I don't think @TROR knows the difference.All art in its true form is both objective and subjective equally. Objectively is the process in which the art was created, subjectively is how one feels about the completed piece.
Basically if one is talking about or describing the art using feeling words, that is subjective.
Or is being contrarian for the sake of being contrarian.I don't think @TROR knows the difference.
We've got our share of those types of posts here as well.I joined Rat Chat to see some of the stupid things they post lol
But we joke around with those posts while Rat Chat stays serious.We've got our share of those types of posts here as well.
Great idea for a thread.We've got our share of those types of posts here as well.
Chit Chat or here lmaoGreat idea for a thread.
Here. The Florida side would never understand the joke.Chit Chat or here lmao
That is why the Disneyland side is the greatest!Here. The Florida side would never understand the joke.
Sarcasm was invented on the east coast. It’s our true medium.Here. The Florida side would never understand the joke.
Until the mid to late nineteenth century, art has had a set of criteria that defines it as good or bad. These mostly focus on the subject matter (religious, historical, mythological, portraits, landscapes, and still life all considered good subject matter; I believe I've ranked them from most to least valuable properly) and the quality of art (realistic proportions of people, proper perspective, detail, brush strokes, color, etc.). Usually there's also meaning behind what is displayed for art's primary goal is to communicate with the viewer (for example, in a still life painting there may be a skull to represent death). While these specific standards mostly apply to paintings and sculptures, all mediums of art, whether that be music, poetry, cinema, or theme parks, are still held to specific standards. Subject matter is universal across all mediums.What do you mean by art being objective vs subjective?
You’re hilarious sometimes you know that...Until the mid to late nineteenth century, art has had a set of criteria that defines it as good or bad. These mostly focus on the subject matter (religious, historical, mythological, portraits, landscapes, and still life all considered good subject matter; I believe I've ranked them from most to least valuable properly) and the quality of art (realistic proportions of people, proper perspective, detail, brush strokes, color, etc.). Usually there's also meaning behind what is displayed for art's primary goal is to communicate with the viewer (for example, in a still life painting there may be a skull to represent death). While these specific standards mostly apply to paintings and sculptures, all mediums of art, whether that be music, poetry, cinema, or theme parks, are still held to specific standards. Subject matter is universal across all mediums.
When it comes to theme parks, subject matter still holds great importance. It's what separates Great Moments with Mr. Lincoln from Guardians of the Galaxy: Mission Breakout. One is look back on America's history and one of our greatest presidents, the other is based on a low brow franchise. Whether or not someone prefers the thrills of Mission Breakout doesn't change the fact it is an objectively inferior attraction to Mr. Lincoln on subject matter alone.
Like a painting is judged for its quality of brush strokes, there's also the objective quality standards for theme park attractions. The main four criteria here are the narrative flow, ride vehicles/system, mediums used, and role of guest.
With storytelling for theme park attractions, the best flow for dark rides is the three act structure, much like a film. That's because there tends to be a linear narrative. This is easiest to see in Pirates of the Caribbean. You begin with the small hints of things to come (bayou), a bit more explicit (skeletons in the caverns), and finally everything is revealed (living, breathing pirates). This formula is also used on Tower of Terror (queue/library, mirror, hallway), Splash Mountain ("How Do Ya Do?," "Laughing Place," "Zip-A-Dee-Doo-Dah"), Haunted Mansion (foyer/stretching room, pre seance, post seance), and numerous other rides.
As stated, this structure only applies to narrative dark rides and not towards attractions like Autopia, Dumbo, or the Tea Cups.
The second criteria of ride vehicles/system is how well the ride system represents the property or attraction. Sticking with Pirates, it makes sense to have it be a boat ride as pirates sail the seas. The ride vehicle goes along with the story. With Indiana Jones, that's a franchise about adventure so it makes sense the ride vehicle would be an off-roading jeep. Tower of Terror is a story about an elevator, so naturally the ride vehicle should be an elevator. Star Tours is based on a franchise about space travel so it makes sense to have a flight simulator as the ride system with the gritty Starspeeder 3000 as the vehicle.
