fundesign said:
You are kidding right? Where to begin...First of all the Disneyland Pirates version has 19 scenes. WDW version has 13 and, I would argue, a more immersive queue than Everest and is just as detailed for what it is. Everest is going for more authenticity of course. Besides, the definition of "scene" in your Everest example is not a fair comparison. "The Escape" and "The Forest" from Everest cannot be compared in scope to "The Auction" or "Bombarding the Fort" from Pirates.
While I appreciate your sarcastic tone in your last paragraph, it saddens me that so many have so little expectation from the company that gave us Pirates and Indy. I guess this is the time Walt was referring to when he said Disneyland would never be completed as long as there was imagination left in the world. Disneyland must be complete.
What would I do to improve Everest? That would take several pages but I'll give you some things off the top of my head. How about a better build up? I like the photos in the museum. Nice touch but not enough to build anticipation. Yes we know we will encounter the Yeti and enjoy a high-speed ride, but where is the substance? A good story is about thoroughness, not shortcuts. I would have each train marked by an encounter with the Yeti. I realize there are cost and safety issues with that. But you can keep the same train templates and add to them in the finish. The result is an impressive hint that there is danger occurring in real-time before we board. Tears, claw marks and even side panels out of place. I don't like that the Yeti decides to appear on our trip for no reason. Perhaps in the queue, a disgruntled native character upset that the area is open to explorers, calls the Yeti into action while praying. Signs of his manifestation begin in the shop and museum. I would definitely place a destroyed camping site, much like the one in the museum, into the bare "forest" scene. Signs of the Yeti's presence evident by the path from the trees. Perhaps even a destroyed village instead.
The lift 2 scene is pointless. The Yeti mural looks exactly like what it is...a painting with flickering red light. If they were going for a supernatural look they should have used gobos, cryo. laser...any number of carnival tricks. I know there is a light problem there because it's on the lift hill and it's hard to enclose that structure. It is probably in the wrong place for the purpose intended. By the way...where is the use of music throughout? That would add a tremendous emotional impact.
Now on to the first track switch. What were they thinking!!? Great opportunity to place an exciting show scene. We're moving along...slowing down before reaching the apex of the hill when all of the sudden a boulder drops in the middle of the track from the left side. Our train is forced to a halt. We hear the fierce roar of the Yeti and feel the vibrations. We see his head on the left. He quickly drops down. We hear the sound of steel being ripped apart and now, in front of us we see our track coming up to where it is in the current ride. The Yeti's hands can be seen ripping it apart until the bifurcated track reaches the front end of the train forcing us backwards.
The shadow projector is pretty lame in my opinion. I wouldn't mind the shadow part if it actually looked like a shadow. Instead it looks like a projection. The problem there could be corrected in the artwork and projector assembly. On top of that I would have some show action effects similar to Earthquake and Twister modified to the Yeti chase theme. Even a simple physical and audio wind effect would add to this scene. I might have his hand punch through the rockwork below us just before we take off going forward again.
How about some bats and other animals of the region? Where are they? Let's not forget this is Animal Kingdom. The last scene needs to be a fitting finale. We should actually feel the effect of the Yeti's fury. The train is stopped in front of a pile of rubble. We are picked up and dropped. Yes this can be done in several ways. The expensive way would be to have the train index onto a sim. platform. A cheap but still effective way would be to have the walls, floor and ceiling travel down. That along with the proper lighting and fog can be very effective. I actually worked on an overseas project where we were going to use this effect and even mocked it up. Unfortunately the entire ride was pushed back for phase two of the park.
So off the top of my head those are some of the changes I would like to have seen. All of these things could be done for a lower cost than you think. Maybe in my next post I'll outline a ROM for some of these additions. Point is, Disney should be doing these types of things. Not just another Big Thunder.
All VERY interesting ideas, and most sound quite plausible and effective.
I guess I see things this way... People are different. And different groups of people have reasons why they consider an attraction a classic or not.
1. One group is thrill seekers looking to push the g-force and speed thresholds.
2. Another looks for immersion in the theme and look to feel completely transported to another time or place. (Disney fans are STRONG in this area)
3. Another may look mostly at re-ridability. They don't want to be able to notice all the details the first time around. I'd consider this a branch of theme.
4. Another may want something they've never seen before. They want originality. (another strong Disney fan trait)
5. Then there's others that want inclusion. They want the ride to be something everyone in the family can enjoy. (another strong one for Disney fans)
These aren't the only types, OBVIOULSY... So let's not go pointing out how many other things people look for in rides. I'm simplifying here, but I'd venture to say these above cover most of the general public.
And obviously
most people are some combination of these above, not solely made of one.
IMHO, I think EE is Disney's best attempt at satisfying as many of these personality types as possible at once. I think it's that simple. It's like a good politician. It evenly distributes itself between these qualities, with the exception of going HEAVY on theme to impress... Which would be smart because it doesn't alienate anyone. You go heavy on thrills, you alienate certain people that don't like that. You go too heavy on family rideability, you upset those looking for speed and don't want another "kiddie-coaster". You don't include something "new", some people are offended and say Disney didn't do anthing unique. You sit that train in front of the yeti and let it go crazy, you scare the kids (i.e. Alien Encounter). But if you go heavy on theme... Well... No one will have a beef with THAT.
So... it's spread evenly, trying to satisfy as many people as possible. With the exception of "theme", because that doesn't alienate anyone, and at the same time gives everyone the "wow" factor as you walk up to the mountain... Putting riders in the right frame of mind no matter what they're looking for once they board.
This is VERY simplified... And I'm writing this in between trying to actually get some work done... And I'm sure I'll get flamed for the spotty thought process. But hopefully my main point is what gets across... That maybe it's possible that EE was designed to please as much of the paying public as possible, and due to this fact, some would call it less than spectacular because it doesn't exceed their expectations in the field they have the most interest in.