Thursday, May 14, 2009

Rise of Interactive Attractions.

In this era technology advances more by combination's of existing inventions, than it does by completely original developments (arguments about the existence of TRUE originality withstanding). The iPod and many other devices increasing gaming features at all times it's not surprising to see other industry's seeing how they can fit in with their systems. Thus theme parks have caught onto the trend, by building interactive darkrides.

The interactive darkride trend is nothing new to the theme park industry (it began in the 90's). But the obvious move towards a more video game like experience wasn't realized, until Disney built Midway Mania.
The ride combines allot of long older theme park concepts. The first being the classic darkride system which involves a relatively slow moving vehicle that goes past scenery indoors. The other is 4D effects. 4D movies themselves are something that have long since grown tired in the theme park market. Originally they were a cleaver spin on 3D movies, simply adding in quick gags like spraying the viewer with water or air guns. It sprawled out into moving seats/floors, artificial scent technology and hidden animatronics. But at this point most 4D ideas have already been done and 3D technology becoming prominent in local theaters.

When drafting Midway Mania, interactivity was probably the primary thought on the designers minds. To bring a game experience to a theme park audience wouldn't be doable if they had kept the theater design. So it's likely that the darkride system was simply used because it is an effective way to move a large amount of people through an experience at a reasonable pace.

The game aspects of the ride aren't especially innovative either. Essentially all of the games are different flavors of shooting at targets (makes since considering that guests only form of interaction is through pull string cannons). The success of the ride is based almost purely on the novelty of the experience (much like Wii mini games). From a development standpoint it really brings to mind minigame collections like Nintendo's Wii Play.

Don't expect a story or immersive experience you might find in more modern games. Also don't expect the trademark all encompassing feeling that rides like Pirates have offered in the past. You'll simply be carted from scene to scene aiming at different types of targets with different types of ammo. The scenes aren't really tied together much besides a few props and painted flats from the side, the 3D is done on what amounts to giant television sets.

The ride is impressive for now, but it feels almost like it's still in beta. It's likely Disney is holding back on this one. There has already been talk on how easy it is to reprogram and add in new footage to the ride (perhaps for Holiday overlays). It is perhaps for this reason that the rest of the decoration inside the attraction is so sparse. Though, that may be debatable considering how elaborate the queue is in both parks. The ride's presence in California Adventure fits with an entire midway area in that park. But they've also built it in their Studios park were the theme connection isn't as logical, and they're planning to build another in the America section of their Tokyo parks (again without much themed tie in).

As a technical showpiece though, Midway Mania shows a bright new more dynamic future for parks that may copy it's success. It will be interesting to see what other interactive innovations Disney's new initiatives will bring.
"Your life will never be Mundania when you play Midway Mania!"

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