Last
week, I identified the problem: Audiences love Pixar movies and
therefore so does Disney's upper management, but the most easily
marketable ones don't have a natural place to belong in the
Disneyland Resort. There is serious tension between the profit motive
and artistic integrity, and in the current business climate of the
parks, artistic integrity gets kicked to the curb. Pixar IPs are
slung into the Resort willy-nilly, and we're lucky if a flimsy
justification is included.
Unfortunately, it can be hard to get the average guest to realize
this is a problem. “So what?” they might say. “The kids
like it.” An entire generation has come of age in the post-Pressler
era, with no memory of what Disneyland was like before the synergitis
metastasized. Those who are aware of the mismatch—fans of the art
of theme park design—tend to have trouble coming up with a tidy
solution.
You see, it's not just that individual Pixar movies don't gel
with Disney's traditional theme park areas...the entire studio's
storytelling style is a bit askew from its parent company's. This is
in no way an indictment of Pixar, whose commitment to quality is so
great that we even get excited about their sequels. However, people
who think that because their movies are animated and have a castle
logo at the beginning, Pixar = Disney...well, let's just say they're
obviously not film students.
I am not a film student either, but if today I awoke from a ten-year
coma and all I had to watch during my tedious physical therapy was
Disney and Pixar's respect animated outputs from that past decade,
with the studio bumpers removed, I'm pretty sure I could sort them
correctly...not even counting the blatantly obvious ones like Winnie
The Pooh and Toy Story 3.* Perhaps because I am not a film
student, I have a hard time pinning down the essential Disney-ness
and Pixar-ness that make it so easy to tell the two apart, but I know
it when I see it, and it might be the key thing keeping Pixar IPs
from meshing well with Disney theme parks. Said parks are designed
from the ground up to capitalize on and explore Disney-ness, even in
the case of non-branded attractions.
Some of the aforementioned theme park fans recognize this—or are at
least aware that merely having a Disney label doesn't make something
“True Disney”—and try to come up with a solution to the Pixar
Problem that involves sequestering the Pixar stuff off in its own
little area away from everything else. “What we really need,”
they'll say, “is a dedicated land/park for the Pixar stuff,”
perhaps followed by some elaboration of the concept.
It's an idea with its heart in the right place, but I'm going to be
the jerk here and say that a themed land or a full park just
for rides based on Pixar movies—a Pixarland, if you will—would
not be...very...good.
I cannot stress enough that there is more to Disneyland—to any
Disney park—than rides based on previously existing media
properties. Try to imagine Disneyland with everything removed except
its movie and character tie-ins: three out of four Mountains gone, no
Haunted Mansion or Pirates of the Caribbean (remember, the
ride came first!), no Jungle Cruise, no “it's a small world,” no
Disneyland Railroad, precious little shopping and dining. Main Street
would be a blank back alley, New Orleans Square an empty lot (with
perhaps a single Nightmare Before Christmas merchandise
kiosk).
And just in case you're thinking it would be just as good to have
equivalent rides with characters inserted, there's more to these
iconic features than simply being additional things to do.
Apart from their own individual merits, the original concepts provide
context and support for the IP-based attractions. It's all well and
good to design a ride that replicates the high points of a beloved
movie, but if there's no more to it than that, the guests might as
well stay home and watch the movie itself on Netflix.** The joy of a
theme park setting is the opportunity to enter the world of a
beloved movie, which must of necessity be bigger than the movie
itself, and that's where these non-movie-based attractions and shops
and just overall atmospheric details come in. The entire concept of
area theming is more than just a handy organizational tool.
Fantasyland isn't just a place to put fairy tale rides; it's the very
village that the protagonists of such tales typically start from.
Unfortunately, you can't really do this with the Pixar portfolio,
where each franchise is self-contained and independent from all the
others (Easter eggs such as the Pizza Planet truck aside.)*** There's
no single type of environment that can serve as the “home base”
for all of them...or even for more than one of them, really. This is
if anything to Pixar's credit, since it demonstrates the studio's
versatility that their stories are so distinct from each other, with
such variable settings. But it does make it difficult to plan a theme
park area around more than one of their works.
So why not go the other route, and do an entire Pixar theme park,
with a land for each franchise? For all its well-deserved
controversy, Cars Land is at least a sterling example of good theme
park design. It not only recreates but expands on the setting
featured in the film, with rides, shops, eateries, and background
details arranged in such a way as to support each other and make the
area feel “lived-in,” like a real place. “a bug's land” is
not so superlative, but there's still pleasure to be had in just
wandering through and taking in the clever details. It's easy to
imagine an entire park that followed these principles, giving us
additional lands themed to the other films.
The problem with that is that you're then left with an entire park of
single-IP lands. I have made my feelings about single-IP lands
abundantly clear, but in case you're new to this blog and haven't yet
combed the archives, I'm gen'rally agin 'em. They can be done
well, obviously, but it's a dangerous habit to get into because it's
so inherently limiting. Any one franchise can only provide so much
material to adapt, and not all titles provide natural hooks for
expansion, especially in the highly specialized theme park medium.
Furthermore, the more real estate devoted to an IP, the greater the
loss when its star eventually fades. An entire park of such
lands, especially when the IPs themselves all come from a single
animation studio, may not provide anywhere near enough breadth of
experience for an all-day tourist destination.
So is Pixar a lost cause when it comes to theme parks? Not
necessarily. It just can't be the sole motivation for creating a park
or area of a park. Again: Disney theme parks are about far more than
their IPs.
