Disneyland
was designed and constructed as something like a movie brought to
life in three dimensions, so that you could walk through it and
experience it as your own story. The ground at the entrance resembled
a red carpet (at first), emerging from the entry tunnel is like a
curtain lifting and revealing the scene, the Main Street windows
feature “credits,” etc. But while a theme park can include a lot
of movie-like content, visiting one can never really be comparable to
watching a film. The audience of a film is entirely passive; the
story on the screen unfolds as it will no matter how the viewers feel
about it, or even whether they are paying attention. Outside of a few
avant-garde experiments, there is nothing interactive
about a movie.
But theme parks are inherently interactive. Even if you just wander
around and don't actively engage with the attractions, you still
choose where and how you wander, plotting the “story” in the
process.
My
point, I suppose, is that the reason Walt Disney and the Imagineers
thought of the Disneyland concept as a living movie is that video
games hadn't been invented yet.
Exploring even the most cinematic theme park is a lot more like
playing a sandbox-style video game than it is like watching a movie.
Think about it. You start the game/enter the park and get your
overworld map. If you need “quests,” you can talk to an NPC (park
employee) and find out what is available to do (attractions) and the
difficulty of succeeding (wait times). At Disneyland itself, most of
the area themes have ready counterparts in many games, especially
classic platformers—you can visit the jungle level (Adventureland),
the desert level (Frontierland), the outer space level
(Tomorrowland), and the zany level (Mickey's Toontown). Most “levels”
have atmospheric music playing non-stop. There's even a “final
battle” at the end, although in this case, instead of an evil
overlord, you're fighting human foot traffic.
Given
all that, wouldn't it be cool if there were a Disneyland video game?
Well...there have been some. A half-dozen or so—not bad for
something that is usually seen as an adaptation of works of media, rather than a work of media in its own right that can be
adapted. (Although I should note that only one of these games
actually takes place in Disneyland itself. Likewise, only one of them
takes place in Orlando's Magic Kingdom. The rest of the time, the
game's designers meld the two parks together into a genericized
“Magic Kingdom”1
containing salient features of both.) Perhaps the most interesting
thing about them is how different
they all are. To the best of my knowledge, none of them was ever an
overwhelming success...perhaps Disney Interactive is still searching
for the perfect template for the perfect theme park-based game.
That's okay. So am I.
You
see, none of the Disney theme park games that have been released to
date quite
do it for me. Licensed games are tricky to begin with, and the era of
abundant home consoles began right about the time Disney seemed to
start having trouble figuring out what to do with their parks beyond
“We have movies you like!” And as is so often the case with
situations like this, we mustn't discount the possibility that I'm
just picky.
On the other hand, most of the games that exist so far have something
to recommend them. Maybe the ideal Disneyland game would be a
composite of the best features of its predecessors.
Yes, the ideas are starting to flow...
The
Minigame Variety of: Disney's
Adventures in the Magic Kingdom
In
the first Disney park game ever published (for the Nintendo
Entertainment System in 1990), you played a boy in a cowboy hat
tasked with collecting keys so Mickey Mouse could open the castle to
start the parade, or something. It was a paper-thin premise even for
the NES era, but nobody played video games back then for the story.
It was all about the novelty of the medium, and the nerve-wracking
difficulty
of completing a typical console game. Anyway, the game had you win
the keys by playing through various minigames characterized as park
rides. The genre of play was matched to the ride in question—Pirates
of the Caribbean and the Haunted Mansion were platformers, Space
Mountain was more-or-less a rail shooter, the Autopia (or as it's
called in Orlando, Tomorrowland Speedway) was a racing game, and Big
Thunder Mountain Railroad was a maze (with the added challenge that
you couldn't reverse or stop). And in the overworld, random people
asked you Disney trivia questions. And that was it. You could play
the minigames in any order, memorization and reflexes were king, and
your victory was perfunctory as hell. Ah, 8-bit!
