It's
inevitable. Dabble in Armchair Imagineering long enough, and sooner
or later you'll get the urge to try your hand at designing an entire
park. There are two main ways
people go with such a project—either they attempt to put together
their personal Platonic ideal of a Disneyland-style “Kingdom”
park,* or they craft their own answer to Universal Islands of
Adventure with a bunch of Disney's purchased IPs.
This is an example of the former.
It's
times like this when I really
wish I could draw well. I would love to be able to create a tentative
map of my vision here, or some concept art for the original
attraction ideas. But alas, that gift is not mine, so you and I are
stuck with text.**
My goals here are severalfold. I wish to distill my 40 years of
Disneyland memories into something that hits all the sweet spots of
both my nostalgia and my current tastes, while also having things to
offer the younger generation of fans. I want to iron out some of the
wrinkles that have resulted from decades of
making-it-up-as-they-go-along, while still preserving the charm that
this methodology has produced. I want a park that's chock-a-block
with things to do, at all levels of intensity, while still having
room to grow. I want immersive worlds that are just complete enough
to prompt guests to fill in the blanks themselves. I want to get
back to the principle that the guest experience is primary.
A great deal of what follows will be intimately familiar. Hopefully,
enough of it won't be to constitute a transformative
improvement. Or at least to be intriguing.