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Saturday, April 11, 2009

Eight Great Moments of Design at Walt Disney World

Because I've been alternatively sick, stressed, distracted or otherwise just sick of Disney I've been out of the writing groove for a while - and probably lost some regulars in the process, sadly, because blogging often favors regular content over valuable content. So in order to get back into a rhythm, and also to steal from the ongoing habit of compiling yearlong lists over at Progress City USA, and also because they're fun, I'm going to start April off with a list! A nice list, hopefully, and one that will encourage discussion, as the format is apt to.

I started this list off with a few requirements in mind, since a list as general as this is open to a lot of interpretation. For one, I wanted to keep the entries limited not to individual rides, eateries, or specific single establishments, unless they really, really deserved it, but to whole areas of themed design. I think all of the areas below are unique or groundbreaking moments of design that really pull everything together into a unique synthesis - a fully orchestrated moment of design. Second, I intentionally tried to choose some areas that are not often discussed or lauded in the "mainstream" of Disney media, or alternative ones if possible. Next, I wanted to choose places either minimally ruined by the forward march of "progress", so that these orchestrated works can be observed in their original, or kinda-original, form. Finally, to give places not much discussed here at Passport to Dreams their due I hoped to choose a variety of new and old places that I really do think are remarkable. The order of these is haphazard and debatable, but I think all of these really are the pinnacle of great design to be found here in Florida.

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8) France Pavilion, EPCOT Center (1982)
Making an argument against World Showcase is tricky because these areas are some of WED's best contained designs, tiny little lessons on how to extend artificial space, stack up layers of visual "data", and create evocative atmosphere - in a very small footprint. I find France to be the best of these, with her beautiful multi-pronged street layout, evocative space, layers, glass enclosed sunrooms, and rewarding interiors; especially the wine and food store with its multifaceted transformations, and the perfume shop with her just for show but no less beautifully art noveau upper level. What helps tremendously is that WED's 1982 France film still plays unprofaned, actually extending the space and beauty of the pavilion without resorting to cheap jokes or Post-Themed-Attraction mockery. France may be the last place left to see untrammeled 1982 EPCOT Center, and always makes for a rewarding hour or so of quiet observation.

Little documented because of the small size of the location and its near constant stream of traffic is an excellent stairway inside the Petite Bakery which creates a whole false upstairs area, similar to but even better than the little stairway and landing in Der Teddybar at the Germany pavilion, and the beautiful interior of what was once known as the Bistro de Paris, now Chefs de France. It and the upstairs restaurant switched names in the early 2000s, but no matter the name, both establishments give a real convincing atmosphere and make the upper levels of France feel as alive as the real Paris it represents. Seeing those real people moving around behind that real glass in real interior spaces is the sort of trick which makes a false space come alive - the same trick used in New Orleans Square and Liberty Square, and to my mind the true mark of a design team which understands their medium and will exploit it best.

7) Fort Wilderness (1971)
It's sort of easy to overlook Fort Wilderness as one of the great design revolutions of the Vacation Kingdom of the World, especially in the long shadow cast by the Contemporary and Polynesian Village. While it's arguable that the true daring spirit of the Contemporary was in its building process rather than what the resort itself offered, the Polynesian really was the first "theme resort" carried out to such perfection, and the standard it set became the expectation from Disney instead of the beautiful exception it truly is. Today the Polynesian is rarely surpassed, but it is still, essentially, only a beautifully themed hotel. Even further removed from it's cultural point of origin as a campground is Fort Wilderness; so far removed, in fact, that it's nearly impossible to equate it with the gated field or parking lot that "Campground" means in every other tourist part of the world.

When Fort Wilderness was a fully actuated experience - a staggeringly short period of time really - it was easily the equal of anything Walt Disney World could offer. When River Country's water slides emptied into the then still blue and safe waters of Bay Lake, Pioneer Hall stood her ground to the Great Ceremonial House, four real steam trains plowed along through the Florida brush and activities like canoeing and horseback riding weren't something you had to go out of your way to find, the resort was truly Something Else, something above and beyond what could be found anywhere else. Today the steam train is long gone and River Country, with her beautiful slides and boardwalk through the cypress walled in, stands like a sentinel awaiting a merciful wrecking ball. But moments of peace and beauty are still found at the Meadow Trading Post, where stepping into it one feels as though it hasn't been touched since 1971. If you follow its back doors out across the wooden bridge you'll find yourself near the Sing-A-Long stage and the canoe rentals, where wanted posters that haven't hung in Frontierland for decades are still present, and I doubt that even the most jaded of Walt Disney World historians could feel that all is not right in the World again.

6) Harambe (Africa), Animal Kingdom (1998)
Harambe is over hyped. Harambe is so exceedingly oversold in Disney fan circles that you'd think it were the resurrection of Walt Disney in architectural form. But if that it so, it is because it is really the real deal - a beautifully orchestrated creation, convincingly aged and decayed, honestly third world - from the bad but omnipresent English to the tacky 80's computer lettering starting to shows its' face near the 15th century fortress.