Nonetheless,
the notion of the walkway areas of Disneyland as “overworld” and
the rides as minigames is comfortably obvious, and the use of
different
play genres in said minigames is a good way to simulate the variety
of experiences to be had in the park. Even the trivia questions add a
little meat, although in the interest of making the game more
self-contained, I would make it possible to learn the correct answers
in-game.
The
Explorability of: Walt
Disney World Quest: Magical Racing Tour
Eventually, these titles get less cumbersome, I promise.
After
a decade of “Move correctly, do not die” being the last word in
Disney theme park video game strategy, we got something substantially
more...substantial. Walt
Disney World Quest: Magical Racing Tour
was released in 2000 for the Sony PlayStation and other consoles.
This, as its title suggests, was a bona-fide racing game, with Walt
Disney World ride tracks re-imagined as racetracks. It was definitely
cute, and the tracks used not only the iconic imagery of the
attractions in question, but their actual soundtrack recordings.
On
the other hand, the racer characters themselves were nothing to write
home about. The most prominent were Chip and Dale, depicted for some
reason as their incarnations from the late Eighties cartoon series
Chip and Dale
Rescue Rangers.
The rest were third-string players from other shows in the already
long-defunct Disney Afternoon lineup, or else weird-looking Toons
invented specifically for the game. Actually, the racers seemed to be
practically the only living things in the parks, bringing across this
weird “private party” vibe...as if Mickey pulled some strings and
rented Walt Disney World for a day so some friends of friends of
friends could play go-karts on the ride tracks. And now that I've
thought that, I can't seem to get rid of the idea.
So
what's this about explorability? No, your racer couldn't get out of
their kart and walk around. Actually, at first glance it didn't seem
explorable at all—not only did you have to win races in order to
unlock all the tracks, but the AI was fiendishly overpowered, making
those wins all but impossible without a buttload of practice.
Fortunately, you could obtain all the practice you wanted in a
pressure-free Practice Mode, wherein you could drive any
track solo and get used to its layout before matching yourself
against other racers. Of course, you didn't have to practice racing
per se; you could, if you wanted, mosey your kart around the track
and take in the scenery.
And that's pretty nifty. One downside of the strict “rides as
minigames” model is that it leaves out people who might want to
just wander through the haunted house or fairy glen or abandoned gold
mine without the expectation that they're there to score points.
Granted, you can't really do the equivalent of this when you're
actually at Disneyland (and for excellent reasons), but what's the
point of adapting a work of storytelling into another medium if
you're not going to take advantage of the strengths of the new
medium? In a video game, you can't damage the scenery (or vice-versa)
unless it's programmed that way. You could very easily make it so
that each attraction exists in two modes, one triggering the minigame
and the other only loading the maps.
A
Whole Bunch of Goodies from: Virtual
Magic Kingdom
Ah,
VMK. V-M-effing-K.
This MMORPG (of sorts) was rolled out in 2005 to promote Disneyland's
50th
anniversary celebration, and as such is the first Disney theme park
game to be primarily about Disneyland, even if some of its details
were drawn from the Orlando end of things.
It's
also the first one of these I actually got to play while it was still
new. It was far from perfect (so very very far), but it also had a
lot
going on that I really liked:
- Customizable “guest rooms.” Upon signing up, you got to choose a “room” resembling a themed environment such as might be found at Disneyland (my first was Captain Nemo's submarine), and a large part of the game revolved around collecting furniture and decorations to arrange in the room. Some items were purchasable with the in-game currency,2 others could be redeemed via codes acquired from minigames—including some played live at Disney parks!--and failing that, you could trade items with other players. Eventually, room furnishings included pieces of ride track so you could functionally build your own Disney rides.
I
can say, with no exaggeration, that if I could have just one
item on my Disneyland video game wishlist, this would be it. I would
pay
actual money to play a game that was about designing and decorating
themed spaces pretty much just as it was in VMK...only without the
ridiculous hoops you had to jump through to get certain items. DLC
and microtransactions are one thing—creators of new content gotta
eat—but chronic artificial scarcity is something else entirely.
