74 speaks the truth. There are those within the ranks of Creative, and many of those that are no longer working for Creative, that are a little tired of the reliance on video screens as the center of Universal’s attraction roster. Just like the original FJ concept, Gringotts started out as a nicely balanced ride that included a judicious mix of video and practical sets/show action and effects. Due to the very same reasons FJ suffered the loss of multiple practical, illusion/effect-based scenes Gringotts has become about 85% screen-based. Once again I need to qualify this with a great big – THIS RIDE WILL STILL BE A LOT OF FUN AND MANY WILL FIND IT TO BE SPECTACULAR. Please remember the following comes from someone who has been working on the project for several years now and therefore may see this from a very different perspective than many of you.
The screen-based argument is not a simple issue. The first thing to consider is that show action, AAs, and other types of practical effects can be extremely costly to maintain. When the consumables estimates are done during the design phases for example this is all taken into account. There are currently four LN2 based effects in Gringotts that fire off about every 30 seconds and that adds up to a pretty penny. Another example would be the Goblin AAs that include multiple functions and controls and require an expensive stock of spare parts and tech. services man-hours to perform PMs and maintenance. Not to mention the figure finish and QA. Now multiply the number of AAs and other mechanical show systems and we are talking a massive annual budget just to maintain these components. This is a factor in the decision to rely more upon Video for sure and it gives those in the current upper echelons of the Creative offices ammunition to make their case to the financial decision makers.
I understand all the foregoing but my main issue here is that Creative is not fighting for more “magic” and practical show elements but would rather maintain the status quo. Movie/Video is what certain upper level Creative executive are comfortable with and they really don’t have a full understanding of the theme park medium (at least what some of us would call the “old school” version of theme parks). I know that sounds crazy..that those in charge with conceptualizing the main attractions for a mega theme park company like Universal don’t understand theme park dark rides and attractions but just look at some of their backgrounds and how they talk in the meetings. An argument could be made that they are reinventing the theme park attraction experience and if that is a valid argument I guess I could say I much prefer “old school.” I’m not going to go into the reasons why here because I’ve done it In other posts and certainly many others have also. I would love to see a much more even balance of video and practical but so far we are losing that battle mainly due to the two reasons I’ve outlined in this post: Cost and a design philosophy/laziness.
Yes a budget needs to be worked up and adhered to in order to ensure the financial success of any project. What is wrong in this case is that they barely even care to work with the existing budget and adjust the concept because of ignorance. They feel the attraction will be successful (which it will be of course) using the tried and true formula (Spiderman, Transformers, Simpsons). I hate to bring it up and I can hear the groans virtually as I type but…Tokyo Disney somehow manages to budget full-fledged AA shows and rides and keep them in 100 percent working order. Please don’t tell me it’s just because they are in Japan because supposedly Florida’s Magic Kingdom gate revenue is larger than TDL. I have seen similar quality at Hong Kong Disney. Mystic Manor is a fantastic recent example of a balanced use of video and practical that is elaborate, impressive and very well maintained. So the examples are out there if anyone at Universal would like to see.
I’ve also pointed out many times how much visitors will be amazed when they tour Diagon Alley and ride the Hogwarts Express and Gringotts. It is a fantastic land and perhaps these, what some would call, minor criticisms will be forgotten once it opens and people see it for themselves. There are some jaw-dropping sets and details that will satisfy theme park fans and tourists. Gringotts is really BIG and the scene 7 finale will be exciting. Hogwarts Express to me will become one of the “classics” which should prove to anyone that I’m not completely against video. In the HE case the video is balanced with some practical sets, effects, and not to mention the way the video is being utilized is innovative. So I'm not saying Diagon will be bad obviously. My purpose in writing this is to echo what 74 is saying as well as educate some on what could be an even more exciting Universal future if the right people wake up and start questioning Creative’s design strategy and philosophy.
In summary I can't wait for you guys to see Diagon and the many wonders it has to offer but I’m also disappointed that we are only seeing a percentage of the potential it could have been. It’s true that every project team has criticisms and most visitors will never know or even care about what they might be missing when experiencing these new attractions. But that is the beauty of the internet. In this case it’s allowing me to express my concerns anomalously in the hopes that the message will reach the right ear and make someone think before the next project concept is locked down. At the very least maybe a few Universal visitors will mention it in one of those surveys they take.