I've
said it before and I'll say it again: Disneyland is primarily a
locals' park. Management may not like it—they might prefer a
scenario where they can keep selling the same old thing to a new
batch of rubes every week instead of constantly racking their brains
trying to keep an experienced and therefore discerning crowd
entertained—but it is what it is. If you ask me, it's for the best.
Without the need to impress repeat visitors, would we have gotten the
Indiana Jones Adventure with its three potential “treasures” and
unpredictable vehicle motion? Without those picky Annual Passholders
making up such a large percentage of the crowd, would there be any
incentive to keep changing up the parades, fireworks, and live
entertainment? If the average guest didn't know where the good
off-property restaurants were, would Management bother to ensure
quality food options inside the park(s)?
And
sometimes, that drive to keep the locals enthralled produces results
that are just plain...well, enthralling. Pure magic. In the summer of
2014, they achieved just that, and in perhaps the unlikeliest of
ways, with a temporary attraction called Legends of Frontierland.
It's
hard to put a name to just what Legends even was.
The simplest term to apply—the one the park and most of the
participants used—was “game.” And that's not wrong—it was
certainly a game—but where things get muddy is when you try to pin
down what kind of game
it was.
On
the surface, Legends of Frontierland
was...let's call it “live-action team Risk.” The base mechanic
was a land rush—you signed up, chose one of two teams and got your
color-coded nametag, and then ran around doing odd jobs (assigned
primarily at the Telegraph Office) in order to earn enough “bits”
to buy a parcel of land for your team, which would be labeled on a
map near the Frontierland entrance so players could keep track of
progress over the course of the day. At six p.m., the game concluded
for the day in a ceremony at the Golden Horseshoe, and the team with
the most parcels of land was declared the winner, huzzah!
Er...yee-haw!
There
was a little more to it than that, of course. You could—for
example—attempt a shortcut to riches by gambling on a card game in
the Golden Horseshoe. You could target fellow players with hand-drawn
Wanted posters, or bring in the bounties on existing posters,
consigning the player so targeted to cool their heels in the Jail for
a few minutes (provided, that is, you won the “fight” as
simulated by Rock-Paper-Scissors). If you had a few real dollars to
spend, you could visit L.B.'s elixir wagon, buy a cup of Charm, Luck,
or Knowledge, and reap the benefits when the Cast Members running the
whole enterprise noticed the label on your drink. Do you see it yet?
No? That's okay. These are, after all, just minor complications to
the basic land rush premise that resets each day.
But...what
if you came back the next
day? Wouldn't that be pointless, since the game resets? But you see,
I did a tricky thing with language just then. The map
reset each day. But the game—the
real game—decidedly
did not. Because the real game was not about buying land for your
team at all.
It
was about creating and portraying a character and interacting with
other characters—some of them players like yourself, others Cast
Members putting on the performance of their careers over the course
of several weeks. And what you accomplished on that end? Stayed. If
you made a good showing of yourself, the Cast Members and other
recurring players would remember you. You would become part of the
game's world—a living world, not only changing day to day but
potentially changing in response to what you did.
That goes way, way
beyond live-action team Risk. Once you got beyond that superficial
premise, Legends of Frontierland
proved to be...a roleplaying game, and a really intricate one at
that. Quite possibly the world's first massively multi-player offline
roleplaying game.
What
might be the best part was that they didn't tell you any of this when
you signed up. You had to discover it for yourself. Maybe you'd be
chatting with the Cast Members...you know what, I'm just going to
call them the NPCs, because that's what they were...maybe you'd be
chatting with the NPCs and pick up on hints to their
unique backstories, giving you the clue that there was more to this
town than first met the eye. Maybe you'd bag your first parcel of
land, think, Now what?,
and start to consider what you might actually do if you were a
landowner in an Old West town. Maybe you'd do a stint in the Jail
early on, get a giddy thrill out of the notion of being an outlaw,
and decide to let that flavor your play style for the rest of the day
and see where it took you. If, as the movie title says, there are a
million ways to die in the West, then there are at least two million
ways to live there,
and any of them could be the doorway by which a player found their
way into the deeper, more creative experience hiding behind the land
map.
You
can see how this favored Annual Passholders, since few others would
have the luxury of coming back day after day, to watch the game
develop and contribute to that development. The land rush premise was
accessible to just about anyone, and the inclusion of “just about
anyone” kept things busy enough to remain interesting (and probably
ensured that the suits would allow it to continue for the planned
span of time), but the real rewards had to be earned. You had to be
both willing and able to put in the time and effort required to
engage with the game on that deeper level.