- Socialization. I'll admit that I'm not the most extroverted of people, and I definitely have not gotten the hang of this “social media” that's all the rage with the kids and their Googles these days, but I do a lot better when I have something to talk about with people, something that excites me. And if we're all in an online game based on Disneyland, then it's pretty much guaranteed that we have that. And it makes the game seem more like the real thing—as much as the crowds might be a nuisance, they are fundamental to the experience of visiting Disneyland. It doesn't quite feel real if it's too empty.
- Helpful NPCs. One issue I have with several Disney park games is that the in-park characters are usually bad guys. It's as if the designers think “Pirates and ghosts and Yetis are obviously going to be out to get you!” But I've never seen it that way. When we go to Disneyland, we're entering their world without so much as a by-your-leave; if they're a bit miffed about it, that hardly makes them villains. In VMK, not only were the park characters not pissed at you, they were actually on your side. They doled out credits on a daily basis and sometimes gave tips for things to do in the game.
So why wasn't VMK the perfect Disneyland game? Well...for one thing,
Disney didn't know who their real market for it was. They targeted
grade-school children, but the game proved much more popular with
teens and adults...who then found themselves frustrated by security
features that assumed they were naïve and vulnerable to predation.
And too often, Disney allowed these features to substitute for,
rather than supplement, proper moderation, which meant that many
genuine problems went unaddressed. And then, after only three years,
they pulled the plug on the game. All those hours grinding for
credits, wasted.
So
imagine my delighted surprise when I discovered recently that VMK is
back!
It's actually been back since late in 2013 under the alias of MyVMK,
thanks to the efforts of a persistent and talented fan. And
it's...pretty much just as I remember it. Only since it's now being
run by fans with a very clear idea of who the players are, instead of
marketing drones convinced that their product is only of interest to
children, a lot of the most annoying facets of the original have been
changed for the better. It still isn't perfect, but it comes closer
to my ideal Disneyland video game than anything else so far.
What would bring it closer still? Well...
The
Overall Tone and Story Structure of: Epic
Mickey
Am
I cheating by including this game? After all, it doesn't purport to
take place in a Disney theme park at all, but rather in the “Cartoon
Wasteland,” a pocket dimension where forgotten Disney creations
reside. But the premise of the game is that one such creation, Oswald
the Lucky Rabbit,
envied his younger brother Mickey Mouse's fame and beloved status and
so molded the Wasteland into something resembling a dark reflection
of a Magic Kingdom-style park—Main Street becomes Mean Street, the
“it's a small world” Clock Tower is a boss you have to fight,
etc. Therefore, for the purposes of this exercise, it counts.
Getting back to VMK for a moment, one of the things that remains sub-optimal about it in my book is that, while technically fitting the profile of an MMORPG, it's a far cry from something like World of Warcraft. There is no peril, no enemies to fight. The quests are more like scavenger hunts—no real stakes involved. You can acquire “magic spells,” but all they do is apply temporary cosmetic effects to your sprite. There are no character levels or experience points or skill trees. Come as you are and stay that way! I won't deny that this has a certain democratizing effect, as no one is more effective than anyone else at playing merely by virtue of having been in the game longer,3 but at the same time, that makes it a little too much like the real Disneyland, where the quality of your experience has more to do with luck and timing than with your personal physical or mental abilities.
Getting back to VMK for a moment, one of the things that remains sub-optimal about it in my book is that, while technically fitting the profile of an MMORPG, it's a far cry from something like World of Warcraft. There is no peril, no enemies to fight. The quests are more like scavenger hunts—no real stakes involved. You can acquire “magic spells,” but all they do is apply temporary cosmetic effects to your sprite. There are no character levels or experience points or skill trees. Come as you are and stay that way! I won't deny that this has a certain democratizing effect, as no one is more effective than anyone else at playing merely by virtue of having been in the game longer,3 but at the same time, that makes it a little too much like the real Disneyland, where the quality of your experience has more to do with luck and timing than with your personal physical or mental abilities.