It may be the most convincing argument for the new corporate philosophy at WDI. Partially as a result of Eisner's story mandates (ironic coming from the man who predicted that Raiders of the Lost Ark would be a failure), the WDI of the 1990's developed a design theory somewhat analogous to The Method Acting - if the WED designs of the 1970's can be liked to the 19th century traditions of acting. WDI's current design concept creates a "back story" (rather than a "theme") and follows it out to astonishing lengths as a substitute for invented artistic creation. Only those items really from the time and place depicted must be used - I wouldn't be surprised if real African nails were imported to build Harambe, lest the Themed Design Gods let loose lightning from the sky and flatten WDI's creation to spite their vanity. I don't have too much faith in WDI's current fetish for "authenticity", but if let loose with a generous budget a creation such as Harambe is guaranteed, then the aesthete in me says, anything that gets the job done.

The Tusker House, while now more difficult to explore at your leisure, is still an astonishing interior, a rambling odyssey of rooms appended to an vaulted-ceiling tourist lodge with a central "exterior" courtyard linking them all together - easily Disney's best food court creation of the WDI era. Across the street, a beautifully realized shop helpfully informs us it is a restored 16th century mansion, and the only disappointment is the inevitable seletion of Disney merchandise near the back. Fresh fruit is served out in the shade near the Kilimanjaro Safaris area, a common sight at Disneyland, but this was the first place at Walt Disney World to do so; and Kilimanjaro Safaris and the Gorilla Trail attractions really expand the time and place of Harambe in rewarding ways.

I have two remaining problems with Harambe outside of my artistic distaste towards the guiding principles behind it. One is the entrance to the Safaris, which are hid rather disconcertingly behind a very fake tree. Of course this is a pattern which the park itself follows, and a necessary step towards evoking the convincing wilderness setting of the Safaris, but compared especially to the good storytelling sense of the similarly themed Jungle Cruise's boathouse - the last outpost before heading into the wild lands - the entrance to Kilimanjaro Safaris does neither justice to the attraction it is setting up nor provides a very compelling reason to walk to the back of the area to get to it.

That point is debatable, and depending on your point of view is either an odd choice or a nice inversion. My next point is just bad design sense, which is the placement in Harambe of the "Train Ride" to the Conservation Station attraction. Although the Harambe train station is nicely done the train ride (which isn't really even a real train) takes riders out of the densely themed Africa area, past what is visibly the side of the Safaris attraction, down past a number of ugly backstage buildings and deposits riders at a building which comes off as little more than a science museum with a petting zoo. The building and the backstage tour of the animal areas is intended to balance your experience of the animals in the park, but it also ruins the illusion of the best themed space in the entire park, including bringing you past the backside of the facades you'll be walking past on your way out. If the train went from near the center of the park to the very back it would be fine, but intentionally destroying some of the best work WDI has done in a US park in the 1990's still confuses and confounds. Otherwise, as the East Coast flagship for WDI's current design philosophies, Harambe does not disappoint.

5) Morocco, EPCOT Center (1984)
A key transition point from the WED era of artistic representation to the WDI era of logic-driven recreation, Morocco was largely paid for by King Hassan II, who had an influx of expendable cash at the time and stepped in when Disney backed out of various deals with Africa, Israel and Spain for their next World Showcase pavilion. Much of the ornamentation in the pavilion was executed by Moroccan artisans, but the layout and design is pure WED era genius. The nearest point of comparison, to my eye, is New Orleans Square at Disneyland, as both achieve their lovely depth effects by routing spectators around a series of relatively small retail spaces bisected with a variety of alternate paths. Both lands are essentially cul-de-sacs; both feature beautiful secluded courtyards, both feature replicas of real locations and both even have vocal snippets of just out of sight "residents" echoing down from on high.

There is not a real term yet for the effect achieved when spectators are asked to traverse an extensive perimeter of a building, but it is used here and in Disneyland, and provides an atmospheric prelude to the Florida Adventureland. Another Stratification effect exploited very well in Morocco is a variance between real and false portals; doors that are blocked, windows that look into shops, balconies that lead nowhere. There's even a market which seems open air, but is cleverly enclosed. Indeed, if there is a single problem with the Morocco pavilion, it is that although it is beautiful, there is very little to actually do there. For those of us who don't spend a long time looking at the design of such an attraction, the pavilion sometimes feels like a chute towards the anchoring restaurant and not much else. Nestled unsteadily between the much more exciting Japan and France pavilions, Morocco is still an important if perhaps mostly abstractly intellectual accomplishment (similar to Animal Kingdom) in being designed for designers only - the last breath of one era of designers and the first of another who saw those Moroccan artisans at work, saw the beautiful result, and got to thinking.

4) Wilderness Lodge (1994)
Wilderness Lodge is, somewhat embarrassingly, not a Disney design, although they have gone to great lengths to obscure that fact. What is important about Wilderness Lodge, outside of its beautiful lobby, brilliant landscaping, inspired central courtyard or well conceived location, is that is the first fully achieved Disney resort under the Eisner regime, where the hotels are just as important accomplishments as the theme parks are. We should remember that between 1988 and 1994, the period between Eisner's first real efforts to remake Walt Disney World lodging and the opening of Wilderness Lodge, Disney had already designed and opened eight resorts, and allowed two others to build on property. One can argue that the three resorts in the new "Moderate" category were filling a growing demand - Caribbean Beach, Port Orleans and Dixie Landings - and the Disney Vacation Club / Old Key West complex was something else as it originally was not open to regular guests. The Grand Floridian Beach Resort was filling up prime real estate near the Magic Kingdom, but many of the others today seem a little excessive.

