The Future of Disney Attractions?

jrriddle

Well-Known Member
Original Poster
From the LATimes:
http://www.latimes.com/business/la-adfi-disney1may01,0,331126.story?coll=la-home-headlines

Disney's Tomorrows Turning to Technology

Designers are creating games and rides at the theme parks which aim to draw in the children who have grown up with video games.

By Richard Verrier

Walt Disney Co. these days has more than one mouse on its mind.

As it ramps up a worldwide celebration this week marking the 50th anniversary of Disneyland, the Burbank company knows it can no longer rely solely on Mickey and his friends to lure sophisticated young consumers into the Magic Kingdom.

Increasingly aware that children today are "born with a mouse in their hands," as one expert puts it, Disney scientists and designers are working overtime to appeal to the Internet generation. The goal: to make the park's next half-century as profitable as its last.

"It's all about trying to keep our entertainment relevant to the way kids are growing up today," said Marty Sklar, principal creative executive of Walt Disney Imagineering, the company's in-house think tank. "We don't want to get left behind."

Over the next several months, Disneyland is set to unveil a new crop of immersive and interactive attractions designed specifically to hook tech-savvy youngsters raised on computer games, digital effects and MP3 players.

Some ideas, such as a computer-animated clown fish (the star of the film "Finding Nemo") that swims around a submarine ride filled with park visitors, will come to life inside Disneyland. Others, such as a Magic Kingdom virtual reality game, will be accessible via the Web.

Then there's Buzz Lightyear Astro Blasters, a "Toy Story"-inspired space ride that will bridge the online realm with the physical world in what Disney designers are describing as an industry first. Beginning in June, Disney fans sitting at their home computers will be able to team up with park visitors to fight the evil Emperor Zurg, shooting at targets and ac*****ulating points.

"We're in the business right now of really inventing a new genre of entertainment," said Bruce Vaughn, the Imagineering vice president of research and development.

It's about time, industry analysts say.

Four years ago, when Disney opened California Adventure, which sits like a barnacle affixed to Disneyland, critics panned its abundance of off-the-shelf rides and lack of innovation. While the park has since upgraded, including last year's $60-million thrill ride the Twilight Zone Tower of Terror, its attendance continues to fall short of projections.

Moreover, Disney's biggest competition these days isn't from traditional rivals such as Universal Studios, but from video gaming companies and others that vie for the short attention spans and entertainment dollars of youngsters.

According to a recent survey by Nielsen Media Research, 13- to 17-year-old gamers now spend an average of $39 a month on video and computer games — nearly as much as the price of a single theme park admission. The $24-billion gaming industry has become the fastest growing sector in entertainment business.

"Many kids are saying, 'Why should I go to Disneyland? I'd rather play my video game at home,' " said Martin Lindstrom, a branding expert who has consulted for Disney. "We never heard that before."

As Lindstrom sees it, there is a growing divide between youngsters weaned on computers and their parents, whom he dubs "the monologue generation."

Raised on more "passive" media such as TV, newspapers, radio and billboards, adults are content with linear entertainment experiences that unfold in a traditional, story-like way. They are more patient (read: willing to wait in line) and, Lindstrom says, can only cope with about 1.7 channels of communication at once.

Children, by contrast, can simultaneously master 5.4 channels of communication (from surfing the Internet to text messaging to talking on the phone). They yearn for entertainment that is frenetic, multi-sensory and interactive. Used to video games that have different levels of play, they want to experience something new every time.

The situation echoes the Pixar/Disney movie "Monsters, Inc.," in which a society of monsters faces a shortage of the energy source upon which they rely to produce electricity: the screams of little children.

"Kids these days!" the power plant's boss says at one point. "They just don't scare like they used to! Times have changed. Scary isn't enough anymore."

Figuring out what will be "enough" for today's kids poses a special challenge for theme park operators, whose industry has been rocked by its own roller coaster ride.

Although parks recently have seen a rise in traffic, they have yet to recover fully from the Sept. 11, 2001, terrorist attacks that decimated the travel industry. Since then, the industry has been buffeted by everything from recession to high gasoline prices.

Disney's competitors have been struggling. Under their new owners, General Electric Co., Universal Studios last year canceled plans for a theme park in China, sold its stake in a park resort in Spain, and has scaled back its design team. And Six Flags Inc., one of the nation's largest park operators, has faced heavy losses.

But no one has more to lose than Disney, the industry's biggest player. At stake is not only the estimated $8 billion in revenues that the parks bring in annually, but also the future of the Disney brand. More than perhaps any other company, Disney's entire range of businesses, from merchandise to movies to television, depend in large part on luring customers at a young age and keeping them for life.

In the past, at least, that's something at which the stalwart U.S.-based parks — the original Disneyland in Anaheim, and the company's biggest resort, Walt Disney World in Orlando, Fla. — have excelled.