Now,
I know I said a few paragraphs ago that the social factor in VMK
improves the game by making it more
like the real Disneyland than any offline game could be...but I also
said, earlier still, that there's not much point in adapting any work
of art into another medium if you're not going to take advantage of
the strengths of the new medium. You could make a film adaptation of
a book that was exactly
like the book to the point of taking the form of pointing the camera
at the pages of the book itself while an offscreen narrator reads
them aloud...but who would want to watch it? And you could likewise
make a video game version of Disneyland that was exactly like the
real Disneyland to the point of not being, in fact, very gamelike,
but why would you?
And
this is my
blog, where I talk about what I
find cool about Disneyland, and one of the things I find cool about
it is the way it makes me feel like I'm having an adventure! A whole
slew of adventures! I will need all my skills and wits to survive the
jungle, to unravel the mystery of the haunted pirate caverns, to
defeat the Evil Queen, to pilot my spaceship to safety! These sorts
of experiences were made
for conversion into video game form, where the adventure can be not
just suggested but real, even if only digital. And that more than
anything else is where most of the existing Disney theme park games
fail in my eyes. They're not ambitious enough in transforming the
park themes into exciting worlds to play
in.
I
realize now that I'm over 500 words into the section of this blog
article dedicated to Epic
Mickey,
and I've barely talked about Epic
Mickey
at all. So here it is: Warren Spector, the brain behind this game and
its sequel,4
gets
it.
He understands that the real value of going to Disneyland isn't just
seeing Disney characters in person, like they were Hollywood
celebrities, but entering their worlds and sharing their
adventures...as well as having adventures of your own that have
nothing to do with familiar film faces. Epic
Mickey
is an action-adventure game. Mickey isn't collecting tokens or
comparing sofa layouts—he's protecting an entire world from
horrific evil. In some respects that world is a mere shadow of the
one he knows, but it and its inhabitants are still worth saving. (And
isn't that
a familiar sentiment for long-term Disneyland fans?)
I want more of that, but with the “Cartoon Wasteland” pretense
stripped away. I want a Disneyland video game where the premise is
that the Villains are running amuck, taking control of the park and
twisting it into something benighted and foul, where the job of the
player is to restore it to its proper condition. Touching on a point
in the previous section...yes, make enemies out of pirates and ghosts
and aliens, but make it clear that they're behaving this way because
they're under Villain control.
Bonus points if the Villains are in turn being controlled by
something even bigger and meaner...
Or something alone those lines.
Ahem.
And finally...
The
Visual Accuracy of: Kinect
Disneyland Adventures
This
2011 X-Box One game is—to my knowledge—the one-and-only video
game that overtly and unambiguously takes place in Disneyland Park,
Anaheim, California. It says so right in the title, but it wouldn't
have to, because this game...this game...this
freaking game...
Look at these screenshots! Look at them!
It's
like someone with an eidetic memory spent a week just walking around
in the park and then hooked their brain up to a rendering engine!
There are no coy hints here, no hedging of bets in order to make the
game “relevant” to Disney fans on both coasts. Kinect
Disneyland Adventures
is a spot-on recreation of the
Disneyland, the original, the one Walt Disney personally conceived,
birthed (with the help of a tremendous team of midwives, of course),
and nurtured through its childhood.
At
least the overworld is. The programmers have taken a great deal of
liberty with the rides/minigames, but that's a necessity. Exploring a
game overworld is directly analogous to exploring a physical space,
but playing a minigame is not—usually5—directly
analogous to riding a theme park ride. For one thing, any properly
adventurous minigame is going to require more virtual space than an
accurately represented ride layout can accommodate. So in that sense
the minigame is never really going to be
the ride in any meaningful sense—instead it's going to be a
sub-adventure based on the ride but functionally taking
place...somewhere else. A pocket dimension, as it were, with the
portal overlapping the entrance to the attraction.
Kinect
Disneyland Adventures
seems to be operating on this exact principle, and where a lesser
game would simply load up the minigame sequence and cut to it when
your character entered the attraction footprint, this one literally
puts an animated graphic of a portal in the queue:
Those of you who read my other blog will be approximately 0%
surprised to learn that I am all for this gimmick.