And none of them has been done on the level of Wilderness Lodge. The Grand Floridian and especially the Yacht and Beach Clubs today seem slightly cheap at the edges, in construction closer to something like a Best Western, with their endless drywall expanses covered up with some cornices and nice wallpaper and little else. Wilderness Lodge is stuffed to the gills with detail, from the metal bands holding together real timbers, to the rough stone floors. All of Disney's previous Eisner-era hotels fell apart in the details, but Wilderness Lodge is strongest there, just like the great old WED designs of ten years earlier. That it was then no more expensive to stay at than the Grand Floridian was remarkable, and people voted with their dollars, so the Grand Floridian is today home to receptions and conventions but Wilderness Lodge overflows with the devoted. It is an astonishingly beautiful place, from the twisting road leading up to it as the landscape nearly subliminally changes to the great northwest, to the clever use of animal footprints in the cement around the resort to make the very domesticated pathways feel more like muddy trails (this was the first time Disney did this and it is now very widespread).

Wilderness Lodge is also noteworthy as being the true invention of the modern upscale Walt Disney World dining experience, with Artist's Point, a high end eatery which didn't require a tuxedo to attend and whose interior design and culinary focus hasn't dated in the past fourteen years. While Victoria and Albert's was always the old boy's club, intentionally pricing out most of the resorts guests, Artist's Point was accessible and excellent. While Disney has since rushed to update restaurants like Flagler's and Narccosee's to the Artist's Point model, it and its host resort remain the true turning point in the vision for resorts in the 1990's at Disney, and the only truly timeless work of the whole of that group.

3) Caribbean Plaza, Magic Kingdom (1973)
The very first essay on this blog was about Caribbean Plaza, and I still find myself enchanted with this quickly produced but still brilliant area of Adventureland. As noted on Widen Your World, it truly does deserve to be called called the eighth "Land" of the Magic Kingdom, warranting that title by care in design and central attraction much more than the area that did claim it in 1988, Mickey's Birthdayland. Although mistreated much more extensively than any other entry on this list, Caribbean Plaza still impresses, with it's beautiful plantings, arches, and details. Shops used to abound in every little nook and cranny of the area although over half of them have now been closed, ruining the plaza-like effect of the area when the Pirates entrance flowed into the House of Treasure, open air Bazaar, and on into the Arcade area. It was Stratification in harmony, layers going back through endlessly complex layers of arches, pillars, open air courtyards and splashing water fountains, with the dark Castillo del Morro looming in the back as the dark entryway to the grim morality play which is the Pirates of the Caribbean attraction (it was these arches which inspired me to invent the term Stratification, by the way). Even the placement of this expansion area next to the Jungle Cruise's first few bends in the river works out wonderfully, as the fortress feels built right on the outskirts of the jungle, the key transition between Adventureland and Fronteirland where the plants stop oppressing the structures and start to be confined into orderly planters, flowerpots, and baskets - civilization in progress, and whether you enter from the Hub or the Plaza, Adventureland is in fascinating contrast.

Different areas of the complex still boast their original names, inscribed on hand painted imported tiles: Plaza del Sol Caribe, Torre del Sol, Fuente Ceilo Azul, and more. Caribbean Plaza also features some of the best forced perspective in the Magic Kingdom, by dint of it's more intimate scale. Although the cannons along the roof of the Castillo no longer fire, the Taco bar has taken over two of the stores across the way which were conceived to sell things such as nautical flags and scrimshaw, and the bandstand is today abandoned, Caribbean Plaza is still a beautiful corner of Walt Disney World, a lovely lament of a time that never really existed, and a fascinating effort by the Pirates of the Caribbean design team to extend the aesthetic of the Caribbean town Claude Coats had designed six years earlier into a living, breathing space. Spend some time wandering around and truly feeling the design some bright Florida twilight and, underneath the loud Hans Zimmer music which plays there today, you will find a yearning beauty which still beats on.

2) Sunset Blvd, Disney-MGM Studios (1994)
From a short but priviledged time in the early 1990's when WDI could spend money as they pleased if it was at the service of a promising concept, Sunset Boulevard at Disney-MGM Studios is the Florida property's most beautifully executed, fully concieved "land" in the Eisner era, a richly rewarding experience from the first curb at its' intersection with Hollywood Blvd to the last rooms of the Tower of Terror. In the days when the view of the Chinese Theater was not blocked, one could walk up the richly detailed Hollywood Boulevard, turn at the splashing fountain, and walk down Sunset Boulevard and feel she was in the best designed theme park ever built. That the themeing stops just out of sight, past the Brown Derby and the art deco arch to the Animation Courtyard, is one of the great injustices of Disney theme parks, but then again nobody was meant to walk back beyond that point in the original designs anyway.

Set in wartime Hollywood, Sunset Blvd's details seem to extend into every corner of the project, from the shops to the often beautifully period specific nature of the individual food outlets in the Sunset Ranch Market. History geeks and Wartime Disney fans can go apolopletic looking at the themeing in Rosie the Riveter's or the nearby Victory Garden, or the Disneyana on display in the Beverly Sunset shop. As one nears the Tower of Terror, the pavement starts to break up, revealing paving bricks from an even earlier era underneath, and the walk up the path into the Tower of Terror is a truly remarkable achievement, from the crumbling staturary, signs pointing to different areas of the resort which extend the false "space" of the hotel, and the brilliant, evaporated fountain which heralds the entryway to the Hollywood Tower Hotel. There may be no better attraction entrance in modern Disney design.

