Ready when you are CB: A Primer on Editing Technique for Themed Entertainment

At first glance it may not seem like there is that much in common between film editing and theme park design – but it turns out there’s a lot in common.

Welcome aboard! My name is Kira, and I’ll be your guide here on this great movie diatribe. It’s the perfect job for me because I used to work in movies! But just between you and me this is no ordinary tour. Because here we’ll be taking a look a film editing techniques and seeing how they can be used to design theme parks and rides! Funky huh? Just please make sure to keep your hands, arms, and eyes in an ergonomic positions at all times.

Now that we’ve taken care of business. Let’s talk about me. Back before I started pursuing a career in themed entertainment design, I had another career ambition. For a very long time I wanted to be a film editor. (Yes ironic for a person who can’t cut anything out of a 7000 word article). I fell in love with the process of editing when I was a young teenager, went to film school, and had a fairly successful career working in all stages of the post production process – editing quite a number of short films, commercials, and a feature along the way. As such, I spent a lot of time studying editing theory and how, not to craft stories from scratch, but how to tell stories with existing pieces: spending a lot of time thinking about how to shape emotion through the use of pacing, perspective, music, etc. And as such I can’t help but approach the design of themed entertainment from within this framework. But it’s occurred to me that this might be a more novel perspective for many people interested in the discipline because while modern theme park design has its roots heavily planted in movie making – most current fans and people interested in designing it tend to have roots more in visual art, writing, technology, or general theme park fandom. 

And I know what you’re thinking. “Editing? How is there any editing happening in a theme park? It’s all just one continuous environment!” To which I’d reply, “Well, only sort of.” The rules and theories behind editing actually apply to any sort of art form that’s experienced over a period of time. Editing is the study of how to best tell a story. And when you look at themed attractions in particular, there’s actually a lot of tools being used in ways remarkably similar to cutting together film. So what do you say? Is everybody ready?

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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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