Will Disney Keep Us Amused?
Brooks Barnes
The New York Times
February 10, 2008
ANAHEIM, Calif. — VISIT
Disney’s California Adventure — a 55-acre theme park
next door to the fabled progenitor of the modern
amusement Mecca, Disneyland — and you will find a noisy
reminder of what happens when a company loses its focus
and cuts corners.
The Walt Disney Company built the park on the cheap in
2001, and many rides are copies of familiar carnival
workhorses like the Ferris wheel. A lack of landscaping
can leave guests sweltering. Outdoor shows were borrowed
from other Disney properties. And the theme, built
around tributes to California, is modest except for an
occasionally unintentional ghost-town atmosphere: The
park draws about 6 million visitors a year, a trickle
compared with the 15 million who swarm Disneyland.
Now, Disney is embarking on a $1.1 billion, five-year
effort to get California Adventure on track. The
blueprints call for ripping out ho-hum rides and adding
elaborate new ones, rebuilding the park’s entrance — a
hodgepodge of turnstiles, a miniature Golden Gate Bridge
and pastel tile murals — to shift the focus to Disney
iconography.
In June, Disney will unveil a glimpse of the
shoot-for-the-moon bet it is making on California
Adventure’s makeover, with the introduction of a ride
called Toy Story Mania. More than three years in the
making, and estimated to cost about $80 million, the
attraction essentially puts guests inside a video game.
Riders, wearing 3-D glasses, board vehicles that career
through an old-fashioned carnival midway, operated by
characters from the popular “Toy Story” film franchise.
Vehicles stop at game booths — 56 giant screens
programmed with 3-D animation from Pixar — and riders
play virtual-reality versions of classic carnival games.
But much more is riding on the attraction than a complex
turnaround of just one theme park. Toy Story Mania,
which Disney is also installing in Florida, reflects the
larger pressures and challenges facing the company’s
$10.6 billion parks and resorts business. To stay
relevant to younger, digitally savvy visitors while also
delivering growth to investors, Disney, the company that
invented the modern theme park, knows that it has to
devise a new era of spectacular attractions rooted in
technology.
One-upmanship increasingly drives this intensely
competitive business, and Disney’s rivals are also
trying harder to gain market share. Universal Studios,
part of NBC Universal, has more than quadrupled its
spending on new rides, introducing attractions in
California and Florida that are based on “The Simpsons.”
Universal is teaming up with Warner Brothers to bring a
small Harry Potter-theme park to Florida in late 2009.
Niche players like SeaWorld and Legoland are also
muscling in on Disney’s territory.
At its core, however, Toy Story Mania represents an
effort to solve a puzzle that poses a much larger threat
to Disney and the broader amusement park business. The
quickening pace of daily living, advances in personal
technology and the rapidly changing media landscape are
combining to reshape what consumers expect out of a
theme park, Disney executives say.
Toy Story Mania, which carries a modest price tag
compared with some other Disney efforts, demonstrates
one way that the company is fighting back, said Jay
Rasulo, the chairman of Walt Disney Parks and Resorts.
“Bigger and more expensive is not necessarily the
answer,” Mr. Rasulo said. “You want people leaving
thinking, ‘Wow, only Disney could do that.’ ”
Consumers’ fixation on instant gratification and
personalization has been reshaping the entertainment
industry for some time, but it has finally caught up to
the theme park business in visible ways. For instance,
Disney has spent much more effort — and money —
developing ways to entertain people as they stand in
line for Toy Story Mania.
An animatronic figure with an estimated $1 million price
tag will sing songs and interact with guests as they
wait. Employees dressed as “Toy Story” characters will
stroll among the crowds.
“There’s an erosion of patience,” said Bruce Vaughn, the
chief creative executive for Walt Disney Imagineering,
the company’s development group. “People’s tolerance for
lines is decreasing at a rapid rate.”
Mr. Rasulo said that younger visitors, in particular,
expect customized entertainment. So Toy Story Mania’s
computers will accommodate riders of various skill
levels.
“Guests are pretty much no longer interested in being
passive viewers,” Mr. Rasulo said.
To address shifting tastes, the broader amusement park
industry will have to rewrite its operating rules, said
Jerry Aldrich, the founder of Amusement Industry
Consulting. “Disney is already there, but a lot of parks
are just waking up to this,” he said.