Sunset Blvd is nearly impossible to top, so perfectly judged is its ambiance, although two factors greatly dimish the effect. The first is an unfortunate Planet Hollywood On Location store, hawking a non-Disney restaurant located several miles away which is not inside the Studios park. Second is the unfortunate placement of the modern-era Rock and Roller Coaster, and although inside a secluded courtyard and through a vaugley deco arch, the effect is jarring and depressing, considering it's been there longer than not. These two outside-Disney outside-theme elements notwithstanding, Sunset Blvd is undoubtably the high point of the changes wrought on the Florida property throughout the 1990's, and ought to serve as a blueprint not only for how to do WDI's modern design goals justice, but expand a theme park and build a beautifully realized "land" without compromising the original vision.

1) The River District, Magic Kingdom (1971)
This may seem like a slight cheat to some, but it's a totally logical inclusion for me to make, because by dint of signs at the Hub, early guidemaps and the design of the park itself, Liberty Square and Fronteirland are really one unified expansive area, and if we judge this area as WED's most unhindered "essay" on America, then we find a rambling but beautiful piece which includes American architecture, American music, American food, American superstition, American history, American patriotism, American wildlife, American art and even Native Americans. Although it's conjectural to say, had the area been finished as planned in 1971 it likely would've made any future consideration of Disney's America largely redundant.

Liberty Square in particular can stand up to the best of the best of WED or WDI's accomplishments, and it does all it does and makes it look remarkably easy as the area is remarkably small and rather basic in design. The recent enclosure of the Hall of Presidents in refurbishment tarps accents how much the spectator's experience of Liberty Square pivots around that single structure, so much so that it isn't a land so much as it is "Hall of Presidents and friends". But it is comfortable, intimate, and now that nearly 40 years have elapsed, cozily wooded and sedate. Moreover, the land is integrated, with several "districts" it passes through without feeling like the rambling odyessy through found architecture at EPCOT Center or Disney-MGM. For the first time in Disney themed space, the river feels intimate, essential and ancient , and it flows out into several "other rivers" which symbolically link Liberty Square with Fronteirland.

The Florida Fronteirland may be classified as a "lost land", so different is it from its intended version to the version that exists now. If part of the allure of Liberty Square is that it is a fully articulated accomplishment from the greatest era of Disney designers and its' attractions are chock full of MAPO figures, effects, and WED designs, then the effect of Fronteirland, which would've had two brilliant Marc Davis designed attractions executed on a beyond-lavish scale, may just have overshadowed it. Fronteirland's minor interior spaces such as the shops certainly can't compare to the thick atmosphere of Liberty Square's, but the river has an atmosphere about it that it may just go on forever. Tom Sawyer Island is a brilliant creation, more mysterious as it grows in year by year, still a little this side of spooky, still a little dangerous feeling as you slide through the narrow interior of Injun Joe's Cave or the Escape Tunnel. This doesn't feel like a Disney design where the worklights come on at night, this feels like you could die in there.

Just in the way that the Jungle Cruise extends the "world" of Adventureland, a short riverboat ride away is the "backwoods" of the river district, where the whole area suddenly comes alive as a beautiful pastoral of America, multiplying on and on. The little white beacons which look so nice and mysterious at night littered around the river pointing out such romantically named bends in the river as "Devil's Elbow" and "Crawdad Shoals", the beautifully conceived Indian Village which has been tactfully located on both sides of the railroad tracks so that from both the train and the riverboat it extends just out of sight, making it seem much larger than it really is, to the beautiful Marc Davis designed scenes which punctuate the landscape, the river is hauntingly perfect. Davis' hand is evident in nearly everything on the West side of the Magic Kingdom, and had Thunder Mesa been constructed as planned the Magic Kingdom would've doubtless been the singular mecca for themed design students until the 1990's brought the masterful work at Disneyland Paris. However it should be noted that much of Disneyland Paris is, at heart, building on the work not at Disneyland, but at the Magic Kingdom.

Two Marc Davis scenes along the river strike me as especially brilliant and deserve extended treatment here. The first, Beacon Joe, is actually a thrifty lift from the original Pirates of the Caribbean's Blue Bayou prelude. In the Blue Bayou scene the figure is an interesting curiosity, but out in the open air, under the bright blue open sky, the scene, which is actually significantly closer to the design Davis initially drew for the Thieves' Market project at Disneyland, achieves the force and beauty of his best work. With an expanded shed to rock next to, a new little gag involving Beacon Joe's dog and a jumping fish, a tactful music change, and placed in front of a real Florida swamp, the scene becomes a real slice of Americana, and the atmosphere and music of the scene colors the rest of the riverboat ride. Beacon Joe is the real gateway to the frontier, and it's easy to forget that all this, from the foliage to the artificial bird calls, was designed by Disney.

The next brilliant scene is the river pirate cave, and Davis, perhaps borrowing a page from Claude Coats, creates fascinating implied space with a cave which twists just out of sight and voices echoing menacingly from within. A kissing cousin to his pirate cave from the queue of Florida's Pirates of the Caribbean, another haunting tableau which lures in any active imagination due to what is unseen rather than what is seen, the River Pirate Cave rewards a nighttime ride on the riverboat to view the rarely seen but brilliantly simple light effect where sword fighting pirates cast their shadows on the receding cave wall.

