Welcome back, readers, and after a few glimpses on the external and visibility aspects of the Wonders of Life pavilion in this hypothesis-centered series, here are a few past articles in case you would like more information, or have just missed it:
- The Interior (Design, Structure at a Glance)
- Music Playlist
- Floorplan, Attraction Categories
- Colour and Design Schemes
- Sponsorship and Character Involvement
- Advertising, Promotion and Visibility
Theme and Attraction Focus
a. Overall Pavilion Theme
With regards to the previous posts, especially with the design of the interior and some changes in colour scheme, it might be time to look at the bigger picture and consider the overall themes of the attractions and the pavilion as a whole. Given that handfuls of visitors come to the parks for the experience, it would be of great importance to ensure the theme remains not just consistent, but appropriate in three ways - the attraction's purpose, the pavilion purpose, and its part in its residential area. That is, if you look closely at Wonders of Life with intent to revive it, putting together an overall pavilion theme would have to consider the following:- The theme would have to reflect on the pavilion's overall purpose, and its purpose was to educate yet entertain and involve guests into picking up healthy habits...
- The theme would also have to either blend in or intertwine and unite the other pavilion's exhibits and attractions, or at least capture their niche within the pavilion.
- The theme would also have to reflect on its place in Future World. Obviously in the past and with regards to theme, the pavilion was not exactly up to par with regards to design for the future. The bright colors and confetti-like pattern schemes severely rooted the pavilion aesthetics into the early 90s.
With regards to suggestions for themes that would not only fulfil the above three points, let's figure out a few solutions that could do Wonders of Life a possible reviving service. Taking aesthetics and design out of the picture, let's leave aside the 'carnival' theme and consider the following...
- The Futureport/Terminal Theme
- Aptly named, the Futureport theme owes its influence from Horizons (RIP), and how the pavilion will be placed together will be in the form of a large airport terminal, with various portals leading to the attractions.
It would be an interesting starting point in regards to presenting any upcoming attraction times as scheduled (for instance, for an innerspace ride, it's not just "one mission every 15 minutes", it would display its exploration locations, as well as the exact disembark time, and calculating the wait time to catch the desired location, the estimated 'queue by' time). The environment it would likely emulate would be an airport terminal (sans the luggage carousel and everything else), but let's leave it as minimal, so it won't interfere with the theme assigned to each attraction.
- Attractions that would benefit from the theme module
- Body Wars (or similar), Cranium Command
- The Interactive Science Fair Theme
- This would prove engaging and attractive with regards to the kinesetic aspects of the pavilion attractions and exhibits (such as Fitness Fairgrounds and Sensory Center), and even any interactive aspects per attraction (if any). Of course, in the case of attraction queues, perhaps information plaques, and even demonstrative displays providing information to the guests while waiting in line might probably carry on a piece of the theme.
- Attractions that would benefit from the theme
- Sensory Funhouse, Fitness Fairgrounds, niche incarnation for Habit Heroes (or similar)
- The Interactive Medical Showroom
- This theme could work well in some areas, such as the Medical Innovations sections and especially the Innerspace aspects of the pavilion (see Floorplan, Attraction Categories for more information), and this theme would best reflect the futuristic aspect of (obviously) Future World. Environments that would be emulated to a referential extent would include the laboratory and hospital wards. However, keep in mind that not everyone might consider a hospital visit their idea of a vacation (aside from some triggers that some guests might find sensitive, so toning down to the demonstrative minimum would be made do.)
- Attractions that would benefit from the theme
- Body Wars (or similar), Frontiers in Medicine (or similar)
b. Attraction Theme, i
With regards to the themes arranged and nominated for Wonder's attractions, it would be of assistance to look over the nominated themes for each attraction, and figure out what would be needed to improve, or even fix them for overall ambient results. Despite the themes working for the attractions in their prime, it seems that there are cases where the theme wasn't working for the attraction, let alone reflect accurately certain aspects of the attraction. We shall look at some of the attraction ambience cases below, using two of the most successful attractions for now- Body Wars
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- How it was designed
- At a glance, from the queue corridors through to the boarding areas (as stated in the thumbnails below), Body Wars was designed to echo a state-of-the-art, futuristic medical academy, with a more tourist-oriented exploration empowerment mixed in. As seen in walkthrough videos, photos and many others, the Body Wars attraction ambience apparently radiated the most futuristic to warrant Wonders of Life's incorporation of Future World (and hence it was heavily marketed towards tourists during the height of the early 90s.)
