Consider
this a follow-up to last week's post about the singular Legends
of Frontierland.
Legends
was, for all intents and purposes, a LARP.* It was free to play and
almost entirely freeform, with potentially infinite complexity once
you got past the simple surface mechanic. It was group-oriented and
loaded with continuity. The reward for playing was the game itself.
And it garnered an adoring consistent player group.
The
Adventureland Trading Company,
operating at the same time, was almost entirely its
opposite—pay-to-play, revolving around standalone prefabricated
tasks comparable to scavenger hunts. There were no consistent
characters to interact with; in fact you hardly had to interact with
anyone in order to do it. The reward for completing each task was a
nice little iconic souvenir. I didn't try this one, but according to
those who did play, the souvenirs are great value for the cost, and
you got the satisfaction of “winning” them, not merely buying
them.
Each
was well suited to its setting, of course—on the one hand, people
coming together to community-build with few resources besides the
various skills they brought with them, and on the other, individuals
exploring in search of rare prizes. You might think of the two games
as the ends of a spectrum...at least, it's hard to envision a game
being more extreme in
any particular and still being a viable theme park activity. So
perhaps obviously, ever since the summer of 2014, I've occasionally
wondered what games for Disneyland's remaining themed lands might
potentially be like. Which lands are better suited to something in
the Legends mold and
which would be better served by something modeled more after Trading
Company? What other permutations
of basic game features would be possible? Is the Dilettante going to
answer any of these questions, or is she stuck in rhetorical mode
again?
Wait, what?
Main
Street, USA
Now,
for starters, Main Street needs consistent traffic flow. They
couldn't do a game that requires dozens to hundreds of people to
spend the whole day just milling around the area taking up space. So
a Legends-level
LARP** wouldn't do. On the other hand, Main Street is easily
Frontierland's equal, or even superior, in terms of simply resembling
a setting where people might live—in
fact you can pick up on audio
evidence
of some of its residents, including their names and occupations! Any
hypothetical Main Street game should absolutely incorporate these
details that already exist.
Then,
too, while Management probably wants to keep people moving along the
street itself, they love
to have guests spending lots of time in the shops! So it would be
worthwhile to make the shops part of the game.
Here's
a modest proposal: The
Main Street Detective Agency.
A private eye has set up an office in town, and he needs assistants
to help him build dossiers on the townsfolk, just so that if anything
goes awry in this idyllic slice of Americana, he can get a head start
on sorting it out. Signup is done at the Main Street Police Station,
which is not only thematically appropriate but already serves a
similar function as the signup and meeting location for the guided
tours.
So
would it be free or pay-to-play? Both! You would start with the basic
assignment, which would involve inspecting the much-celebrated Main
Street Windows and using what you find to answer questions on a sheet
of paper. Questions like “Who sells clothes for large men?” and
“Where is the Bait Shop?” Upon completing it, you would get a
cheap button (like the kind they just hand out for your birthday) and
the option to move on to more challenging assignments, which would
cost money. For these, you would have to do more digging—listening
in on the Market House telephones for clues (they could add new
recordings for game purposes) and even interviewing Cast Members
playing the parts of townsfolk. For completing these, the prizes
would be more substantial, such as well-made “detective badges”
worn as pins. A top-level assignment might involve solving an actual
town mystery in the form of a Linked
List Clue Methodology.
New
Orleans Square
Now, this one I can see being a mystery right from the start...a
supernatural mystery! People are always trying to draw connections
between the land's two big tentpole rides—even Imagineer Eddie
Sotto got in on the act at one point, though his plans never came to
full fruition***—and this game would give them a chance to be
correct.
Speaking in the broadest possible strokes, I'm envisioning something
like a “search for pirate treasure,” with clues scattered all
over New Orleans Square and weaving together motifs from both Pirates
of the Caribbean and the Haunted Mansion, as well as other locations
in the area and even perhaps other parts of the park. It would be
competitive, with the first player (or group) to solve the mystery on
a given day winning the “treasure.” In order to prevent repeat
players from memorizing the game and winning automatically, the clues
and solution would change daily—obviously this would limit the
shelf-life of the game, but I think that by having a “pool” of
several dozen clues to draw from in different combinations, it could
be stretched out over an entire summer.
This one would have to be pay-to-play, with each participant
receiving a small souvenir, and the day's winner getting something
more valuable to represent the treasure.
Critter
Country
This one gives me trouble, I'll admit. The point of any of these
games is that they should allow you to take on the role of a citizen
or resident in the themed land where they take place, and I can't
quite make that work for Critter Country. We, the guests, are humans,
not critters. We can only ever be visitors here. Combine that with
the limited space and piecemeal attraction theming and there's just
not much to tie together into a game that uses the land as a unified
entity.
But I will say that it would have to be both simple and probably free
to play.
Fantasyland
Now
Fantasyland, I feel, could support the most complex game of all—maybe
not as freeform as Legends
of Frontierland,
but with potentially more elaborate “official” gameplay, thanks
to the high attraction count, ties to animated movies, and the
overall popularity of fairy tales and fantasy. In particular, I think
a game where the players get to define themselves as spellcasters
would be an instant hit. The basic idea of different schools or
traditions of magic keyed to the major attractions is straightforward
enough, and this might be the ideal scenario for a game that was on
the whole cooperative
instead of competitive. Fantasyland is where you get the most
references to the Disney Villains; combining magical talents in order
to defeat them soundly could be the game's season-long goal (with
smaller goals available on a day-to-day basis for short-term
players).
Naturally,
being a game with continuity, this one would have to be free to play,
for the same reasons as Legends.