If there is an overall failure of design in the river district, it is that it is stupidly bisected by the parade route, the only time this mistake has been made in a flagship "castle park". Marty Sklar reveals in the E-Ticket that the Magic Kingdom was redesigned late in the game to accommodate double the number of people per year originally planned for; the intimacy of the River District was a likely casualty of this. If an alternate universe existed where the long limbs of the Liberty Tree could brush the sides of the Hall of Presidents and the view from inside Fronteirland was as impressive as it is from the river (it kind of resembles a Western strip mall as is), then the major design errors of the area could be corrected. Still, even with the issues it faces, I find the River district and the four areas it embodies - Liberty Square, Fronteirland, Tom Sawyer Island and the wilderness - to be among Disney's most assured, fully articulated, haunting and beautiful creations.

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What do we learn from these selections? I find a few patterns, and let's call them Foxxy's Rules of Themed Design:

A) Stratification counts, and if you're going to do it, put as many layers of space between the spectator and the "back wall" of the area as possible, using arches, doors, windows, and skylights. When you hit the back wall, immediate and reckless deployment of false portals - windows, doors, arches, caves, balconies or anything that appears to lead to something just out of sight - becomes nessicary. Your area will go on forever.

B) Allow areas to bleed together using said portals, especially windows, not only to bring customers into eateries or shops, but to allow all your hollow, empty spaces to come to life by impling that they could, too open up to areas you could go into.

C) Avoid contradictions. John Hench said it, and it's true. Limit your Planet Hollywoods On Locations, Backstage tours, cheap drywall expanses and put in things that matter. Detail matters. Observe why Wilderness Lodge only gets better the closer you get to it, but the Grand Floridian is only truly great in the wider picture.

D) You can't have capacity at the same time you have very intimate show. Take to heart what's been proven in New Orleans Square and World Showcase and route your huge pedestrian pathway outside your richly detailed area, but give them the option to go back into your themed area and explore - and reward them for doing so with an astonishing experience. Imagine a Liberty Square with 40% less road through the middle of it. Break up non-essential large pedestrian paths with planters and trees as much as possible.

Saturday, March 07, 2009

Iconography

Upon arrival in 1971, Walt Disney World had many design brilliancies. The US Steel manufactured rooms in the Polynesian and Contemporary; the Utilidor; the Magic Kingdom itself. But overriding many other interests in the 1970's Walt Disney World, for me, is the graphic design of the era. In the Resort's fleeting first ten years, the company consistently turned out amazing graphic design, tastefully realized and stripped down in simplicity. The overall logo for the resort is one example: its' stylized montage of castle, Contemporary tower, monorail and sailboat effectively realizing all of the spheres the Resort was intended to offer (in early 1970's souvenir books these were even named things like The Lands of Magic, The Land of Hospitality, The Land of Recreation, etc...). Yet many components of the overall experiences each had their individual little icons.

As anybody who's been paying close attention to the nonsense which is the rotating banner at the top of this page will notice, I'm not only fascinated with WDW 70's graphic design, but I love to recreate the graphic art digitally. This allows me to "get inside" the design in a way that merely looking at the design simply cannot allow - seeing the curving line is one thing, but constructing it is another, and it's often the difference between merely liking the design and actually understanding it. So yes, everything you're about to see is a digital reproduction I have created using vectors.

Here's just one example I'd like to elucidate upon:
This cheerful little fellow is thankfully still familiar to 21st century Disney-goers; since 1971 he has been the "icon" of the Polynesian Village. At first glance the figure is somewhat basic: slightly uneven but still symmetrical, his body extending downward into a point, traditional headdress mirroring the shape of his head outwards, an abstraction of the "spirit of aloha". The circle-within-a-teardrop pattern on his tummy points away from the diminishing body, and the circle reinforces the circles of the eyes as well as the circle which makes up the "teardrop".

Look at his hand. Although it would've been easy to end his extended arm in a rounded sphere, a simple two-pronged triangular point, the designer here opted for a complex rounded point, which curves down and then back up into a sharp point. The "hand" is furthermore given further visual interest as it is "broken off" from the arm by a band of negative space; imagine how less interesting this part of the figure would've been without these two distinctive features.

Get in close to the eye; look at how what appears to be a simple circular band inside a patch of negative space is actually three concentric circles of alternating colors; note also how the boldly designed brow/nose shape does not actually trace the exact same arch as the eye does, but is vertically stretched upwards to not conform to the circle the eye inscribes but to with the overall shape of the head.

What you see above was actually the resort's "logo" for many years, it can be found on paper ephemera, drink glasses, and any number of other Polynesian Village stuffs. This is also, to my mind, where the true brilliance and versatility of the design becomes apparent. Look at how the arms mirror each other to create lines extending horizontally and vertically at 0 and 90 degrees; how the receding bodies all point towards center; how the entire pattern becomes like an abstraction of a tropical flower. Look, particularly, at the fascinating shapes created by the negative space between and among the figures. If the whole shape is basically an embellished triangle, here's the next logical step:

This eye-popping design is taken from a 1972 Polynesian Village check-in folder; the way the figures fit together here is just brilliant to me.

