I am
not a big fan of digital projections and similar technology in theme
parks.
It's
not that it's not cool stuff in itself. I can definitely appreciate
the accomplishments of computing and optics required for it to work,
and some of its applications are downright stunning. It's thanks to
digital projection that we can actually
look into the eyes of Mara:
The
Buzz Lightyear animatronic in the queue of his ride is pretty sharp,
and his mobile face is achieved via LED screen technology:
So
this family of technologies definitely has its place. What I dislike
about it is the way it seems to be...taking over. Nearly every new
attraction being built these days uses screens and/or digital
projections in some way, and they have been added to several
attractions that didn't previously use them. This would be fine
enough if it were a reliable way of improving an attraction, but in
practice the results are quite mixed, ranging all the way from “Wow,
awesome!” to “Okay, um, why?” and hitting pretty much every
point inbetween.
The
thing is, there isn't just one reason why these types of effects can
be underwhelming. It's actually a tricky realm to navigate, and I
hope Imagineering treads carefully in the future so as to avoid the
pitfalls and show off their new toy at its best.
As
for what those pitfalls are? Read on...
Identity
Crisis
In
2014, the Alice in Wonderland dark ride underwent an intensive
refurbishment that included quite a few digital projection effects.
Most of them seem intended to make the ride look even
more
like the animated film, including actual clips of animation projected
on the walls:
Following the White Rabbit: film version |
Following the White Rabbit: ride version |
Arriving at the Mad Tea Party: film version |
Arriving at the Mad Tea Party: ride version |
Other
instances of projections now in the ride include household objects
swirling around the ceiling of the entry tunnel, flowers sprouting in
the “Golden Afternoon” scene, and spear-wielding card guards
glaring at you as you flee the Queen of Hearts, all of them very
straightforwardly reproduced from their designs in the movie and
giving the appearance of cel animation.
With
few exceptions, I don't find these “upgrades” to be improvements.
Many of them replaced actual sculpted props, which I consider to be a
nearly unpardonable loss. Is not the entire purpose of a dark ride
based on an animated movie to bring the movie to life in three
dimensions?
(Spoiler: It is. Arguably, the entire purpose of Disneyland itself
was to bring Walt Disney's mental landscape to life in three
dimensions...but that's another topic.) Why remove perfectly
serviceable three-dimensional parts of the environment and replace
them with two-dimensional ones?
Well,
one reason might be that a digital projection of animation from the
movie will by definition be more on-model and more, you know,
animated.
We used to have a nearly stationary sculpture of a rocking-horsefly,
now we have an image of a rocking-horsefly that flits back and forth
behind the flowers. Better, right? Maybe if you see fidelity to
source material and/or visible movement as the gold standard of dark
ride presentation. But what if you're like me and prize the
uniqueness
of theme park attractions as distinct from the films that inspired
them? Then you might well prefer the nearly stationary sculpture...to
say nothing of the weird, see-sawing giant Cheshire Cat head that
used to serve as the lead-in to the ride's final Mad Tea Party scene:
"We're all a little divergent from the literal content of the movie here." |
I
feel very strongly that even rides which are based on movies deserve
to have their own identity apart from those same movies. The
“inaccuracies” imposed by both necessity and design liberties can
be part of that identity; “correcting” them takes away some of
the ride's reason to exist.
Coupled
with the identity loss is erasure of a ride's artistic and technical
roots and history. Older effects and props may be “primitive” and
even appear corny, in comparison with their slick cutting-edge
counterparts, but they provide a fascinating glimpse into the world
of Imagineering decades ago. These people were making up Disneyland
as they went along, finding solutions on the fly to problems they
never anticipated in the journey from concept to reality, and the
little signposts of that journey contribute a lot to the park's
elusive charm.
Permit
me an illustrative example: the shadow of a grasping claw that passes
across the face of the Haunted Mansion's “13” clock. This effect
is achieved in the simplest way possible, by having a “wheel” of
hand silhouettes rotating in front of a spotlight so that literal
shadows appear at the same rate as the Doom Buggies pass the clock.
(If you twist around and look behind you at the right moment, you can
spot the rig.) It's blurry and not especially convincing...but fans
of the ride would likely riot
if it were replaced with a sharper, more mobile digital effect. It's
iconic
the way it is.