Nonetheless, it could bring in extra revenue, simply by having each
magical discipline assigned its own distinctive emblems and selling
associated merchandise that can be worn during play. They tried a bit
of this with Legends,
but it wasn't as inspiring as it could have been. I didn't see many
people wearing the color-coded bandanas and whatnot.
Mickey's
Toontown
This
game, on the other hand, I think could be almost entirely freeform,
without even the gimmick of a surface mechanic. Tell players they're
now Toons, give them the option to buy a cheap inflatable toy mallet,
and turn them loose in Toontown. Wouldn't that be fun? A legal
nightmare, but fun!
Tomorrowland
Here
we have a bit of a quandary.If it's difficult to pull Critter Country
together in a way that makes it a unified setting for a roleplaying
game, it's damn near impossible to do this with Tomorrowland, which
is being pulled in four or five entirely different directions by
disparate IP branding. Yet Disney clearly wants
us to think of Tomorrowland as a singular place...otherwise they
wouldn't have made a movie about it.
Even
if we imagine Tomorrowland as a thematically consistent “city of
the future,” I have a hard time thinking of the sort of game that
would take place there. It's supposed to be semi-utopian, which
disqualifies any premise based on significant conflict. It would be
appropriate to have a game revolving around science and novel
technology, but that might be a tall order for the average guest.
Interplanetary exploration would likely be easier for guests to wrap
their heads around, but would be harder to simulate.
So
I'm a bit stumped.
So
what do you think? Would you play any of them?
*
Live-Action Role Play
**
Bask in my talent for alliteration! Bask, I say!
***
Google “Jean Lafitte Mega-Theme” for details.
I can understand why they wouldn't do Sorcerers of the Magic Kingdom in Disneyland, even though they should (not enough space, too many regular guests). But I'm surprised they haven't brought over A Pirate's Adventure: Treasures of the Seven Seas to New Orleans Square/Tom Sawyer Island. That one doesn't have stacks of freebies (just the "magic talisman" and the maps) but does have small interactives. Basically, it's another scavenger hunt, with a bit more intrinsic reward (see the things do the thing), that is free to play. It would make even more sense for over on Tom Sawyer Island, since Pirate's Lair needs some freshening up, they need a new draw for the island, there's more space, and people need activities spoon-fed to them once they took out all the playground stuff.
ReplyDeleteI feel like Fantasyland could do well with something like the magic wands from Wizarding World of Harry Potter (buy the thing, which makes the things in the windows do the thing), except that it's already been done. Sorcerers of the Magic Kingdom is really what one wants over there.
A Harry Potter wand kind of thing would almost make sense for Main St. USA too, with its abundance of windows and animatable dioramas... Obviously magic would not work, but maybe some kind of Edisonade, Steampunk contraption you could buy that would make the things do the thing ("Professor Brainerd's Patent Audio-Animatronic Transmitter"). Though you might be able to get away with magic if you connect it to Mary Poppins somehow... Or the Main St. Magic Shop? But again, that's already been done in Wizarding World. Plus it's not really a game, just a personal exercise in finding all the things that do the things.
Tomorrowland does need to work out its theming issues, but that's pretty much begging for an interactive Sci-Fi themed video game... Kind of like Sorcerers in that it goes from portal to portal, but more like Kinnect in how you actually play it with your own body.
I've seen a lot of praise for Sorcerers of the Magic Kingdom, but I just can't get excited about the concept. Trading cards have never interested me much, and installing a bunch of computer kiosks anywhere but Tomorrowland is only going to bust immersion wide open. Also, I get the impression that it treats Disney characters like Pokemon, which should never happen.
DeleteOne of the things Legends accomplished that was so amazing, and that I have been trying to re-capture with my ideas here, is that it really used the theming of Frontierland--not the individual rides, but the whole area--in its premise. From what admittedly little I've seen, Sorcerers doesn't do that.
Incidentally, you *can* buy a "thing that does the thing" at Disneyland. They have these toy "wands" and "paintbrushes" that light up in different colors, and you can use them to have little "duels" where you try to change your opponent's toy to your toy's current color. In the Paint the Night parade, some of the performers also have similar wands and they'll come up and synch with your toy. They could theoretically install more light-up gewgaws that you could control that way. Universal really did beat them to the punch though.
Oh, Sorcerers of the Magic Kingdom is the bee's knees. I could go on and on about how great it is.
DeleteIt's not so much that Disney characters are turned into Pokemon, but the cards are collectible. I guess either one is going to enjoy that or not, but I do :) Even better, they're free collectibles. You don't have to drop $50 on a wand to make the things do the thing.
The things in question - the portals - are actually quite unobtrusive. They're not even unobtrusive, really... You literally can't see them and don't know about them until you see someone (maybe yourself) standing in front of one, doing the thing. The only clues are the medal on the ground you stand on and the keyhole icon that reads your card.
Rather than breaking immersion, I found that it reinforced the mystique of the Magic Kingdom as the place where all the Disney characters live. Of course there would be magic portals where the villains are trying to get into the Magic Kingdom to take it over. And of course Merlin would enlist you to help fight them back with spells, because it's the Magic Kingdom! It's kind of like playing an episode of House of Mouse. And it's actually DISNEY characters!
I guess in that sense, Sorcerers uses the theme of the Magic Kingdom as its premise, but I get what you're meaning. It's not the same kind of game as Legends.
I saw the Paint the Night stuff on our last trip to DL, but I couldn't get a handle on what exactly they did beside light up with the fireworks... If there was more that they could do with those paintbrushes (activating video projection mapping effects) then it might be worth getting.