I think the reason this figure has remained with us while the other icons (which I will discuss in a moment) are things of the past is because this jolly, abstract little guy represents wholly visually the Polynesian's fascinating perch between traditional and modern; an outgrowth of the American mid-century fascination with the "primitive" while simultaneously representing the resort's impeccably modern construction and conveniences.
Nearly totally forgotten today is this 1971 logo for the Contemporary. Although it is indeed perhaps a little too literal minded for that Resort, I find this just as exciting as the Polynesian logo. The hotel's signature A-frame concourse is inscribed with an abstract T, which to my eye implies that this logo was designed before Roy O. Disney's last-minute name change from Tempo Bay to the Contemporary. Even better is the bold red chosen for the hotel, which reminds of the warm autumnal tones of the original arrangement of the Grand Canyon Concourse and is a strong contrast to the muted tropical green of the Polynesian's "icon".

Often printed in regal purple, the Magic Kingdom's abstract castle (right) significantly upgrades the Disneyland castle icon (left), which bears traces of a Googie/Mid-Century Modern design aesthetic. The Cinderella Castle icon not only visually upgrades the castle to the splendor of the Florida model, but actually better represents the structure than the Disneyland version, even including the castle's forecourt stage and sweeping steps in the form of abstract triangles below the spires. The use of both positive and negative space here is especially effective in contrast to the 1955 design. This icon was used most often on Magic Kingdom ticket books.

Possibly the most obscure is this wonderful design for the Golf Resort, which places a golf club and ball inside the exaggerated D of "Walt Disney World". The placement of the circle to represent the ball is perfect, just barely touching the outside edge of the golf club enough to remain a "negative space" embellishment of the figure of the club inside the D. The version to the left of it is as it appeared on the Resort's sign, in subtle shades of brown - not the tropical green of the Polynesian, in keeping with the clubhouse's more subdued atmosphere. The font is a subtle modification of Arial, in plain, sans-serif text, carefully blocked to create the very image of a relaxed retreat.

Here is a digital reproduction of the sign that once stood by the entrance, and there may be no more complete single representation of another era at Walt Disney World than this, with it's tastefully subdued aesthetic.

There is, strangely, no "icon" for Fort Wilderness, nor for Treasure/Discovery Island, was ever made, although I have included Lake Buena Vista's iconic "white bird" (which is still used today, by the way). EPCOT Center, of course, famously continued the trend of having strongly visual icons for each location in EPCOT, and even the Reedy Creek Improvement District had and still uses it's own classy little icon. These are leftovers from a brilliant era of design at Disney, and these 1970's era Disney iconography are near the top of my list of things I would love to see Disney return to in spirit.

Sunday, February 22, 2009

The Walt Disney World Village List

I'm proud to present something I've been working towards for many years: a near complete list of every shop or establishment to inhabit the Village, from 1975 to the present. It isn't fully complete, but is nearly so, and includes a map and even cute little pictures from the 1970's to show how cool the place was. I began to compile this for Widen Your World as part of my Walt Disney World Village section there. Each main structure in the Village is assigned a letter, and the tenants in each is listed underneath. I tried to organize each logically according to its' progression, although in some cases, each list is for a certain area of the building before moving on to the next.


Block A:
Crews Galley
Borden's Ice Cream Shoppe
EUROSPAIN - Arribas Brothers location
Sara Lee Bakery - Northern part, later became Ice Cream Parlor
Village Ice Cream Parlor - replaced Sara Lee Bakery
Donald's Dairy Dip - Expanded from Ice Cream Parlor, took over Pluto's Dog House
Verandah Restaurant - Sit down casual. Sandwiches, steaks
Minnie Mia’s Italian Eatery – first located here, moved to Block J
Pluto's Dog House - Hot dogs, snacks.
Christmas Chalet – Moved here during World of Disney construction.
Lego Imagination Center - Took over entire space circa 1996

Block B: (Later Demolished for World of Disney)
Chalet Candle Shop - possibly related to Main Street candle shop
China, Crystal & Silver - extension of Pottery Chalet
Flower Garden – merged into Pottery Chalet
Pottery Chalet - thrown clay demonstrations, subdivided into "shops", Taj Mahal music box
Anniversary Room – fine china
Buena Vista Interiors – gave way to Christmas Chalet
Christmas Chalet - later expanded to fill Pottery Chalet
Personal Message - Books & Stationary, relocated from 2R's
You and Me Kid - children's toys, clothes, activity area
Toys Fantastic - NOT Toys Fantastique. Mattel toys, Barbie dolls.
Guest Services / Photo Drop

Block C:
2 R's Read'n & Rite'n - later moved and became Personal Message
Great Southern Craft Company - relocated from Sector D, minus photo studio
Discover – same shop that earlier occupied Block I.
Basin Soap - specialty soaps, bath products

Block D:
Lite Bite – soda, burgers, snacks
Lakeside Terrace - Lite Bite in all but name
Goofy’s Grill
Ghirardelli Chocolate

Block E:
Pipe Dreams – tobacconist, became Sachet In
Sachet In - scented sachets for baths, specialty soaps
Bath Parlor - towels & accessories
Toys Fantastic – Mattel toy outlet moved here when Block B was demolished
Summer Sands – Beachware, Florida fashions
Port of Entry - import gifts
Mickey's Character Shop
Team Mickey's Athletic Club - in vacated Character Shop space
Artespana – glass blowing and cutting, Arribas Bros locations
Toledo Arts – Gold inlaying, ring carving
EUROSPAIN – merged Arribas Bros. store, name through much of the 1990’s
Cristal Arts - Arriba Bros. location
The Village Art Gallery / Colonnade des Arts
Great Southern Craft Co. – large store, includes Photo Studio
Lillie Langtry's Photo Studio - old fashioned "Dress Up" photos
Studio M – character photos, airbrushed T-shirts and mugs
Guest Services - currently located in old Great Southern Craft Co. space