Another
way in which Kinect
Disneyland Adventures
creatively plays with accuracy is in its portrayal of Disney
characters. There are plenty of them around for you to meet and talk
to and receive tasks from, just like in the real park (well...maybe
not the tasks), but they don't look like the costumed characters you
see in Disneyland. Instead, they look like their animated
selves...but in many cases scaled up in order to conveniently
interact with your sprite. If the Partners statue in the Plaza Hub is
any indication, the “real”6
Mickey is about three feet tall:
But the costumed character has to contain a live adult human, and
there are known safety issues with casting a little person in a role
where they will be mobbed by thousands of children (and regular-sized
adults!) every day. Not to mention there just aren't that many little
people seeking this kind of work. So the Mickey you meet in the park
is around five-and-a-half feet:
The
Kinect
version about splits the difference while maintaining the proportions
of the animated version:
Other
characters appearing in the game likewise resemble their animated
selves more than the costumed versions. And of course, all of them
can talk. Perhaps more importantly, while most of the characters to
make appearances are highly marketable ones like the Fab Five and
Princesses, the game also includes several that are there for their
connection to rides and themed environments rather than DVD and toy
sales:
All
this does much to paint Disneyland as the hub of a shared Disney
universe and the characters' true home. Which is how most of us fans
see it, I think.
Putting
It All Together
So, given everything above, if I could wiggle my fingers and wish my
ideal Disneyland-based video game into existence, what would it be
like? Something like this...
You are a Disneyland Cast Member, fresh from training at Disney
University and already seeing it as so much more than a paycheck. The
park has barely opened for the day when the Disney Villains launch a
coordinated attack and take control! Some heroic characters are
captured, others are driven into hiding, and still
others—particularly the rank-and-file populating the major
attraction worlds—fall under the Villains' influence. Most of the
guests flee, but a few are trapped inside as a magical miasma
spreads, transforming the Happiest Place on Earth into a place of
evil!
And you?
You're the one who's going to stop them.
In the initial scuffle, all the magic flying around “activated”
your Cast Member role, giving you powers of your own! Are you a
Jungle Cruise skipper? Now your pistol is loaded with “magic
bullets” that only harm evil, and you can summon wild animals by
making jokes about them! Were you expecting to spend your day
dispatching bobsleds at the Matterhorn? You've instantly become an
expert mountain-climber and are immune to the cold! Even if you're a
lowly janitorial sweeper, your broom and dustpan are now unparalleled
tools for clearing up the Villains' miasma. You can go it alone if
you wish...or you can team up with other “activated” Cast Members
and combine your abilities!
Specific tasks to accomplish in the fight against the Villains
include:
- Rescuing captured or trapped characters, guests, and Cast Members who haven't activated (and possibly figuring out how to activate the latter so they can join the fight).
- Establishing communication with characters in hiding.
- Freeing Villain-controlled characters from their evil influence.
- Approaching neutral parties and getting what help from them you can.
- Purifying areas affected by the miasma.
- Locating treasure or powerful items (think the Sorcerer's Hat) that can be used against the Villains, or else stealing such items from the Villains in order to weaken their advantage.
- Fighting the Villains directly and ousting them from the places where they have seized control.
But wait—there's more! Much like the real Disneyland, this game
rewards exploration and investigation. The main quest is centered on
prominent attractions and their associated characters, but sidequests
involving less famous fixtures and faces are abundant and can be
found if you wander off the obvious paths. The Villains may have
overlooked Tom Sawyer Island, but you shouldn't—the challenges of
navigating its bridges and caves can help you upgrade your skills.
The back rooms of shops might contain treasure troves of useful
supplies. Cultivating the Bayou Brass Band as allies could be as
valuable as cozying up to the Disney Princesses. You can even, if you
chance to find one, claim an out-of-the-way nook as your own and
convert it into your base of operations.
To
those of you who read my other blog: If this seems like another take
on the “Knights of the Magic Kingdom” concept, that's because
it...sort of...is? Maybe think of it as a version of KotMK that
introduces fewer new elements to Disneyland as we know it—no
alternate dimensions or ongoing fight against creatures from beyond
this world, just regular Cast Members getting drafted into a battle
with existing Disney characters—and hence is somewhat more
marketable. Either way, I dare
you to tell me a game built along these lines would not kick ass.