Mediums is really just the difference between full sets with advanced audio animatronics, static figures, blacklit plywood, and screen based attractions (that's from best to worst). Pirates of the Caribbean, which is primarily full sets filled with audio animatronics, is an objectively better attraction than Toy Story Midway Mania, which is all screens. Having audio animatronics and full sets creates a more realistic and believable environment just as well proportioned and proper perspective creates a better painting.
You can even get into the craftsmanship of each items within the medium. With screen based rides, they tend to work best with physical environments on screen rather than CGI (compare Soarin to Soarin 2) and without actors. With audio animatronics you can judge them as sculptures. So on and so forth.
Lastly, there is the role of the guest. Again, Pirates of the Caribbean. This is a passive attraction. It's a leisurely cruise. This is how narrative attractions should be. Second is the rider is the main character but the ride does not interact with the rider (Fantasyland rides), third is the rider interacts with the ride (Astro Blasters), and worst is the ride interacts with the rider (Mission Breakout).
There are, of course, other simple ways to evaluate an attraction. These are things such as thematic consistency of an attraction in its land (a Pixar ride should be in a land about Pixar), thematic consistency within the attraction itself (blatant references to things outside the attraction should not exist within an attraction), how much fun an attraction is, etc.
I'm tired of typing so I'm just wrapping it up here, not fully developed. There other things I didn't even talk about like how theme parks are a visual medium so the stories should be told visually.
I should just write a book on this instead of cram everything into a post on an internet forum.
I'm right.You’re hilarious sometimes you know that...
I'm right.
Art is only subjective over what one enjoys, but what makes art "good" is objective. To say otherwise is to make the world centered around you, which it is not. The viewer is not the one who defines what is good.
The problem with this view is that it places man in the center of all things. Man is not the judge on what art is good and what art is bad because man is not where beauty originates.I'm sorry but you still miss the mark. You must have taken some Art Appreciation class and are just regurgitating what the professor told you. By your definition the viewer is inconsequential as they are passive to the experience of whether something is good or bad. However that is just not the case and is rather insulting. And if really was true then there could really never be a judge of what is good or bad, as all art would be good.
Let me give you an example, the art of telling a joke. You can have best joke that has all the correct things that make it objectively a "good" joke, timing, subject matter, setup, etc. But if the joke still bombs it is subjectively a "bad" joke because no one laughs. Meaning that no matter how "good" the art is objectively from a creation standpoint, if its subjectively "bad" to the viewer its still "bad".
Or how about another example. An artist creates a portfolio of their best work, shows it to some galleries, and impresses a gallery owner. The owner sees the artist has a lot of talent and is objectively good. So good in fact they have a showing in their gallery. However no one that attends the showing is moved by the artists work in fact most walk out. The showing is deemed a failure because if the art doesn't produce positive feelings in at least some it subjectively seen as bad art.
To put it back into the theme park context. You could have the best art driven attraction the world has ever seen. But if it doesn't resonate with the park guests, then its a bomb no matter how beautifully created it might have been.
Bottom line the viewer of the art plays an important role of what is considered good or not, no matter what that art maybe. If they didn't the Mona Lisa would just be lying in the corner of some basement in Florence instead of on a wall in the Louvre for all to see. Or to say it another way, art for the sake of art is meaningless if no one subjectively appreciates it.
you're objective!Art is objective.
The problem with this view is that it places man in the center of all things. Man is not the judge on what art is good and what art is bad because man is not where beauty originates.
A piece of art may be created by man, but what is and isn't beauty existed before us.We're talking about art here, not theology or the origins of the universe. The art didn't appear out of nowhere, there was no big bang and then all of sudden art. So of course man is where the beauty originates. It is man who creates it, it is man who defines both objectively and subjectively what is beautiful about it, it is man that is at the center of it. Without man there is no theme park for us to be discussing here.
Register on WDWMAGIC. This sidebar will go away, and you'll see fewer ads.