- How it worked/didn't work
- With regards to effectiveness and portrayal, apart from the video screens placed above the queue, there was not a lot of explanations to why you were here.There was nothing particularly engaging, such as the use of informational posters and queue elements - in fact, as crowd numbers dwindled whenever walk-on ride sessions happened in the 2005 and 2006 seasonals respectively, guests found the area creepy and eerie (haunted, perhaps?), cold and uninviting.
While video screens were helpful in showing guests how things went around MET Biotech, it would be then that few guests may pay attention to the screens (especially those who could not be bothered tilting their heads to peek at them), and not to mention the fact that there are those who would rather be given something to read in the queue (written text on plaques) - What would have improved the queue
- Taking into account the Soarin over California (Disney's California Adventure, that is) queue area, you may recall (that or not) that there was archival and historical information pertaining to flight and aviation, and for this reason, the goal of Body Wars (or for a similar pro-thrill replacement ride or system) would be to inform guests about the possible destinations they might be taken through.
Apart from the introductory set of photos, perhaps the illustration below for a reference would be a spectacular opportunity to showcase stunning medical shots (okay, not the kind that turns guests off their food, but microscopic, medically-generated photos.)
There would be some plaques placed serving as a supplementary transcript to the videos, or perhaps hall-of-fame gallery introducing the doctors and crew behind the experience, or the history of the body probes used, or also diagrams and processes. However, the guest may let it all slide by, but that would be excellent brain-food for geeks interested in the details.
This is just one thought pertaining to how the queue would have been designed in some parts of the Body Wars queue - Cranium Command
- How it was designed
- In a stark contrast to Body Wars' more science-fictional ambience, Cranium Command had a more patriotic, military feel, and even then, with a Toontown kind of flair evident (especially with the mid 1990s sign change). Given that the attraction was developed when bright colours were favored well within the crowd through fashion circles, it is not uncommon to find such use preserved through the photos as evidence.
- How it worked/didn't work
- While Cranium Command as a sole attraction was lucky-successful, the ambience areas with regards to giving off a good first impression may have needed a lot of improvement. For instance,
Secondly, despite the recruitment mood being evident within the queue, there's no straight-to-the-point reasons given without some supplementary information. It's a case of "Sure, we are being recruited... for what reason exactly?"
Thirdly, the use of the wall paper colour schemes does not accurately reflect the military nature of the attraction, and hence may as well throw off the guest. So with those reasons, I can probably assume it's a case of 'wrong impression' or 'lack of information' that formed the Achilles heel for this top-brain attraction. Because of this, there were recorded instances of guests in very few numbers investigating the attraction from the queue, and on confusion, they left. - What would have improved
- To the problems above, while some aspects of the queue were fascinating in its own way, the queue would have possibly benefited from a change in colour scheme (away from the fluro-80s but a little into a more Future World vein), as this will help raise the attraction a step higher into the Future World attraction area.
Also, to subtract insult from injury, while this may be a little bit too much by attraction standards, perhaps the placement of the following to set the attraction scene and story might help. For instance, as cited from the above sketches:
- - An obligatory WELCOME plaque, an About Us/What We Do plaque
- Some more scholarly information on the brain (some infographics posted in the 'receptionist part' of the queue), but in this case, in an artistic and whimsy take on the brain-body functions (this could be a monumental promotional piece!), paying homage to the original attraction.
- Of course, the recruitment posters can be kept, as a historical key item (think recruitment through the years of the organisation), and also the brainteasers (interactive/changing) and Hall of Brains gallery (the brains idea is excellent, but this might need a brief informational plaque for novices) can be kept there as an excellent and fascinating reminder.
- Plus, the medallions do serve a military reference, but it can help with regards to facing issues and performing outstanding notable feats (expand the range with some information, as I think three just isn't enough to tell the whole story.)
While all this is didactic at parts, perhaps at least the guest will get an idea on what goes on in the organisation (and heck this could form a backstory towards some characters!)
- - An obligatory WELCOME plaque, an About Us/What We Do plaque
- These only cover two of the most profound attractions in Wonders of Life's history, and they serve as possibly some examples on what could be improved upon the certain aspects of the entrance and exit aspects of the attractions. Of course, by today's standards, while both entrances may be inoperable to work on, let alone access now, remember that these are only hypotheses on what the updated queues and entrances would have looked like by now.
Until next time, readers!
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