Granted, there are some pretty glaring issues I haven't worked out
yet...like how to reconcile the overarching quest with an online mode
without either discouraging new players or making the in-game
progress of the existing ones worthless. But I think it could be
done. And it would make Disneyland more epic and more attractive to
the younger generations than it has ever been.
Alternately,
what if there were a Disneyland-based fighting tournament game? The
arena: the Plaza Hub! The match: Madam Leota vs. Robot Abraham
Lincoln! 3...2...1...FIGHT!
Endnotes:
(1) Don't forget, this was and is a nickname for Disneyland as well
as being the official name of its Florida counterpart.
(2)
Called “credits” for some reason instead of...oh...say...Disney
Dollars.
Who dropped the ball on that one?
(3) I'm not much into online gaming as a rule, but I hear some games
have a serious lockout problem where if you miss the first week, you
might as well not bother because the learning curve leaves you in the
dirt. This seems to me an excellent reason to...continue to be not
much into online gaming.
(4)
Epic Mickey 2: The
Power of Two.
I said I wanted the tone of this franchise, not the methodology for
coming up with its titles.
(5)
Potential exceptions are rides like Buzz Lightyear Astro-Blasters or
its California Adventure cousin, Toy Story Midway Mania, which are
arcade games in ride form. An argument could also be made for rides
where you have some control over the motion of your vehicle—even
something as simple as the height control on Dumbo the Flying
Elephant would allow for gamification in an otherwise perfectly
accurate virtual version of the ride.
(6) Just kidding with the scare-quotes; I know he's totally real.
I still think my ideal Disney game would be a straight forward MMO and/ or Tabletop Rpg of Knights of the Magic Kingdom but your idea sounds amazing too like if you crossed Crowns of the Kingdom with the aforesaid KOTMK.
ReplyDeleteI know I said in the post that something akin to VMK's room decoration is the single thing I would want the most, but I think any full-featured game would absolutely have to be an adventure story to interest me. Disneyland itself tries very hard to facilitate your suspension of disbelief and I think the associated games miss a lot by pulling back from that and portraying the park as a cheerful harmless vacation-land for children.
DeleteIf they made a KOTMK MMO, you could have room customization in the form of Cozies.
DeleteConfession time: The Cozies in KotMK were inspired by the VMK room decoration, just because I like that feature so much.
DeleteOh man, VMK was AMAZING! It also pulled in a lot from Disneyland Paris, and whatever way it was sliced, it very nicely gave me a Disneyland fix between trips. The social aspects of it were great for my group of Disney nerd friends to get together (I'm Canadian, they are all over the USA) and I also enjoyed making rides in my rooms (I actually put together a multi-room reproduction of Pirates, and a friend of mien did the HM). But the best thing was just the atmosphere... Stepping into that little world and somehow, in it's 3/4 overhead view and little cartoony avatars and audio samples, capturing the feeling of being at a Disneyland though not necessarily being a perfect replica of any one park. I get a kick out of wandering around MyVMK every now and then too... I may do that tonight, in fact :)
ReplyDeleteKinect Disneyland would be a perfect successor to VMK if it had the same sociability and it wasn't a physical workout just to play. I mean, I enjoy it, but it's exhausting. I wish there was an option to just use a controller.
Another fun Disneyland game is Mickey no Tokyo Disneyland Daibōken, a Japanese exclusive released on Super Famicom (aka: Super Nintendo). It's a side scroller where Mickey has to make his way through Splash Mountain, Big Thunder Mountain, Pirates of the Caribbean, Haunted Mansion, and the Cinderella Castle Mystery Tour. Basically a 16-bit version of Adventures in the Magic Kingdom.
I am definitely all about the room-building in MyVMK. I spent my first month painstakingly developing a Disney Villains ride, which is something I had wanted to do since the old VMK but never got a chance to.
Delete