Imagineering 201 [SPACE MANAGEMENT]

ThemeParkPriest

Well-Known Member
Original Poster
Toyness: sometimes it is better to create a toyish land (or building) rather than "an entirely realistic themed environment" (p. 166). This artificiality can lead to guests being able to take in the theme park in a more childlike perspective. Certainly Toy Story Land takes this idea to the extreme. But a ride like Its a Small World, especially with its the facade/entrance (I'm thinking especially the ones at DL/DLP/TDL/HKDL but even the one at the Magic Kingdom), makes one young at heart again.

What other places at theme parks do you realize their Toyness?

Up next: Managing Expectation
 

ThemeParkPriest

Well-Known Member
Original Poster
Managing Expectations: the basic idea is that underselling of an attraction (or land) will ultimately improve the guests' satisfaction. Younger cites two examples. The first is that Main Street U.S.A. is successful as an entrance land, because it slows things down for the guests. That way they are better able to appreciate the thrills and stories that await them in the other lands. The other example is Pooh's Hunny Hunt (Tokyo Disneyland) that appears in the facade and queue to look like just another dark ride but then only to open up to a trackless ride after the loading station.

What other places in theme parks manage expectations well? Compared with its neighbor Tower of Terror, Rock 'n Roller Coaster's simple stage show building facade implies that we are just going backstage at a studio (the underselling was especially the case before the multi-colored sign with the attraction name was added). As another exam, the entrance and queue for Pandora Flight of Passage (Animal Kingdom) do not necessarily portend the giant screen simulator ride that follows.

Up next: Payoff
 

MickeyMouse10

Well-Known Member
I do that a lot when I make dinner and say "Don't expect much, It's awful!". This way if it's edible everyone thinks it's awesome.

.... People on dating sites however do the opposite.
 

ThemeParkPriest

Well-Known Member
Original Poster
Payoff: In some ways, Payoff is the opposite of Managing Expectations. It’s the design philosophy—lived out in the experiences of guests—that believes that big things in a theme park should have big rewards. If an attraction is going to beckon a guest to come to it (as in the case of a “wienie”), it needs to live up to the hype. The park “icons” (so to speak) like Spaceship Earth at Epcot, the Tree of Life at Animal Kingdom, Tower of Terror at Disney’s Hollywood Studios, and Mysterious Island at Tokyo DisneySea all live this out well. Younger, in the book, talks about how Sleeping Beauty Castle did not have appropriate payoff when Disneyland first opened.
Were else in the parks have you experienced payoff for a land or attraction? Or another way of putting it, when were you clearly not underwhelmed by something?

Up next: The Wow
 

Disney Dad 3000

Well-Known Member
Payoff: In some ways, Payoff is the opposite of Managing Expectations. It’s the design philosophy—lived out in the experiences of guests—that believes that big things in a theme park should have big rewards. If an attraction is going to beckon a guest to come to it (as in the case of a “wienie”), it needs to live up to the hype. The park “icons” (so to speak) like Spaceship Earth at Epcot, the Tree of Life at Animal Kingdom, Tower of Terror at Disney’s Hollywood Studios, and Mysterious Island at Tokyo DisneySea all live this out well. Younger, in the book, talks about how Sleeping Beauty Castle did not have appropriate payoff when Disneyland first opened.
Were else in the parks have you experienced payoff for a land or attraction? Or another way of putting it, when were you clearly not underwhelmed by something?

Up next: The Wow

MFSR and Forbidden Journey are two that are such a huge tease for me. The reveal for MFSR is top notch (it gets me everyt time) and the buildup is solid as well with the queue, Hondo animatronic, and staging area (if a bit rushed here), but the ride experience leaves too much to be desired if you are stuck with 5-year-olds piloting and without multiple missions like ST. Forbidden Journey is a bit similar, though it's not the reveal, because you are clearly drawn to it, and I love the perspective. Again, really good build up, and parts of the ride are fantastic, but other parts were a miss.
 

spacemt354

Chili's
Payoff: In some ways, Payoff is the opposite of Managing Expectations. It’s the design philosophy—lived out in the experiences of guests—that believes that big things in a theme park should have big rewards. If an attraction is going to beckon a guest to come to it (as in the case of a “wienie”), it needs to live up to the hype. The park “icons” (so to speak) like Spaceship Earth at Epcot, the Tree of Life at Animal Kingdom, Tower of Terror at Disney’s Hollywood Studios, and Mysterious Island at Tokyo DisneySea all live this out well. Younger, in the book, talks about how Sleeping Beauty Castle did not have appropriate payoff when Disneyland first opened.
Were else in the parks have you experienced payoff for a land or attraction? Or another way of putting it, when were you clearly not underwhelmed by something?

Up next: The Wow
Tower of Terror and Expedition Everest are two I can think of that live up to the 'payoff' category. Same with Velocicoaster at IoA and Cars Land at DCA.

I agree with Disney Dad that while a nostalgic queue, FJ is a bit convoluted and underwhelming of an attraction. Perhaps it was the novelty of it in 2010 that garnered so much praise, but it doesn't hold a candle to any classic dark rides. I wonder if Rise will maintain its status in 10+ years.

New Fantasyland is something that for me could have been so much more. 7DMT is a solid attraction but surrounding it you have Little Mermaid which could have housed 2-3 Disneyland busbar rides vs one elaborate D/C Ticket ride with an E-Ticket queue. Then rather than a ride we have a ride footprint for a restaurant and a small show. Then we removed a dark ride for another M&G. Combine that with 3-4 years to construct and it felt very underwhelming.
 

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
 

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