Block F:
Van Otto’s Antiques
Sir Edward's Haberdasher – dress and casual menswear
Harrington Bay Clothiers

Block G:
Captain's Tower
Character Kid’s Tower – mid-90’s clothing, plush etc.
Disney's Pin Traders

Block H:
Coffee & Pastry Window
Candy Shoppe / Candy Factory
Village Character Shop – the original Mickey-branded location.
Pooh's Place
Gourmet Pantry - expanded and moved to fill entire building
Gourmet Pantry Deli - in the original Pantry space
Mickey's Pantry V.1 - rename of Gourmet Pantry with new paint, layout
Earl of Sandwich - replaced Deli half of Mickey's Pantry
Goofy's Candy Company - replaced other half of Mickey's Pantry
Mickey's Pantry V.2 - stocks some of the Disney at Home line

Block I:
It's A Small World After All - children's clothes
Posh Pets – became Toys Fantastique when Toys Fantastique became Sassy’s (!)
Toys Fantastique - fancy & import toys, giant dollhouse, Pinocchio dioramas
Conched Out - Florida merchandise, sea shells
Board Stiff - surf merchandise, surf boards
Discover - nature & science themed toys
The City - "hip" clothing
Summer Sands – first location, “Florida” junk
Official All-Star Café Merchandise – short lived tie-in to Wide World of Sports
Pooh Corner
Disney Tails - Pet gifts and plush
Cane, Rattan, Wicker & Suns – decorative furniture
Crafty Corner – displaced potters, candle makers, etc from World of Disney construction.
Mickey's Greenhouse - small plants, fountains, garden gifts
Mickey's Mart - "bargain" basement, Replaced Greenhouse
Carolyns Couture – 1st location, replaced by Country Address
Country Address - female casual wear
Resortwear Unlimited - women's swimsuits, active wear
Disney at Home - home decor, bedding, kitchen items, candles, cook books
Goofy's Candy Company - replaced Disney at Home. Custom dipped candies

Block J:
Heidelberger's Deli
All-American Sandwich Shop
Minnie Mia's Italian Eatery – pizza, pasta. 2nd location.
Wolfgang Puck Express – replaced Minnie Mia’s.
Carolyn's Couture - designer fashions
Michael’s Barber Shop
The Flower Garden
Shoe Time
Footlights
Plus You – women’s accessories, later luggage and travel items
Signature Shop – engraving, personalized merchandise
Miss Merrily's Madness / Miss Merrily's Fashions – contemporary apparel
Toys Fantastique original location, moved across the way and became
Sassy's - pre-teen girl's sizes
Team Mickey's Athletic Club – replaced entire complex in 1990’s
Disney's 12 Days of Christmas – replaced Team Mickey’s

Block K:
Village Post Office – relocated to old Welcome Center
Apothecary / Pharmacy – became Village Gifts & Sundries
Village Gifts & Sundries
Village Spirits
Village Cellar – subdivision of Village Spirits, in location of former Post Office
Country Address - moved from block I with same stuff when Resortwear Unlimited moved in
The Art of Disney
2Rs, Readin’ and Ritin’ – displaced here during early 90’s shuffle
The Wonderful World of Memories – scrapbooking supplies, photo frames, books
Disney’s Create A Tee – Hanes branded custom t-shirt location.

Block L:

Village Restaurant
Chef Mickey's
Rainforest Cafe
Village Lounge
Disney Cartoon Theatre - Village lounge with cartoons daily 5 - 10 pm
24KT Precious Adornments

Block M:
Windjammer Dock Shop - became waiting area for Captain Jack's
Captain Jack's Oyster Bar - expanded out into old waiting area

And a few more, somewhat more abstract comings, goings, and other items of note:

Opened as Lake Buena Vista Shopping Village in 1975
Name changed to Walt Disney World Village in 1977
Empress Lilly and Village Pavilion open in 1977
Name changes to Disney Village Marketplace in 1989
Village Playground in front of Lite Bite, replaced by
World’s Largest Perikaleidoscope in 1996, removed in 2006.
Pottery Chalet structure, part of Village Pavilion demolished in 1995.
Captain’s Tower Reflection Pond, removed in 1996 for Train Ride
Studio M – occupied McDonald’s building for a few years
Sports Tent – selling 1996 Olympic Games merchandise (!)
Sunset Cove / Margarita Bar – opened on the Marina in 1995
Mickey Fountains added in 1996
World of Disney opens in 1996
Dock Stage refurbished in 1996, 2008

Friday, February 13, 2009

Structuring the Experience

In cinema, the filmmaker can choose to directly repeat or mirror shots over the course of a single cut or perhaps a long edited sequence; these visual "rhymes" are cinematic potential in its' purest form and can create a series of associations linking places, events or concepts in purely visual terms (as opposed to the intellectual links Eisenstein creates through editing contrasting shots). Although these types of editing tricks are most often used for special effects or trick photography, they have more subtle applications as well. Yasujiro Ozu, for example, had a special tripod made for his camera and the distinctive look of his framing as a result lends his family comedies and dramas a comfortable familiarity and pace which isn't achieved in the fabric of many of his scenes with something like rhythmic cutting. Each shot mirrors itself, on and on through the film, and the result is as comfortable as a warm sweater.

