Imagineering 201 [DISORIENTATION]

ThemeParkPriest

Well-Known Member
Original Poster
The Wow: essentially this refers to the thing that sets an attraction above other similar types of attractions (Disney calls this the Disney Difference). Although world record breakers get a lot of the attention in announcements, sometimes The Wow comes in unexpected ways. I haven’t been on Pirates in Shanghai, but it seems to take an already guest favorite ride and pluses it with state-of-the-set technology that puts the boats in the middle of the action.
What other rides have The Wow?

Up next: Repeatability
 

ThemeParkPriest

Well-Known Member
Original Poster
Repeatability: This refers to elements present in an attraction that make it more likely that an average guest will want to experience it again so that they can catch something they didn't see the previous time (especially in the type of repeatability called rerideability). Younger makes the point that Disneyland is more interested in repeatability than the Magic Kingdom, because a greater share of the guests are locals who visit multiple times a year. That's why experiences like Indiana Jones Adventure: Temple of the Forbidden Eye and Haunted Mansion Halloween overlay are found at Disneyland but not Walt Disney World. Game-style rides like Toy Story Mania, Men in Black, and Justice League also are prime candidates for re-rides. Sometimes the lighting at night can make a ride worth repeating a ride--Big Thunder Mountain, for example.

What other theme park experiences do you re-visit because they are different at least sometimes?

Up next: Spatial Design Techniques (Stratification)
 

Disney Dad 3000

Well-Known Member
Repeatability: This refers to elements present in an attraction that make it more likely that an average guest will want to experience it again so that they can catch something they didn't see the previous time (especially in the type of repeatability called rerideability). Younger makes the point that Disneyland is more interested in repeatability than the Magic Kingdom, because a greater share of the guests are locals who visit multiple times a year. That's why experiences like Indiana Jones Adventure: Temple of the Forbidden Eye and Haunted Mansion Halloween overlay are found at Disneyland but not Walt Disney World. Game-style rides like Toy Story Mania, Men in Black, and Justice League also are prime candidates for re-rides. Sometimes the lighting at night can make a ride worth repeating a ride--Big Thunder Mountain, for example.

What other theme park experiences do you re-visit because they are different at least sometimes?

Up next: Spatial Design Techniques (Stratification)

It's not for everyone, but I'm a big fan of Star Tours. It's unique in that it's repeatability was probably much lower at one point before they added additional story options. Simple ride, but love the opportunity for new experience everytime.
 

ThemeParkPriest

Well-Known Member
Original Poster
Stratification (Space Management)
Stratification is a Spacial Design technique. When used properly, it helps the guest believe that the themed world continues on past where the eye can see (without disorienting the guest from where they think they are). Younger cites an example of the SS Columbia at Tokyo DisneySea, where at one point, guests think they're out in the middle of a real harbor. In fact, though, an access road is hidden from view.

Can you think of other examples?
 

ThemeParkPriest

Well-Known Member
Original Poster
We stay in the larger category of Stratification. Younger describes stratification as "the layering of elements to give the sense that the world that is being portrayed continues on much father than its physical boundary constrains it to" (168).

False Portals is a type of Stratification. It usually takes the form of doors, windows, stairways, or ladders that give the impression that the space is much longer. Often times, though, there is a wall or a dead-end. For example, the Nautilus at Disneyland Paris includes a spiral staircase that stops right out of sight. The doors and windows along Main Street U.S.A. are another example.

Can you think of others?

Up next: Peaking
 
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ThemeParkPriest

Well-Known Member
Original Poster
Peaking: a Stratification technique that adds elements to the tops of show buildings to deal with limitations in space and sightlines. Younger cites a story by Imagineer Rolly Crump that put trees on the top of it's a small world (Disneyland) so as to disguise a bulky show building that the appearance would have gotten in the way of the "whimsical" ride (170). Peaking was also used at Mickey's Toontown at Disneyland in the use of hill flats that block offstage views from it's a small world and Gadget's Go Coaster.

Can you think of other examples?

Up Next: Forced Perspective
 

The Great Gonzo

Well-Known Member
Peaking: a Stratification technique that adds elements to the tops of show buildings to deal with limitations in space and sightlines. Younger cites a story by Imagineer Rolly Crump that put trees on the top of it's a small world (Disneyland) so as to disguise a bulky show building that the appearance would have gotten in the way of the "whimsical" ride (170). Peaking was also used at Mickey's Toontown at Disneyland in the use of hill flats that block offstage views from it's a small world and Gadget's Go Coaster.

Can you think of other examples?

Up Next: Forced Perspective

fantasy-springs-tokyo-disneysea-construction-may-2021-15-800x533.jpg


Tokyo Disney is using this method for Fantasy Springs. They've added a whole bridge within and over the cave like entrance area. To help create space for backstage vehicles to get around.
 

ThemeParkPriest

Well-Known Member
Original Poster
Forced Perspective: David Younger spends 3 pages in small font to describe various aspects of changing the sizes of items to give the impression that they are bigger (or further away) than they actually are. The floor heights (12 ft., 10 ft., 8 ft.) on Main Street USA are a common example. Sticking in the same land, having two floors of people, the Omnibus required a special design (using chassis from beer trucks) to provide the forced perspective from outside spectators while giving enough headroom for the onboard guests. Another example is removing trees in some areas so as to make it difficult for guests to actually tell the true sizes (like of the Castle).

Up next: Space Management
 

ThemeParkPriest

Well-Known Member
Original Poster
Space Management
The basic philosophy is that theme park elements should only be as big as they need to be. Younger uses the example of Indiana Jones at Disneyland to show that the E-ride was able to fit into its space backstage when a small piece of Jungle Cruise was rerouted. To me, although Autopia was an enjoyable ride for kids early on at Disney parks, its footprint is rather large and limits what attractions can be built in Tomorrowland.

Can you think of others?

Up next: Disorientation
 

ThemeParkPriest

Well-Known Member
Original Poster
Disorientation
Disorientation refers to the Imagineering technique that helps guests to forget about where in space they are (or to put it negatively, to allow guests to feel lost). Younger cites some examples from Disneyland including the facades and long queues (sometimes taking guests outside of the berm) in places like Pirates and Indiana Jones. To the list, Haunted Mansion could easily be added as well as the underground queue of Journey to the Center of the Earth at Tokyo DisneySea.

What others come to mind?

Next: Multileveling
 

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