Taken
to extremes, digital projections can completely
remove a ride's unique identity and replace it with another. The
perfect case in point is Hyperspace Mountain, the current Star
Wars-themed
overlay of Space Mountain. It's only temporary, thank goodness (how
temporary has yet to be seen), and it is genuinely clever how it's
set up and executed, but there's no getting around the fact that
Space Mountain, a brand originating in the Disney theme parks and
having its own aesthetic (if a somewhat generic one), has been
painted over with the Star Wars brand, which not only already has
a ride (and is due to receive several more a couple of years down the
line), but is already entirely familiar to any American who hasn't
been living in a hole for the past 40 years. It's a bit chilling how
blithely the Disneyland decision-makers can just shelve one of their
most popular rides like that.
Dimension-Hopping
An
even starker issue, and one that really stands out in cases like
Alice in Wonderland that use digital projections in place of solid
objects, is that the projections are, after all, flat images, and
cannot substitute for three-dimensional objects where the eye is
concerned. You will not see new sides of them come into view as you
pass them, and there is no parallax effect. This looks especially odd
when there are sculpted props and projected images in the same scene,
as the presence of both inevitably invites comparison and it is
obvious that the two do not really inhabit the same space. The
aforementioned animated rocking-horsefly can only flit behind
the flowers, not around
them. If, heaven forfend, those flowers were removed and replaced
with digital ones on even footing with the bug, there would still be
no meaningful depth of field...just another entire wall of movie
screen.
Magic
is Only as Good as Its Limitations
The
title of this section appears, with various wordings, in a lot of
those “rules for writing fantasy” lists that have begun to
proliferate since 2001* or so. The gist of the rule is that no matter
how powerful magic can be in your fantasy setting, it still has to
have some
things it can't do, or can't do without a massive cost, in order to
remain interesting to your readers. When magic is capable of
everything, it's less impressive to see it do anything in particular.
The
same is true of theme park effects.
There
is a sense in which CGI, digital projectors, and other such
technologies are victims of their own success. These tools are so
powerful and versatile that purveyors of visual media, from magazine
layout editors to theme park engineers, use them for practically
everything, leaving no room for observers to wonder, How
did they do that?
We know from the get-go how they did it: computers. I'm certainly not
going to begrudge theme park engineers, at WDI or anywhere else,
their use of these amazing tools, but the unfortunate fact is that
even the most elegant digital effects, avoiding all other pitfalls,
are still recognizable as digital effects and, like anything that is
overwhelmingly common, provoke something of a ho-hum reaction.
Granted,
this is something that only really happens with people who enjoy the
technical aspects of theme park design to being with. Plenty of
people are more than happy to simply immerse themselves in the magic,
not caring how
they made it look like that so long as it looks like that, and more
power to 'em. You probably don't get many of them reading blogs like
this one though.
Successful
Parkour
Digital
projections and their cousins are not going anywhere. They're just
too convenient—infinitely reprogrammable, no paint to chip, etc.
Given this, how can the Imagineers use this power for good instead of
evil going forward?
- Enhance sculpted objects, don't compete with them. Digital projections look their best when they are used for effects that would be flat or surface-level anyway. Mara's eyes are an excellent example. Arguably the biggest strength of this technology is this very ability to project an image onto a non-flat surface without distortion. There's still a luminosity factor that looks a bit odd, but I am confident that this will improve with time as optical engineers get better at manipulating color and texture.
- If you can't do that, use layering to achieve a sense of dimensionality. I'm not crazy about the “plot” of the Finding Nemo Submarine Voyage (it's literally just rehashing the highlights of the movie), but there's no denying that the transparent LCD screens function magnificently to place the animated characters within the physically sculpted underwater scenery. The effect is helped a lot by the way the porthole constrains the rider's perspective, preventing the awkwardness of viewing a flat screen from an oblique angle, and further helped by the fact that most of the screens are not very large and depict the fish themselves in constant motion.
- If you can't do that either...less is more. The refurbishment of Alice in Wonderland went far overboard with the use of projections. The more recent refurbishment of Peter Pan's Flight also added digital projectors, but in a much more restrained fashion. The ride has always probably been the most immersive of the Fantasyland dark rides, literally carrying guests through the air surrounded by (fiber optic) stars, and the Imagineers must have recognized that a light touch was called for. Most of the projections added are for effects that would either be flat anyway (Peter Pan's shadow on the wall, the reflection of light on the surface of water), or take up little visual “space” (pixie dust). When it does resort to taking cel-animated images straight from the movie, they are small and viewed as if from a great distance. The upgrade masterfully avoids forcing the new effects to compete with the pre-existing sets and props on the ride.
