What you see in the queue is real. Those books are indeed shifting, and that sea captain's grave is leaking - after all, get too close and you'll get a bloody nose, as you say. The question of what is real or imagined, as it pertains to the queue, is not whether all of that is actually happening. Rather, the question casts doubt on what is the true form of these physical structures. When you actually perceive ghostly manipulation as it happens, the transformations are, as you correctly state, purposefully executed to make you disoriented and ponder the question of whether this is real or imagined. Part of you is trying to reassure yourself that these transformations aren't really happening. However, the other part of you dreads the possibility that the ghosts can manipulate the environment, which makes you apprehensive about being harmed. Then, and only then, would you begin to wonder about the queue crypts in hindsight. You can try to convince yourself that the crypts were always like that, but the doubt disturbs you. The possibility that the ghosts can distort structures is scary for another reason. If ghosts had warped the crypts, there was no tip-off whatsoever. All of it was hidden in plain sight, and, even now inside the house, when you have acknowledged the possibility of ghostly distortion, every subsequent occurrence surprises you and happens too quickly for you to detect a pattern. Perhaps you're just paranoid. But, these distortions in the house have been too frequent and unsettling to gamble on the livelihood of your imagination. The crypts have demonstrated the stealth with which the ghosts can exercise this ability. Your blindness and vulnerability to anything that could be lurking around the next corner is creepy and unsettling. That is how the queue contributes to the spookiness of the first act. It doesn't require guests to understand the ride mythology of ghostly manipulation as they are waiting in the queue, either.Guys, I appreciate the debate very much. It's one reason I posted here, knowing full-well I'd be taking a minority position and viewed as an reactionary. I also figured I'd get some good feedback and alternate views, and I have. I'm eventually going to write a review at the blog, and this kind of thing sharpens and—yes—corrects one's thinking.
Goof07, your argument that the "wobble back to normal" by the queue may simply be unobserved (like the house going to decay) overlooks the fact that the wobble back to normal is something they do with the deliberate intent of you witnessing it. If they don't want you to be able to figure out if you're going crazy or if you're witnessing supernatural activity (so as to unnerve you), then they're going to want you to see things looking normal between flashes of impossible distortions.
You think that maybe the good ghosts are happy materialized or not, and similarly the bad ones unhappy either way. Okay. Perhaps the wacky phase of the queue is the result of the happy ghosts twisting things around, so they have no desire to make you nervous and don't flash back and forth in front of you? I'm having great difficulty in swallowing the notion that you need to already have these specific and less-than-self-evident metaphysical ideas clear in your mind before you can even begin to make sense of the presentation, but let that go. It still doesn't work. Maybe the Captain, the Organist, and Prudence are happy campers, but the Dread bunch look mostly mean and unhappy, and there's an unsolved murder mystery involving the whole lot of them. Are they supposed to be good, contented ghosts, resting in peace? Aren't they (most of them anyway) exactly the sort you would expect to issue in restless, angry, and possibly malevolent spirits?
It's been an interesting exploration, but in the end I don't think the "oscillating queue" theory is going to work. The Dread family is not likely to be resting in peace any more than coffin guy, and if they're diddling around with their funerary artwork, it's not likely to be for your amusement. And I still can't see how you could possibly say "it's not your imagination, it is real" any more emphatically than by sliding stone books in and out while your hand is right on them, in broad daylight.
As for the question of friendly vs. malevolent spirits in the queue, it is possible that, in this form, the sinister-looking Dreads not as powerful as the ghosts in the house, which leaves less capable of bringing serious harm unto you.
As far as I know, the only knowledge of the Dread family you learn comes from their busts in queue. That's not that much more extensive than what you learn about other people in the queue whose names are strangely similar to former Imagineers. The danger of diluting the overall effect with too much story is real as far as the design process goes, but I don't think WDI has placed enough a focus on these characters to do that kind of damage.Forgot to answer this. If the characters are not realistic enough to pass for people in your own world, then you're simply an audience to fictional characters in a fictional world. If they are realistic enough (e.g., the Constance saga), then too much development tends to erode the sense that it's your story, that's all. It's not cut-and-dried. You can get the feeling that all of this is an artificial set up for the REAL story, which is not about you but someone else. There's also the outer limits of "conceivably possible" that you have to avoid in order to maintain believability. How much information about the former residents and ghosts are you really going to pick up on a short visit to a genuine haunted house, unless you sit down in there and read diaries and letters left lying around, or a ghost decides to sit you down and tell you a full story? In the original HM, this was practically nil, on purpose. The WDI tendency to keep putting more and more stories in there corrodes the intended effect, I think. This thing is about you.