The health of the parks and resorts unit is crucial to
Disney’s overall performance. Its lucrative sports unit,
ESPN, makes more money, and its movie studio basks in
Hollywood glamour. But the parks, where people interact
with Mickey and his pals, are the reason that the Disney
brand is so powerful, analysts say. As the theme parks
go, so goes Disney.
Lately, Wall Street has been sounding alarm bells about
the unit — and not just about California Adventure.
While Disneyland and the cluster of Florida parks that
make up Disney World have been churning out record
profits on strong increases in attendance, some
investors worry that the troubled domestic economy will
tear a hole in the business. In late January, a
Citigroup analyst downgraded Disney’s stock to a sell,
citing concern about lower demand for hotel rooms at the
resorts.
DISNEY strongly rejects the skepticism, and some other
analysts agree. Disney’s chief financial officer, Thomas
O. Staggs, said the company saw no indication that
consumers were cutting back. “We are pleased with the
current pace of business at our parks, particularly
given the record attendance we achieved last year,” he
told analysts on Tuesday during a conference call, held
as the company released fiscal first-quarter earnings.
Vacationers from Europe and Asia, benefiting from a weak
dollar, could pick up some of the slack in the event of
an economic downturn, but that could lead to
cannibalization — Disney needs those same visitors to
patronize theme parks in Paris, Hong Kong and Tokyo.
Although its performance has drastically improved from
its early days, Disneyland Resort Paris is still
struggling after 10 years of changes and heavy capital
investment. The park in Japan is cruising right along,
but attendance at nearby Hong Kong Disneyland, the
company’s newest park, has fallen more than 25 percent
since its 2005 opening. Disney told analysts on Tuesday
that attendance in Hong Kong has recently “improved
significantly” because of new promotions.
To make certain that Toy Story Mania is a hit — part of
a strategic effort to keep mining revenue from the
13-year-old “Toy Story” franchise — Disney is pulling
every lever in its vast arsenal.
Pixar, the Disney-owned studio working on “Toy Story 3”
for a 2010 release, contributed animation and general
creative advice. Disney VR Studios, the company’s video
game unit, customized software, while the parks and
resorts unit handled the heavy lifting of design and
construction. The media networks division, which
includes ABC, will help publicize the ride once it opens
— along with hundreds of other promotional partners.
“We have an incredible number of engines at this
company, and every one is firing around this franchise,”
Mr. Rasulo said.
WORK on Toy Story Mania got under way on a stiflingly
hot September day in 2005, when a team of Disney
creative developers went to the Los Angeles County Fair.
The goal was to research how carnival games operate.
Two developers, Kevin Rafferty and Robert Coltrin, had
devised an idea for a new California Adventure ride that
would juxtapose the old-fashioned romance of a carnival
midway with high-tech video game elements. They had a
hunch that “Toy Story” and “Toy Story 2,” the Pixar
films about toys coming to life, would provide a good
theme. But they didn’t know much about carnival games.
“We looked at each other and said, ‘Are the games we
remember from our childhoods even relevant anymore?’ ”
Mr. Coltrin said.
At the fair, the two were thrilled as they walked
through rows of game booths — wooden structures that
carnival operators call “stick joints” — to find crowds
enjoying classic games like the ring toss and water
guns. “We were like, ‘Score!’ and gave each other a
high-five,” Mr. Coltrin recalled.
Using digital cameras, members of the development team
documented details, from the colors of the canvas
covering each booth — red and yellow — to how far apart
the games were spaced. They quickly ruled out some games
as options for the ride. “Toss a coin in a cup didn’t
really do it for us,” said Chrissie Allen, a senior show
producer.
But other games, like one in which customers threw darts
at balloons, piqued their interest. “We thought, ‘This
just might work,’ ” Ms. Allen said.
Reassembling at Disney’s offices in Glendale, Calif.,
the team worked on the concept that would become Toy
Story Mania. Because carnivals sell commotion, there
would be lots of flashing lights, barkers trying to
capture riders’ attention, buzzers and bells.