I
don't know if I can even convey to my own satisfaction, let alone
that of my readers, how significant
this was. I keep saying that Disneyland is at its best when it draws
you into the worlds and stories it presents as a participant, but the
vast majority of the time, your participation can only be passive. On
the rare occasions when it is (or seems) active, it's usually
pre-scripted (e.g. the Haunted Mansion's séance) and always
inconsequential—forget lasting until the end of the day, even the
best “interactive” ride resets as soon as you step out of the
vehicle. For just one summer, however, Disneyland managed to present
something truly meaningful, something we could create for ourselves
as we went along and explore in the process of creating it, something
we could take home at the end of the day and still have in the
morning, ready to pick up where we left off. With Legends
of Frontierland, Disneyland
transcended its very existence as a theme park to become...something
else. Something that doesn't even have a name yet, because so far the
experiment has not been repeated.
So
far. I'm going to come back to that point later.
Want
to know one of the strange things about my position on Legends?
I have this strong a response to it...from playing it once.
Well, once-and-a-half. I tried it out briefly on one occasion, and
quickly realized that there was potential greatness there but also
that I wasn't prepared to drop the rest of Disneyland on the spur of
the moment to get involved on the level the game clearly deserved. So
I came back another day—which happened to be the planned
last day (they wound up deciding to extend it by a few weeks pretty
much at the last minute) of the game—with the intent to spend the
entire day at it. In the meantime, I did some prep.
And
by “prep,” I obviously mean that I bought a cowboy hat. A cheap
felt one from Party City, which I embellished with a few feathers to
make it unique:
It's
not as trivial as it might seem. During that initial test romp, one
of the things that clued me in as to Legends's
vast potential was that I kept getting the urge to greet people by
tugging on the brim of my hat, which I wasn't wearing. The game made
it feel perfectly natural to just slide into the role of a frontier
citizen. I am normally very introverted and it takes a lot to get me
to talk to strangers...unless I am roleplaying, making me effectively
someone else, someone
who is likely more outgoing. Legends
brought me into that headspace without any real effort on my part.
It
may have helped that the day I played had been going to be* the last
day of the game before they changed their minds and extended it. The
last day of any ongoing thing tends to be a big deal, and this was no
exception: the Cast Members all played their roles to the hilt and
were extra-engaged with anyone making the effort, including Yours
Truly. Once I got my parcel of land, I decided I would set myself up
as the town inventor** and have my workshop there, and things just
snowballed from there—I devised a fanciful plan for converting the
town to electricity generated by petting cats, found fellow players
to “invest” in my plan, and basically went nuts with this
character I created on the fly. I wound up achieving the coveted
title of Legend of Frontierland all in one go—again, last day, so
they were being generous with the certificates—and overall, I had
such a great time that I consider it one of the best Disneyland trips
of my life.
Name redacted to protect my identity.
And because they got it wrong. Dangit.
By
all accounts, Legends
was a rousing success. The friend who introduced me to it still talks
about the people he met and bonded with over the course of that
summer. So why hasn't it been brought back?
The
cynic in me says it's because it was too difficult to monetize.
Interestingly enough, Disneyland hosted a second game that summer,
The Adventureland Trading Company,
which was pay-to-play. For five dollars (or seven-fifty in a few
cases), you would be given a simple “quest,” and upon completing
it would receive a “juju,” a souvenir charm specific to said
quest. There were nine quests in all, none of them requiring more
than about twenty minutes of your time to complete. I didn't bother
with that one—it struck me as no more rewarding than simply
purchasing souvenirs, with the added headache of being made to jump
through hoops in order to get them. But a lot of people went for it,
and Disneyland turned a healthy profit as a result.
This
would not have worked for Legends,
however. It worked for Trading Company
because the quests were self-contained...and effectively
single-player, in that even if no one else in the whole park was
interested, you could still plunk down your five bucks, do the
scavenger hunt, and collect your juju. Legends,
due to its ongoing storyline, absolutely required a large number of
players who could keep coming back day after day, and making them pay
each time would have killed it. (All this is explained in more detail
in this
blog post by superior blogger David Daut.) Part of me wonders if
Management decided not to bring it back because it didn't inherently
rake in massive profits.
But
on the other hand, Trading Company
has not been revived either. Moreover, a rumor that surfaced last
year suggests that Legends
never came back because it was never meant to be a regular feature.
It was more of a test run for the basic concept of a themed
roleplaying experience, a more polished version of which will be
introduced...
...in
Star Wars: Galaxy's Edge.