The parks were Disney's cash cow over much of the last decade, helping to deliver record profit year after year. But business was sluggish even before the terrorist attacks of nearly four years ago.

Although overall attendance is growing steadily at both Walt Disney World and Disneyland, fewer international visitors are coming despite the weak dollar. And Disney was recently forced to bail out its Euro Disney resort after the company faced steep financial losses.

Undaunted, Disney is opening its newest theme park this fall, in Hong Kong. But especially as chief executive-elect Robert Iger takes the reins, the folks at Walt Disney Imagineering who are responsible for research and development say there is new emphasis on reexamining the existing parks, as well.

After a recent vacation at Walt Disney World, for example, Iger raved about Turtle Talk With Crush, in which a digitally animated sea turtle character from "Finding Nemo" converses "live" with guests at Epcot's Living Seas pavilion. Although Iger does not officially succeed retiring Disney CEO Michael Eisner until Oct. 1, he has already made it clear he wants to wow park visitors with high-tech attractions developed within Disney.

"Bob is challenging us ... to continue that tradition that Walt really started," said Tom Fitzgerald, Imagineering executive vice president, referring to the park's founder.

As the Imagineers see it, Walt Disney was the original gamer. When he created Disneyland in 1955, he wanted it to transcend the carnival-type rides already familiar to consumers. Instead, he sought to marry technology and storytelling to take children, and their parents too, into virtual worlds.

Science fiction writer Ray Bradbury once wrote that he would forever be indebted to Disney for "his ability to let me fly over midnight London looking down on that fabulous city" in the Peter Pan's Flight attraction at Disneyland.

But some critics say that grand tradition has faltered in recent years, citing especially the struggles of two of Disney's newest parks, California Adventure and Walt Disney Studios near Paris.

Roy E. Disney, Walt Disney's nephew, has blasted Disney management for building those parks "on the cheap," in part by outsourcing the rides. Others have dubbed California Adventure a "Wall Street Park" driven more by budgets than creativity — a claim Disney executives have fiercely disputed.

Disney executives declined to discuss how much money they are spending on interactive attractions, but they say these new ventures are far less expensive than traditional "iron rides" that cost up to $100 million or more. The rides are also more adaptive, meaning they can be easily — and relatively cheaply — updated to keep them fresh.

Disney is not alone in taking aim at the Internet generation. Later this month, Legoland California in Carlsbad plans to introduce a robotic ride that allows riders to select the intensity of their experience as they become knights in training in a medieval tournament.

Farther from home, the government of Dubai, which hopes to become the "Orlando of the Middle East," has hired Craig Hanna, an "experience design" consultant and former Universal Studios executive, to develop rides with online components.

"Park operators are starting to realize that building bigger, better roller coasters isn't the [way] to grow attendance," Hanna said.

Some of Disney's past interactive efforts have stumbled. A nationwide rollout of DisneyQuest, an indoor theme park with a host of interactive rides, never occurred.

Still, to visit the Glendale warehouse that doubles as the Imagineers' R & D headquarters is to be deluged by new ideas.

Under one scenario being considered, for example, visitors to Epcot would receive messages over their cellphones from Disney Channel character Kim Possible. Kim might tell them where to find her arch-nemesis Dr. Drakken or how to unlock secret codes around the park. Each player could adjust the experience according to skill level.

"Suddenly, it's really incredible what we can do," enthuses Vaughn, the R & D chief. "We've been waiting for this audience, which wants and desires and expects great involvement."

That audience will soon get to meet Lucky, a 20-foot audio-animatronic dinosaur, who beginning this month will stroll through the Animal Kingdom theme park in Orlando, smiling, grunting and belching. Guided by a puppeteer and robotic controls, Lucky will be the first of what the Imagineers hope will be several robotic "living characters" that interact with park guests all over the world.

This summer, meanwhile, the "Virtual Magic Kingdom" game will let computer users create their own characters and navigate through a theme park modeled on Disneyland and Walt Disney World's Magic Kingdom.

Contestants will perform a series of tasks — a multi-level ship-to-ship battle in Pirates of the Caribbean, for example. But to collect any prizes they win, they'll have to go to a special kiosk inside Disneyland or Walt Disney World.

For Disneyland's Buzz Lightyear space ride, Imagineers designed software to link the ride systems to the Internet. When players at home hit an alien target, it sets off a light in the ride at Disneyland, giving players in the park the chance to score extra points.

The game may eventually connect with similar games in Tokyo, Hong Kong and Florida, creating the possibility for global tournaments.

Such experimental, experiential attractions, said Sklar, reflect the same ideas Disneyland was built upon.