Mr. Rafferty and Mr. Coltrin dreamed up a fanciful
story: The classic toys in “Toy Story” had come to life
and staged a carnival under their owner’s bed while he
was away at dinner. Little Bo Peep would operate the
balloon darts; Ham, the talking piggy bank, would cheer
riders as they tossed virtual eggs at barn animals. The
culmination would be “Woody’s Rootin’ Tootin’ Gallery,”
a twist on old-fashioned shooting galleries.
They would use full-scale 3-D animation, a first for a
Disney ride. That, Mr. Vaughn said, would make riders
feel as if they were inside a video game or a virtual
world. “We look at it as gaming meets immersive
storytelling,” he said.
While Mr. Vaughn and his colleagues were cogitating in
the fall of 2005, Disney had its hands full. Robert A.
Iger had just taken over the company after the exit of
Michael D. Eisner and was working to extend Disney’s
partnership with Pixar, an effort that would result in a
$7.4 billion acquisition.
When Mr. Rasulo and his team presented Mr. Iger with
plans for Toy Story Mania, Mr. Iger was interested but
cautious. Would that dovetail with much larger efforts
to overhaul the entire park? The ride could handle up to
1,500 riders an hour. Was that enough? An improved
relationship with Pixar looked promising, but what if a
deal couldn’t be reached? Would that hinder plans to
build a lavish ride around Pixar’s core creative
property?
But Mr. Iger liked a couple of the important parts of
the proposal. Imagineers (Disney’s term for creative
developers) suggested building versions of the ride at
the same time in California and Florida — a Disney first
— to leverage the development costs. Another component
involved the ease with which the ride could be rethemed
every season.
“The chance to take simple games that people have loved
playing for generations and pairing them with
cutting-edge technology just sounded exhilarating to
everybody,” Ms. Allen said.
BUILDING elaborate models is among the first formal
steps in creating a Disney attraction. Engineers, paying
attention to scale and sight lines, want to find out how
a planned addition would affect the existing park.
Models are built on large tables equipped with wheels.
The company keeps room-size models of entire parks, and
engineers will eventually wheel the new model into that
area to see how it looks.
To give birth to Toy Story Mania, Mr. Rafferty and Mr.
Coltrin went to work turning drawings of the ride into
foam models, toiling in the same 1950s-era building in
suburban Los Angeles where Walt Disney himself once
tinkered.
Tweaks started to happen. The team added turrets to the
top of the ride for a more dramatic flair. They shifted
the direction of the facade by a few degrees to make it
more visible from the park entrance. “And we knew at
this stage that we wanted a little piece of magic out in
front as a tease to people as they waited in line,” Mr.
Coltrin said.
Upstairs, designers entered blueprints for the ride into
a computer program. This would allow them to start
building and refining the entire project, which is made
up of 150 computers, with 90 of them moving around on
the ride vehicles and communicating with one another via
a secured wireless network. With a click of a mouse,
developers could jump to any spot inside in the vehicles
for a virtual dip into how the experience might look to
someone on the ride.
“We don’t want anybody to be able to see multiple
versions of Woody at the same time, and seconds make a
difference,” said Mark Mine, the technical concept
designer. “Every part of the ride has to be magical.
“It is much easier and less expensive to do this before
the concrete has been poured,” he added. “As rides
become more complicated, your ability to tweak in the
field gets harder and much more expensive.”
Across the street, in a cold, unmarked garage, Ms. Allen
helped to conduct “play tests” on rudimentary versions
of the ride. More than 400 people of all ages — all had
signed strict nondisclosure agreements — sat on a
plywood vehicle set up in front of a projection screen
and played various versions of the games. Disney workers
studied their reactions and interviewed them afterward.
“We were looking to see if some effects were too scary,”
Ms. Allen said, “or if there wasn’t enough laughing
happening during certain sequences.”
Among the discoveries: People wanted to be able to
compare scores after they were finished playing, while
some children had a hard time reaching the cannonlike
firing controller, christened by Disney as a “spring
action shooter.” Engineers added a computer screen to
vehicles to display scores and installed the controls on
movable lap bars.
“We were trying to find out things we didn’t even know
to ask about,” said Sue Bryan, a senior show producer.
