This is about "details" being more than design or architecture, but
sensory information that makes or breaks a show. How much "detail" is enough? How are details assimilated and perceived?
As humans, our senses are continually processing incoming information and making decisions about what we are experiencing. Is it real? is it a threat? Are we really underwater or flying? Those decisions as to what something is or is not comes from our personal archive of previous experiences, and we are constantly comparing what we think we know to be real to what is happening to us in real time. Our bodies want to adjust to perceived threats and react in some way (like screaming). Designers use certain crude sensory cues and optical illusions to fool us, but our beings actually require more in some cases to be convinced as some cues are subtle. The message here is that they are all being absorbed together and that's why experiences are systems. When we design a ride based on a film, sometimes those stored emotions come from viewing the film and if the cues are good enough we relive something from the movie.
We don't always know what the sensory cues are at times, but our overall fake "meter" goes off when enough of it does not pass muster. Lips on figures that are out of sync by a few frames, a perspective scene that is slightly off, all add up to a big "fail" for some. How many times have you been engrossed in a movie and then some out of place element distracts you and you begin looking for more? Or the music takes you out of the scene because it's discordant to the emotion? We are beings that make continual assumptions as we really don't see or process everything, so our minds are guessing and telling us what reality is or what we think it is based on past experience. (Past experience says granite boulders are not hollow sounding FAIL). Your peripheral vision is nothing more than blurry guesswork. We are only able to focus on a very small area at once but our eyes dart continuously so we think we see things in greater detail than we do. Can you design for that kind of "moving camera" experience? Sure, but you have to know what you're up against. How many megapixels equivalent does the eye have?
Here's more on that, but to a designer this is crucial to know (at least it is to me). This is just one sense mind you. Here's the full article
http://www.clarkvision.com/imagedetail/eye-resolution.html
The eye is not a single frame snapshot camera. It is more like a video stream. The eye moves rapidly in small angular amounts and continually updates the image in one's brain to "paint" the detail. We also have two eyes, and our brains combine the signals to increase the resolution further. We also typically move our eyes around the scene to gather more information. Because of these factors, the eye plus brain assembles a higher resolution image than possible with the number of photoreceptors in the retina. So the megapixel equivalent numbers below refer to the spatial detail in an image that would be required to show what the human eye could see when you view a scene.
Based on the above data for the resolution of the human eye, let's try a "small" example first. Consider a view in front of you that is 90 degrees by 90 degrees, like looking through an open window at a scene. The number of pixels would be
90 degrees * 60 arc-minutes/degree * 1/0.3 * 90 * 60 * 1/0.3 = 324,000,000 pixels (324 megapixels).
At any one moment, you actually do not perceive that many pixels, but your eye moves around the scene to see all the detail you want. But the human eye really sees a larger field of view, close to 180 degrees. Let's be conservative and use 120 degrees for the field of view. Then we would see
120 * 120 * 60 * 60 / (0.3 * 0.3) = 576 megapixels.
The full angle of human vision would require even more megapixels. This kind of image detail requires A large format camera to record.
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The point is that our opinions on how well "the spell" is working are cumulative, are just a perception, and constantly updated. It's an experiential "tightrope". Magicians know exactly what details will work as they "misdirect" you to the hand they want you to see. They use darkness as a mask. As our eyes are more like video streams directed by an incredible image processor, you can "direct" the eye and senses to the detail to reinforce the show or main points just like David Copperfield. That's why dead areas in rides work well as they play against the areas we want you to look at. To me, the passion and sincerity of the director can overcome many flaws because "real" is a perception and if you
know what to focus on and exploit that, more people will buy into the fantasy. Mr. Toad masterfully used darkness, sound of an oncoming train, the tactile feel of riding over railroad ties, and a giant realistic headlight in the dark to make you think a whole locomotive was right in front of you. Building the front of the train and more sets and details would have been less effective as your imagination makes it twice as fearsome. Sensory minimalism, but the right senses and the right visual cues in harmony. Shows that fail IMO, add detail for it's own sake, looking rich but not moving the emotional "needle" forward. Great sets, no "wow". They do not really know what they are trying to achieve, so the cues that will add up are just not there.
Misdirected design can be like an "All you can Eat" Buffet, the visual impact of all that food is impressive, but in the end you either ate too much of the wrong things (world's tallest salad) or you made a plate of expensive food (load up on lobster, chocolate cake, and prime rib sliders) that really didn't go well together. If you are overwhelmed with mind numbing detail and it's pointless, it's like a visual feast of junk food. It is not directed to a result. If then, you ordered off the Menu and got the four course meal from the Chef, it's all matched, complimentary, and leads to a dessert crescendo.
Does any of this make sense? (Now I'm hungry). I don't know if anyone else sees it this way, just my process and I'm sticking to it.