News Big changes coming to EPCOT's Future World?

James Alucobond

Well-Known Member
BTW, WDI is certainly still capable of the fantastical. It seems evident or at least plausible the team that designed the Moana walk-through is different from other groups that worked on the hub. So where did the more bland, real-world architectural influence come from, and why is WDW the destination for so many of these types of projects?
I do not think WDW is the sole destination for this, particularly when it comes to the hotel design you mentioned. Even the Fantasy Springs hotel is mostly a series of lightly adorned boxes. As for why EPCOT might be especially susceptible to looking like contemporary and/or near-future urban renewal projects should be obvious given the original concept and theme. That said, it can be executed well or poorly, but it’s not exactly off brand for the park.
 

ToTBellHop

Well-Known Member
Okay, who ordered New Epcot from Wish?
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lazyboy97o

Well-Known Member
Thanks for the perspective. Barbara's career and experience are impressively notable, and she was certainly brought in at a challenging time for Imagineering. It's difficult from the outside to know to what degree an Imagineering president's involvement touches on the realms of design versus project management. One would think it would be a little bit of both. Her experience as a licensed architect would lead to speculation that she at least had a hand in steering the look of projects in the pipeline, but as you rightly point out, the reality is always more nuanced.

When I speculate about Gensler's connection, it comes from a curiosity about the cross-pollination of Imagineering execs moving to/from Gensler to Disney and vice versa. Even if the firm had no official ties to WDI projects, it seems to the casual observer that the real-world design trends Gensler represents seem to mirror WDI's move away from exclusively (or at least primarily) fantastical design into projects rooted more in the architecture of the real world. I've been pondering why this is, and who actually designed and approved the plans for things like the hub, Poly DVC and Ft. Wilderness cabins. Who at Disney (Chapek? Someone else?) steered creative decision-making in this direction? Did WDI design the hub redo and Communicore Hall in-house from the ground up, down to every detail, or were outside consultants brought in? I ask because the project's results are decidedly evocative of a downtown development/urban core redesign, and there are multiple firms doing exactly the kind of work the finished hub and Comminicore Hall bring to mind.

So, is there a concrete tie to outside influences, is it a matter of upper Disney management showing a personal preference for the style of architecture such as those from Gensler and other real-world firms, or is Disney simply hopping onto the trend because that's the type of architecture many of today's architects are comfortable with and capable of?

BTW, WDI is certainly still capable of the fantastical. It seems evident or at least plausible the team that designed the Moana walk-through is different from other groups that worked on the hub. So where did the more bland, real-world architectural influence come from, and why is WDW the destination for so many of these types of projects?
The head of a large design organization is not initiating projects. They will review and give input but they are not, and should not, be involved in the day-to-day of actual design work.

Starchitects have distorted the popular perception of how architects operate. The vast majority of architects are not Howard Roark relentlessly pursuing their individual vision. They do what the client wants. Large corporate clients are going to have their demands and expect them to be met. You don’t hire a Gensler for the unique vision of a particular architect.

I find your comments about real world architecture and urban design to be odd. The very first Disney land ever experienced by anyone is the very real world based Main Street, USA, one that had a far historically accurate muted, earth toned color palette with exciting experiences like the piano shop and bank. Most of the widely considered best Disney themed spaces are rooted in the real world, from World Showcase to Wilderness Lodge to New Orleans Square. Even Pandora used things like adaptions of vernacular design elements to create a lived in space. What really defines these spaces and experiences is their connection to the idea of place. The problem with a lot of Disney’s recent work isn’t that it is based on the real world but that it lacks a sense of place.

Placelessness is a real problem with a lot of contemporary American architecture. It is not though something that Bouza brought to Disney. Projects like Destini Tower, Riviera, Reflects and even the Polynesian DVC Tower predate her joining the company. The reason Disney has moved towards this type of design is the same reason that, despite saying they’re all about story, the project with the best story isn’t what will be approved; it must first align with a current franchise that meets certain box office, merchandise and streaming metrics. The parks division is bloated, untrusting, untrusted and incredibly risk averse. It’s really easy to get surveys approving of the same bland stuff people watch every night on HGTV.

Future World though was always different. Its concept of place was more original and not referential. The CommuniCore was not some strong aesthetic statement, it was an organizational statement. It was more utilitarian, in service to the pavilions that existed as objects in space. The new neighborhoods lack a clear underlying premise and therefore CommuniCore Hall lacks an underlying purpose. The new CommuniCore Hall is a decorated shed intended to fit programmatic requirements that are completely detached from any sort of underlying idea (theme). The new central plaza is desperately in search of an idea and without one it instead turns to piling on references that ultimately make no sense.
 

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