Hey
there, all you Armchair Imagineers! Tired of following current trends
in theme park design? Does the current wisdom seem not-so-wise? Want
your theme park ideas to pop?
The
solution is here! Just follow these ten simple, obvious, incredibly
important so why don't actual theme parks follow
them much anymore I ask you
rules, and watch the quality of your Armchair Imagineering soar to
new heights!
- Put the Guests at the Center of the Adventures.
No
one wants to slap down $100 a head just to be a spectator alongside
someone else's adventure. We can do that at home; it's called Hulu.
People visit theme parks because it lets them
do cool stuff, from exploring the jungle to flying through outer
space to wandering through a miniature city made entirely out of LEGO
bricks. Now, not every concept can allow for the guests to charge in
guns blazing, and not every concept needs to. Sometimes, merely
witnessing strange events can comprise an acceptable adventure on its
own...but to be effective, there still needs to be a sense of
presence
for the guests, of being drawn into the world where the events are
taking place. The rides that fall flattest are the ones where stuff
happens, and the guests merely watch it without affecting or being
affected by it.
- Emphasize Settings and Impressions Over Specific Plots
The
average theme park attraction has about three to fifteen minutes to
convey its story to guests—it doesn't have the luxury of a lot of
explicit detail. Combine that with the ideal outlined above, of
making the guests the protagonists of said story, and you'll see that
impressionism, not narration, is the way to go. Give guests
atmosphere and instantly recognizable visuals and let them provide
the details via their own reactions to these cues.
Many
absolutely classic rides, from “it's a small world” to the Mark
Twain Riverboat, have no “plot” at all—they just take you
places and let you enjoy the view.
- Show More Than You Tell...and Suggest More Than You Show
The
above mainly applies to rides themselves; this rule is more about
queues and other spaces not contained within an attraction footprint.
In these spaces, guests usually have the leisure of time to
scrutinize details, but all the same, less is very often more. No
matter how cool you think the detailed backstory you have in mind for
your themed area is, guests will become much more enthralled by
something they piece together themselves from scattered clues, than
something made explicit.
4.
Theme From the Top Down, Not the Bottom Up.
This piece of advice is for Armchair Imagineers designing an entire
land or park, not a single attraction. “Top-down theming” is my
term for the practice of starting with the overall area theme and
then planning attractions to fit that, rather than the practice, all
too common nowadays, of dictating a certain attraction and then
deciding where to put it/designing an area theme around it. The
former approach gives us the likes of New Orleans Square; the latter
produces Toy Story Midway Mania and leads to soulless monstrosities
like the incipient Pixar Pier.
- Encourage Exploration
Making a theme park easy to navigate is just good customer
service...but it's not the only consideration. Include little side
paths and hidden nooks that aren't explicitly labeled on the map.
Hide some of the most interesting details in blind alleys or on the
reverse side of one-way doorways. Reward guests who take some
initiative to look around the corner or wander off the beaten path.
Even if only one in a hundred guests does so, they'll love the place
200 times as much as the rest.
- Vary the Intensity
This
is another rule that comes up mostly in the context of designing an
entire land or park. It's always exciting to apply our imaginations
to the big elaborate rides and spectacular shows—the “E-tickets,”
in the popular vernacular—but there is so much more to any decent
theme park than its most major offerings. Simpler, lower-intensity
rides, walkthrough exhibits, live entertainment, and the rest are
vitally important to give a park texture
and a means for people to pace themselves throughout the day. And
they help to flesh out the worlds portrayed by the area themes. Just
try to imagine Disneyland or any other A-list theme park stripped
down to just its flashiest rides...pretty dismal, isn't it?
- Maintain Kinetic Energy In Open Areas
By
now it has been firmly established that an important goal of theme
park design is creating worlds
for the guests to visit. So do you want them to be living
worlds, or are you content with dead ones? Presumably you prefer the
former, in which case: keep things moving. Life implies motion,
motion implies life. In a way, this ties in with Rule #6, since the
grandest rides are usually shut up inside enclosed show buildings—the
less elaborate attractions are needed not only for the other reasons,
but to be visibly moving, out in the open.
Another
important factor here is to keep the guests
moving. Guests who aren't moving are clogging walkways, preventing
other guests from moving, and in all likelihood none of them are
having much fun. Kinetic elements are very often inviting—what is
this, bobbing and spinning at the end of the walkway? Come over and
see!
- Consider All Five Senses
Most
Armchair Imagineers go into considerable detail when laying out the
visual aspects of their projects. About half of them address the
auditory aspects in as much detail. Only rarely are the other three
senses evoked...which is a shame, since we live in a world of all the
senses and verisimilitude demands they be acknowledged.
Taste
I'll admit is tricky—you can't really have people chewing on your
rides—but it definitely comes into play when designing eateries for
an area. On the whole, I suppose most theme park designers want to
play it safe and focus on food that guests will find familiar, even
if it doesn't quite suit the area theme. It might be an interesting
exercise to consider just how far you could push the edge of that
particular envelope in the name of realism and novelty.
Scents
need to be used sparingly, since they are so hard to control once
released. The most evocative scent in Disney theme parks is actually
accidental—the
distinctive mustiness of Pirates of the Caribbean. You can add some
strategic scent releases to your restaurants, though; it won't seem
odd when it lingers there.
Touch
and its variations are where you can really have fun on the
attractions themselves. Think about the vehicle movement, the
temperature and airflow inside the attraction spaces, the textures of
whatever surfaces guests will contact.
Just
as a mental exercise, eliminate sight entirely—think about how you
would convey the environment even in complete darkness. Don't put the
visuals back until you're sure the other senses can carry the load.
- DON'T Give the Guests What They Want
Give
them more
than that, or if you can't do that much, at least play with their
expectations and give them something different.
Surprise
them, in other words. Some of the best theme park experiences out
there are the ones we never asked for and never saw coming.
And
finally...
- Remember the Uniqueness of Your Medium
No other storytelling medium in existence is quite like a theme park
attraction, which is part of why it's so hard to write about how they
work...and why it's a huge mistake to try and create rides and
attractions as if you were creating movies or books. Use that
uniqueness. Use physical solidity and physical space. Use
interactivity. Use the power of the guests' own free will and
creativity. Use everything that differentiates this from more
traditional media.
After all, you're creating worlds. That basically makes you a god.
You want to be worthy of that power, don't you?
Those are pretty good rules ;)
ReplyDeleteSO what is next week's homework? To develop an attraction based on these rules and an obscure Disney movie that doesn't already have an attraction? :)
Have it on my desk by 8 am Monday. :)
Delete