This
rumor is not 100% confirmed, but it seems extremely plausible. One of
the things people love about Star Wars is its detailed setting, which
invites you to imagine yourself a part of it. We already know that
Galaxy's Edge will represent a remote outpost planet—the
science-fiction equivalent of a frontier town. And factions competing
over resources in such a place? That premise is baked right into Star
Wars. If they do launch a Legends-like
game when the new land opens...it's going to be an enormous hit.
That
said, I would hope the factions in question wouldn't
just be the Empire/First Order/Dark Side versus the
Rebellion/Resistance/Light Side. The main reason is that I'm pretty
sure the bad guys would always win, because of age demographics. In a
straightforward good vs. evil scenario, kids usually identify with
the good guys. Six-year-olds might find Darth Vader impressive, but
hardly any of them want to be
Darth Vader.*** They want to be Luke and Leia and Han (and Rey and Finn and Poe and Rose), the heroes who
beat the villains and save the day. Teens and adults, on the other
hand, are more likely to see themselves as potential
villains—ironically or whatever—and far, far
better at separating themselves from a role they happen to be
playing. It's a rare young child who can commit to acting bad without
worrying that it means they are
bad, but teens and adults do it all the time. So you'd end up with a
Dark Side composed almost entirely of teens and adults, and a Light
Side skewing much younger. The Dark Side would have an
insurmountable skill advantage in playing any sort of game, much less
one that relies so heavily on emotional investment.
This
didn't happen much in Legends—there
was a sense in which the Frontierlanders were the “good guys” and
the Rainbow Ridgers were the “bad guys,” but it was basically
flavor text. The Ridgers had a pretty sympathetic backstory, their
“villainy” mostly boiled down to a reputation for rowdiness, and
you could make any sort of character you wanted for either side
without raising any eyebrows. The classic Star Wars clash, though, is
utterly black-and-white. You've got the heroes on one side, and the
Space Nazis on the other. No one
should really want to identify with the latter, even for a game.
So
that's one reason I hope they wouldn't go with the obvious factions.
Another is that it would make things far more interesting if there
were more than two factions.
The players could experiment with coalitions (and betrayals!) and
especially if the factions were made up just for the game rather than
imported from the film franchise, simply defining what each group was
about could be part of play.
At
this point I'm just spinning my wheels in a slippery mud puddle of
speculation, so I'll close thusly: Legends of Frontierland
was a phenomenon. We
could be on the cusp of an entirely new genre of themed entertainment
here. Whether they bring it back as-is, as part of Galaxy's Edge, or
in another context, Disney had better not let this one get away.
*
Paging Dr. Dan Streetmentioner...
**
Because I am a nerd.
***
And no one wants to be
Kylo Ren.
I totally get why Disneyland needs to provide for locals... It just cheeses me off when they PRIVILEGE locals. For example, I was all set to buy into that Haunted Mansion subscription box. I glommed onto it early enough that it was still available, but then I found out that you needed an iPhone (I'm Android) and it involved interactives in Disneyland (I'm Canadian). Another example is, well, D23. Unless you live in LA, where all D23's events take place, it's just an overpriced fluff promo magazine subscription.
ReplyDeleteSo I'm not taking anything away from Legends of Frontierland. That's great. But I do wish that Adventureland Trading Co. was a permanent thing. That is well-suited to those of us who can't be there day after day (or year after year). Discrete scavenger hunts with definite rewards that you can play any time regardless of party size, and complete during the regular course of a vacation, is perfect. The only thing MORE perfect is Sorcerers of the Magic Kingdom, which is free.
Sorcerers of the Magic Kingdom probably gets away with it exactly because most of WDW's audience are outlanders. They're not going to be back day after day for months on end getting free packs of cards every day (which is, I imagine, what killed VMK's in-park quests... they privileged locals and failed in their task of driving up visits to Disneyland among people whose lifegoals weren't getting an exclusive blue rocket chair for their online room for a game that ended after three years). Adventureland Trading Co.'s buy-in was probably in part to suppress the number of players. It would be irrelevant to tourists with money to blow. Which makes me wonder why in the blazes they haven't brought that back. Maybe it too was a test run for Star Wars interactive experiences?
It has occurred to me that maybe they ran both games simultaneously in order to compare-and-contrast the reception and decide which flavor would work better in Galaxy's Edge. If so, I think Legends is the clear winner. I also think they shouldn't have needed an elaborate test run to determine that.
DeleteThat's certainly plausible, but I don't give a rat's arse about Star Wars. I want Adventureland tchotchkes!
DeleteCheck eBay, I guess? ;)
Delete