- But! There are always exceptions. One of the largest and most elaborate flat-screen scenes in Disneyland at present appears on the initial lift of the Matterhorn Bobsleds. As the sleds reach the top of the lift on their parallel tracks, they pass by an image of a roughly faceted ice wall (actually two, one on each side), behind which the Yeti comes into view and reacts furiously to the intrusion. It's all animated in photorealistic detail via computers and projected onto the blank interior of the lift tunnel. This would seem to break every rule I've been propounding in this post...but somehow the effect works, with none of the problems of perspective or overall weirdness that you would expect based on the issues with Alice in Wonderland, etc. The key is the ice wall, which provides enough deliberate visual distortion to render moot the inevitable distortion based on changing viewing angles.
In
Conclusion?
I
lied at the start of this post. No wait...that's the lie. I'm still
not a big fan of these types of effects...but the execution of the
Matterhorn and Peter Pan's Flight refurbs suggests that the
Imagineers are getting a handle on the best way to use these
technologies. And that's fair. Every signature theme park technology
was new and clumsy once and has undergone refinement since it was
first developed.
That
said, I'm still a little concerned about the proliferation of digital
projections and screens. At the end of the day...they are “just”
movies. From a business perspective, theme parks can ill afford to
become no better than movie theaters at a time when actual movie
theaters are struggling to stay relevant in the face of ever-ritzier
home theaters and digital media distribution. From an artistic
perspective, it would be a tragedy if more attractions went the route
of Toy Story Midway Mania, with screens as the sole or main effect.
And
from a personal perspective, I like my immersion to feel, well,
immersive. Maybe a day will come when pure light can be made
indistinguishable from a solid object, but until that day comes,
projections alone will never make me feel like I'm really there.
*
Guess why that year. Go on, guess.
Dear Disneyland,,
ReplyDeleteWhen you get around to digitally upgrading Pinocchio's Daring Journey, please, use that light touch. Maybe the seagulls in Monstro's bay, a rain effect similar to the one used in Snow White's Scary Adventure...
And for gods' sakes, FIX LAMPWICK'S MIRROR.
Thank you.
I agree with your basic principle that theme parks are at their best when they provide dimensionality, and digital projection is at its best when it helps to animate dimensional things. It's just like CGI in films: best when it supplements practical effects.
ReplyDeleteIn the specifics... I see your point about Alice in Wonderland, but I guess I'm more forgiving because what it replaced wasn't that good either. The White Rabbit and the Cheshire Cat at the end never really did it for me anyways. What was gained in animating horseflies, flowers, paint splotches, etc. was worth it.
I'm not really that big of a fan of Mara. I think I was so used to it as a static model that seeing it suddenly have eyes weirds me out. The rooms themselves are gorgeous though.
Peter Pan's Flight is a great example of it done well. The only thing I didn't like was that the effect of the waves on the water added a visible border to Neverland. I can see the square edges of the water now. It was much better when it was just floating out in space, with no visible line between the ocean and the stars... Disneyland's actually had the best version of the effect in any Disney park I've been to.
My favourite use of projection technology so far in a Disney attraction is the Seven Dwarfs Mine Train. The animation of the Dwarves faces, coupled with the fluidity of the animatronics, is mind-bogglingly alive. I also think it's been used well in Big Thunder Mountain (though the scene itself is surprisingly anti-climactic depending on where you're sitting), Matterhorn Bobsleds, and the Haunted Mansion. That said, the Hatbox Ghost, if I'm being critical, does have that "oh, yep, they did that with computers" want of mystery and realism that even Constance has.
I like Mara either way. The current version really does give you the impression that the god himself dwells in the idol, which is good for the worldbuilding aspect.
DeleteI like some of the new effects on Alice, like the Caterpillar's smoke puffs, the disappearing Cat in Tulgey Wood (a good example of projecting onto a sculpture), and the paint splotches...although it's weird that the splotches disappear while you watch. Why not just reset them for the next car?
Oh, how I love so much of the Peter Pan work. One thing though on Pan. This last fall was the first time I'd ridden it since 2010, so my memory may be off. Is that second star to the right screen new? Seeing that dangling TV screen with the star on it took me completely out of what was otherwise a really, really love experience.
ReplyDeleteThere has been a Second Star to the Right effect in that spot as long as I can remember (i.e. at least since the 1983 overhaul of Fantasyland), but prior to the new refurb, it was a much simpler animation and didn't require such an obvious screen.
Delete