"Walt , would love this," he said. Whether kids will, of course, remains to be seen.
 

jrriddle

Well-Known Member
Original Poster
While I'm glad that Iger is taking the parks seriously and "challenging" the Imagineers, I'm taking a wait and see position.
I really hope that this isn't the end of the traditional Fantasyland darkride. Or HM, PotC.
IMHO these will remain popluar to a large segment of the themepark crowd (non-tweens) and have a place in the future.
 

CTXRover

Well-Known Member
I'm glad to hear Iger challenging the Imagineers to come up with stuff that will "wow" park visitors with new "high-tech attractions developed within Disney". What that will be might be is up in the air. It could be anything from more smaller-based attractions like Turtle Talk or Lucky AA's to developing rides that incoporate that level of interactivity with the surroundings. Imagine a ride where the characters, whether they be an AA or animated characters on a projection screen talks and interacts directly with people in ride vehicles as they pass by. I think its the right direction to go to up the interactivity level with the current generation. It does seem to take a lot more to wow audiences these days. In terms of rides with interactivity, Buzz has been a smash hit and MS's level of interactivity is quite fun (although I do wish it actually altered the ride a little depending on how your team does, minor complaint though).

We'll see what comes of this. Hopefully good things.
 

yoyoflamingo

Well-Known Member
Anyone else notice the mention of the subs at Disneyland? This to me is more official than the rumors we have heard. Wonder if Disney is mad they let it slip before the "official" annoucement.
 

CTXRover

Well-Known Member
yoyoflamingo said:
Anyone else notice the mention of the subs at Disneyland? This to me is more official than the rumors we have heard. Wonder if Disney is mad they let it slip before the "official" annoucement.

Eh, its coming in 4-5 days anyway. Hopefully they don't care. Afterall, they're going to be announcing a Monsters, Inc ride for DCA also and they've made that pretty obvious now even though nothing official has been announced. The repainted facade for the former Superstar Limo ride is almost done, complete with the <M> logo for Monster's. Talk about giving it away :lol:
 

GenerationX

Well-Known Member
Thanks for posting the article, jrriddle! This is one of the best examples that Disney management "gets it". The "Wow factor" is the key, and Disney needs to continue to provide it in order to survive. The further technology advances, the more weapons the Imagineers have in their arsenals. It's good to hear they'll be using them.
 

Pumbas Nakasak

Heading for the great escape.
Fewer overseas visitors?? I know its no genuine barometer , but.....

When we first visited in 94 Virgin flew one 747 from Gatwick daily there’s now two and a further daily flight from Manchester. Orlando is the UKs top long haul flight destination so does this mean brits are flying to Florida but not going to Disney?

As for all this virtual reality stuff, if its so great Disney Quests would be springing up everywhere.
 

erasure fan1

Well-Known Member
I think its great to hear that Disney is looking at "interactive" rides. I am 30 and a huge video game player. Its not just the 10 to 15yr olds and I hope they understand this. Buzz lightyear is a good start but imagine the possibilities, you can be on a ride like pirates and shoot back! This is the next step in rides and is a fantastic idea. The only thing imaginiers need to rememberis, it all starts with a story.

 

Huck

Active Member
Pumbas Nakasak said:
As for all this virtual reality stuff, if its so great Disney Quests would be springing up everywhere.

I think "interactive" is really the thrust, rather than "virtual reality". The two are not exactly the same. You can interact with any attraction whether it is virtual or actual reality.
I think you're right about VR. Technology hasn't allowed VR to be more than a stationary experience. Beyond the initial "cool" factor of VR, it seems to stale quickly, for me.
 

KevinPage

Well-Known Member
As a 32 yr old lifetime and current video game player I must admit I don't really care for "interactive rides". I don't mind them adding elements to "some" of the rides like Buzz and Mission Space, but generally when I go a theme park, especially a Disney park, I want to sit back and enjoy myself and let the story unfold. I don't want to do any work at all.

If done "properly" this could be a great addition to "some" attractions, but not all of them.

:D :D :D
 

-SIR-

New Member
If you want to keep classic disney attractions get your kids off of that darn video game and throw thier butts outside!! (oh god I sound like my mom) :D
 

Sherm00

New Member
"Park operators are starting to realize that building bigger, better roller coasters isn't the [way] to grow attendance," Hanna said.

was my favorite part.


I think they are finially starting to get it. maybe the is the start of something good. lets hope.
 

Pumbas Nakasak

Heading for the great escape.
It depends what falls into each classification. IMHO Men In Black, is a dark ride that has an element of interactivity. and that’s how it should be. Now if Disney were to do a Buzz but go beyond a few cardboard cut outs.
 

Disneyfan1981

Active Member
I'm impressed on Iger's intentions so far and am interested to see what comes of his taking over the helm in a few months. Should be interesting to see how this influences that parks but I hope they just improve and not do away with. I'm 24 and I still get a kick out of Fantasyland ride I rode when I was seven for memory's sake.
 

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