaning. Even when it is used to describe experiences that genuinely transport, this is often achieved narratively, architecturally, or with details, props, and backstory. And while there is no doubt that those techniques are crucial they also only get Pirates halfway to being the flagship that it is. So much more comes from the design of the attraction structure itself and the way it immerses the rider into those environments and story. Pirates chooses to immerse you viscerally and emotionally in the way the experience unfolds. It uses the physical space and the progression of that space to affect techniques of hypnosis and patterns of dreams to immerse experientially, not just thematically. And that focus on the experiential story of the audience itself is what makes all the difference.

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