The ride’s psychological components started to take
shape during this phase. Disney decided that riders were
happier when they got a bigger visual payoff. (One of
Little Bo Peep’s balloons now pops with greater force
when hit with a virtual dart and a blast of air shoots
into a rider’s face.) A game involving shooting at a
paper target was dropped. (“It was hard to make paper
interesting,” Ms. Bryan said.) And developers decided
that the last game before the exit needed to be the
easiest, so riders would feel that they were coming out
as winners, even if they weren’t very good.
After Disney closed the Pixar deal, in January 2006, Toy
Story Mania became more elaborate. Mr. Iger wanted Pixar
— and particularly one of its co-founders, John Lasseter,
who had worked as a skipper on the Jungle Cruise ride at
Disneyland after college — to contribute to creative
advances in the parks. Disney had incorporated Pixar
movies into its theme parks before, but Pixar’s
involvement in those efforts was modest, Mr. Vaughn
said.
“The minute Pixar became 100 percent part of the family,
it could go whole hog and dive in,” he said.
One of Mr. Lasseter’s major concerns about Toy Story
Mania centered on the animation, various developers
said. Disney had hired an outside contractor to handle
it, but Mr. Lasseter insisted that Pixar staff members
who were involved in creating the films should also work
on the ride.
The Disney team had also decided to leave out Buzz
Lightyear, the modern spaceman toy in the films, because
he was already showcased in an older ride called Astro
Blasters. But Pixar felt that the character was
essential to the “Toy Story” franchise. Buzz will now be
a host of a game, and he shares top billing on the
ride’s marquee.
Creating what Mr. Coltrin had called “a little piece of
magic” was another area of special attention for Mr.
Lasseter and his lieutenants. To entertain people as
they waited in line, the developers decided to place one
of Disney’s signature animatronic figures outside. It
would draw attention like a carnival barker, but also be
sophisticated enough to interact one on one with guests,
adding another element of customization.
Only one “Toy Story” figure was considered for the role:
Mr. Potato Head.
WORK on Mr. Potato Head started last year in a heavily
guarded Disney research plant a few miles from the
company’s headquarters in Burbank, Calif. Developers had
to make a five-foot-tall plastic potato sing, dance and
seemingly hold conversations with people at random. The
robot also had to be able to remove his ear and put it
back on.
“It’s all in the math,” said Jimmy A. Thomas, the lead
mechanical designer.
When Walt Disney introduced animatronics in the 1960s,
coining the word in the process, his creations moved in
simple ways through the use of pneumatic valves and
hydraulic pumps. The children in the It’s a Small World
attraction wowed patrons simply by blinking their eyes
and bowing.
Modern visitors expect much more. Mr. Potato Head — with
help from a dozen video cameras, several computers, an
unseen ride operator and a $1 million budget — will be
able to make his mouth form words, a first for Disney
animatronics.
The comedian Don Rickles, whose gravelly voice brought
the character to life in the films, was hired to record
750 words and four songs. The hidden ride operator,
armed with a computer and cameras that scan the crowd,
will then choose phrases based on the actions and
appearance of people standing in front of it. (“Hey, you
in the red baseball hat.”)
The goal was to make the character so perfect that it
looked as if it had just stepped out of the movies.
Pixar executives tightly monitored every detail and
helped direct Mr. Rickles. At a recent taping, the Pixar
team put him through his paces.
“Let’s put a little more chuckle in that line,” said
Roger Gould, Pixar’s creative director, sitting in a
recording studio as 10 other executives and engineers
took notes and adjusted instruments.
Mr. Rickles complied, repeating a line that would play
if the ride stopped unexpectedly. “Folks, we’re having a
little delay here,” he said. “For your safety, please
stay seated inside the game tram.”
Among Disneyphiles, at least, the wait for Toy Story
Mania to open is unbearable. Blogs like Blue Sky Disney
and Mice Age, which are not affiliated with the company,
have been chronicling minute details of the
construction. (“The first ride vehicles have just
arrived in California from their production facility in
Osaka, Japan!”)
Al Lutz, the publisher of Mice Age and a critic of what
he calls California Adventure’s “cheap strip-mall
stucco” aesthetic, says fans are keen to see the ride’s
over-the-top details. Disney is, after all, a company
that studied how the sun struck the earth differently in
various locations to determine the color of paint to use
on the fairy-tale castle at the center of each resort.
“Young people are going to be fighting to be first in
line,” he said.