What a Pixar park would need, in order to be worthy of the effort, is
the same approach used to design Disneyland itself, back at the
start. Walt Disney was not out to create a place for rides based on
his movies and TV shows, but a place to house all the big concepts
that fired his imagination. It's not that Disneyland came from his
motion picture creations, but that both it and they grew out of the
same roots. The original batch of themed lands represented the broad
motifs that formed the basis of some of his many interests, which
naturally also came out in his media projects.
Hence I suspect that the best way of incorporating Pixar into the
theme park oeuvre is to find recurring themes and motifs across the
studio's works and using those, not the individual franchises
themselves, as the basis for one or more area themes. Here are some
possibilities:
- “Hidden worlds.” At about the time Finding Nemo came out, I noticed that all of Pixar's movies to date had focused on adventures hidden right under our noses—societies of children's toys, common backyard bugs, and sea creatures, or a monster world linked to this one through our closet doors. Further movies added possibilities such as secret superheroes living in our neighborhoods, or rats having their own culture inside the walls of our homes and businesses. This broad concept is an incredibly rich well of material, because practically any location in the real world could be the setting for such a hidden world, and the worlds themselves are exactly the sort of thing that theme parks can elaborate upon in fascinating ways. Related to this...
- The world we know, seen from a different perspective or scale. To an insect, a songbird is a terrifying monster. To a car, tires are shoes and a mechanic is a doctor. To an intelligent dinosaur, a human is a strange hairy creature that might be either a nuisance or a pet. To see familiar things through alien eyes would make for an absolutely fascinating theme park experience.
- Friendships, especially odd ones. Most Pixar movies ultimately boil down to “buddy” adventures, with two main characters forging, developing, or reaffirming a friendship of some kind. This is harder to do in a theme park since it requires getting guests to play along with an internal journey, but it's worth a thought.
- Creative answers to the sorts of silly questions we all ask when our minds wander. How do toys feel about being played with? What if the princess was a tomboy who didn't want to find true love? If all the monsters do is jump out and scare people...why do they do it? Are there little people in our minds controlling our reactions to things? If Pixar had a team analogous to the Imagineers, with the job of coming up with more of these questions, and answering them with theme park attractions instead of movies...well, the idea should speak for itself.
These are just the first few cross-franchise thematic connections
that come to mind; there are surely others. The point is that a land
or even an entire park that is to Pixar what Disney's existing parks
are to Disney, has so much more potentially going for it than just
rehashes of the studio's existing movies, or even sets from those
movies built to a scale that we can explore in person.
The most serious obstacle, unfortunately, might be public opinion.
Disneyland was built at a time when the Disney name was attached to a
decades-established multimedia reputation. Walt had given the world
short subjects, feature-length animated and live-action films,
television shows, even comic strips, and people were excited to see
what he might do next. Pixar, by contrast, only produces CGI
animation and is usually considered nothing more than an arm of
Disney. Would the mainstream public even be receptive to “Pixar”
concepts that they don't remember from movie screens?
We'll probably never know, as all this is highly speculative to begin
with. Pixar's movies are proven successes, and the Disney corporation
is too risk-averse these days to assign theme park-sized budgets to
anything but proven successes. The Pixar Problem will be with us for
some time yet.
* Brave and Wreck-It Ralph might throw me off, though.
What a weird year 2012 was.
** Chill optional.
*** Since I just know someone is going to bring up the Grand Unified
Pixar Theory, I just want to say that I don't subscribe to it, and
more importantly, I think it would be too heavy and complicated to
use as the basis for a theme park. The vast majority of people aren't
going to get it, and if they did, would likely consider the idea of a
millennia-spanning struggle between factions too dark for a family
vacation.
I think I've said this before, but the big impediment to Pixar properties in Disneyland and a Pixarland theme park is that Pixar movies are very contemporary in their settings. With, I guess, three exceptions, they almost all take place in the modern day, in our actual world.
ReplyDeleteDoing so is pretty much necessary to highlight Pixar's go-to story device, which is the "hidden world" as you charitably call it (or "things are funny because they're just like people" as I do). Placing it in a "normal" setting accents the novelty of how cars or bugs or toys or superheroes or fish or whatever have their own lives.
Unfortunately that doesn't play well to a place where you're supposed to leave today and enter the worlds of yesterday, tomorrow, and fantasy. Nor would their own park provide that same escape. "Enter into the world of... the decaying Route 66!" You can actually go do that.
Plus, that and other Pixar story drivers are pretty cerebral. Most, for example, are based around strong male relationships (Woody/Buzz, Mike/Sully, Carl/Russell, Nemo/Marlin, Lightning/Mater). Kinda' hard to quantify that into a theme park attraction that isn't based directly on a movie about that. Disneyland was easier because "fantasy mediaveal kingdom" and "old west" are places and times.
That said, if we (correctly) assume that most people's idea of themed design doesn't rise much above "Hey! I recognize that character from a movie!" , then single-IP lands is probably the only real way to go about it. Cars Land, Bug's Land, and forthcoming Toy Story Land all look about right for at least shrinking down to the same size as the objects that are funny because they're like people. And honestly, I can't criticize single-IP lands too much... My favourite Disney land is Mysterious Island, and my favourite attractions are 20,000 Leagues Under the Sea and Journey to the Center of the Earth, because I'm a big Jules Verne nut. Those are, however, great examples of how good themed design will win out, because the film it was based on was already 50 years old when it was built.