In
this Imagineering Theory article, we’ll explore that staple of
Disney theme parks, the animated film-based dark ride. We’ll see
what makes them effective, what doesn’t make them effective, and
how this information has typically played into actual Imagineering
decisions about which films to turn into rides.
For
starters, what is meant by “dark ride”? While any ride taking
place in an enclosed building can be considered a dark ride (even if
the scenes are actually well lit), for the purposes of this article
we’ll consider only the “classic” type: a ride involving a
simple, relatively slow-moving, electric-powered vehicle that
transports guests through a sequence of blacklit scenes that tell a
story. Disney’s dark rides are an elaboration of the “haunted
house” type of attraction found at many amusement parks dating back
to the early 20th Century. These primitive precursors provided the
ride system and the basic special effects, but tying it all together
with a story was Walt Disney’s own innovation.
However,
while the story is the thing that sets Disney dark rides apart from
their competitors, it is not the most important factor in creating
each unique experience. Indeed, most dark rides do not do a very good
job of summarizing their respective films. Notable scenes may be
whittled down to a single image and line of dialogue, placed out of
order or eliminated altogether, while less plot-relevant sequences
may be given disproportionate attention. This is because the job of a
dark ride is not to simply tell the story, but to allow the riders to
experience it for themselves by transporting them to the fantastic
settings depicted in the film. Place, not plot, is the most important
factor.
Consider
Peter Pan’s Flight. True to its name, most of its space and track
length is devoted to the flying sequence that occupies only a small
percentage of the film’s runtime. Guests soar over London and
Neverland in suspended vehicles, surrounded by stars, getting to see
the elaborate models from all angles, just as if it were all real.
All the dramatic action is condensed into the last 30 seconds or so.
And then there’s Mr. Toad’s Wild Ride, which depicts in three
dimensions a sequence of events barely hinted at in the film,
followed by the Hell scene which had no actual counterpart in the
movie and was devised solely to provide the ride with a grand finale.
Thus,
the cardinal rule of dark ride design is: don’t try to accurately
recreate the plot of the film. Instead, think about transporting
riders to the world of the film, and figure out what they would find
attractive or cathartic about that prospect. If it were plot they
were after, they could just stay home and watch the movie on Blu-Ray.
Naturally,
this principle means that not every animated film would make for an
effective dark ride. In the 1970s, Imagineers tried to develop a ride
based on Robin Hood. Every idea fell flat, because of what
veteran Imagineer Tony Baxter calls “sticks and stones and rocks
and leaves.” The action of the movie is driven entirely by the
characters, with the locales merely backdrops, and not very exciting
ones—the gray stones of the castle walls, or the plain trees and
bushes of the forest. While perfectly serviceable as a movie, Robin
Hood does not instill in its audience a desire to explore
Nottingham or Sherwood Forest. There is nothing about it that you
would appreciate more if you were there, as opposed to watching it on
a screen.
This
same problem plagues the rides based on Pixar films. Monsters,
Inc.—Mike and Sully to the Rescue! does a fine job of rehashing
Monsters, Inc., but that’s not what a dark ride needs.
Monstropolis is for all intents and purposes merely a modern city,
and the ride takes us to mostly ordinary places—a street, a
restaurant, a men’s locker room. The one really exciting location
in the movie is the giant warehouse of doors, and in my opinion, the
ride would have been much more impactful if it had been built around
that climactic scene.
The
second rule of dark rides is: keep it simple. Each scene and event
should be comprehensible after only a few seconds of viewing, because
that’s usually all the riders will have before they have moved on
to the next scene or event. Priority should be given to right-brain
stimuli—bright colors, strong spatial composition, evocative body
language and facial expressions on the character figures, snippets of
music and sound effects—with left-brain stimuli such as written
words or lines of dialogue kept to a minimum. Besides allowing
near-instantaneous grasp of each scene, this approach permits even
young children and guests who don’t speak the local language to
understand the ride.
Here
again, MI—MASTTR! serves as an example of what not to do:
most of the scenes are too talky and too crowded with different
elements, making it difficult for riders to find the focal point of
each scene. The wordy dialogue is especially awkward coming from the
fairly static figures that populate the ride.
The
third rule of dark ride design is: use your space wisely. Although
the show buildings for dark rides have gotten progressively larger
since the old days, it’s still important to plan the layout
properly so that space is neither wasted nor wanting. If you examine
the plans for existing rides, you’ll notice how compact most of
them really are. Remember that most show buildings need space not
only for the track and sets, but also spare vehicle storage,
machinery to operate the effects, and sometimes small Cast Member
offices or break rooms. As for sizing individual rooms, there are no
hard-and-fast rules; the optimum varies depending on the emotional
impact you’re going for, and is dependent upon context. What would
be scarier—a high ceiling with towering set pieces, or a
claustrophobic narrow tunnel? It depends on the precedent set by the
original film.
The
Many Adventures of Winnie The Pooh at Disneyland is an example of a
dark ride that had more space available than it needed, but used it
anyway. The result? Vast warehouse-like showrooms with scenery placed
much farther away from the track than would have been ideal for the
cozy tone of the original stories and their cuddly, friendly
protagonist. On the other hand, large spaces are perfect for the
centerpiece scenes of Peter Pan’s Flight.
Obviously,
these three rules are not the be-all and end-all of dark ride design,
and there may even be occasions when you have to bend or break them
in order to produce the best possible ride. But they’re an
excellent place to start, and something to keep in mind for your
future Armchair Imagineering efforts.
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ReplyDeleteGood article. I always loved the Dark Rides.
ReplyDeleteThanks! I remain fond of the classic dark rides even as an adult, but the newer ones are more hit-and-miss. The dark ride portion of Radiator Springs Racers works excellently, but Monsters and Mermaid fall pretty flat.
DeleteNever been to California Adventures and from what i've heard, i'm not planning on it until the 2050s or so when it'll have had time to expand.
DeleteIt's a lot better now than when it opened...but it's just not Disneyland. I think the California theming makes it a little too here-and-now to provide that sense of exploration and discovery you get from Disneyland. I should make that the topic of a post!
DeleteI think part of it's of it''s problem is that its Lands are too specific. It has both of the IP specific Lands you mentioned in the Star Wars vs ToonTown post. That said, I also think ToonTown itself is a bit too constrained and needs a bit more expansion and taking advantage of the central theme.
DeleteI don't think Toontown's theme is necessarily too specific, especially given the sheer profligacy of Disney's classic cartoons...but its intended audience might be. Aiming something primarily at younger kids pretty sharply limits what you can do with it. Not only that, but money people like to use "It's for kids" as an excuse to go cheap on the grounds that they won't know the difference. It's an incorrect assumption, but it's common throughout the entertainment industry.
DeleteAre you OK Karalora? I haven't heard from you all day.
ReplyDeleteFine, just busy. I just put up the post I think you'll really like!
Delete