Although the themed ridethru attraction has no such ability to "cut" or "reframe", I have made the argument before that there is an affinity between the cinematic mode and the way the human eye perceives such an interactive event such as a ride-thru.... at least one where there is some degree of control over the gaze of the audience. And there is, of course, the possibility of the attraction to manipulate variables such as light, direction and vantage to create an effect of "cutting". Disney does this in their attractions surprisingly rarely, interestingly enough, as Disney prefers to create a perpetual show which never stops running. Universal, on the other hand, uses the effect quite often, especially in attractions like The Cat in the Hat with its constantly shifting lights, which is an interesting extension of that park's desire to create a more "film-like" experience. Guiding the experience manifests in Disney more in the act of lighting one area more brightly than another area, in the staging of the scene, in the placement of decoration and so on. But in the Haunted Mansion, when the lights are extinguished, it is arguably a form of a "cut", where the visual information is removed and our attention shifts elsewhere.

Disney doesn't use visual ellipsis too often, but they do use visual/conceptual rhymes and repetitions to create something like a cut, something like a link between two different concepts, and this is the item of interest today. I see these sorts of repetitions as an oft-underutilized tool of structuring the audience's experience of an attraction. Even something as benign as If You Had Wings was full of setup and payoff, as the frenzy of filmed projections reached a crazy climax on the biggest screen of them all, followed by a tranquil "palette cleanser" -- and suddenly, the whole attraction seemed to change. Now the music promised "you do have wings", the announcer reassured us "you can do all these things!", and the white flying birds and airplanes returned, closing the loop of the attraction with conceptual, visual, verbal and musical resolution. That's why If You Had Wings is remembered today but people exiting Expedition Everest or Toy Story Mania can hardly remember what happened 30 seconds ago on those rides.

Type one of visual repetition carries the plot forward; call it the practical rhyme. For example, there is very little to cue us in the Walt Disney World Haunted Mansion that the floating candelabrum we see outside the Load hall is the same one seen later in the Endless Hall, but there is a chill of recognition which creates a richer experience of the attraction than is found in versions which exclude this short scene. It is a sort of practical rhyme creates the idea that a character has moved through space or time; Indiana Jones' three appearances in the Indiana Jones Adventure, for example, or in an even more abstract sense, the children of the world who reappear at the end of It's A Small World. The controlled environment of the theme show eludes the larger reality of a show which continues running at all times and becomes, to the spectator, a progression which is defined by their experience of it, and the illusion that there is, for example, one Yeti on the Matterhorn, or one Ghost Host or whatever. To think otherwise is counter logical to the narrative mode which we have been taught to accept in filmmaking since childhood, and these sorts of repetitions drawn on that visual tradition.

The second type of repetition is a motif, a "design repetition" which is not style, but often exists more in the realm of theme. The white birds of If You Had Wings is one example, as is the pop-up book of Dreamflight. In a more abstract sense, Space Mountain's "launch" tunnel and "reentry" tunnels mirror each other... we know the roller coaster ride is ending because we go through a tunnel like we did at the start, and it's felt more than thought. The 2007 version of Spaceship Earth featured a very satisfying design repetition in it's first few months, a grid of evenly spaced lights which appeared first on the new version's in-car screens and which arrived as a very impressive payoff during the descent portion of the ride.

I suppose the remaining repetition is the most elusive, a non literal mirror which can perhaps be called the poetic repetition. This is something like a design motif which breaks out of its visual pattern and obtains a larger symbolic force in a well-conceived work; it is less the literal repetition of, say, the many skulls hidden in the woodwork of the Haunted Mansion and something more like those Ozu films where each shot is kind of similar. In Disney attractions this is the most elusive and most effective way to create a subtext, a poetic effect where the authorial hand seems to move confidently.

One basic example - basic because it is probably unintentional - can be found in the condense, Orlando version of Pirates of the Caribbean. In that version, the Hurricane Lagoon scene - with the skeleton forever steering his wrecked ship - is moved to occur right before the ride's sole waterfall. Because the figure is placed closer to the track and because he faces the same direction we face as we ride past him, the figure serves the purpose of preparing the spectators for the short waterfall to come. Indeed, when there was a skull performing a safely spiel in this location, the Hurricane Lagoon was transformed from the curious, memorable tableau it is at Disneyland into a visualization of the skull's ominous warning: "There be squalls ahead!". The boats then slip down a ramp into a pitch black cavern and emerged immediately into the Bombardment Bay scene. If the black tunnel is like a cut, an ellipsis of information, then the attraction in this moment makes a compound visual rhyme: "Wrecked Boat / Boat is Almost Wrecked", and also "Ghost Ship / Pirate Ship".

There are more intentional examples. In Walt Disney World's early days, those drumming tikis - now outfitted to squirt water - who reside near the Tiki Room were placed down in front of the entrance to the Jungle Cruise. These tikis recur in the ride of course, in smaller form, placed in the village of the natives who attack the jungle boats. As a visualization of man's intrusion into the jungle, the original arrangement of the British Colonial boathouse behind a bunch of native gods who obviously predated it can't be bettered, not only as a visualization of why the natives throw spears at white men, but as a subtle foreshadowing of what will transpire once on board the ride.

An obvious "poetic rhyme" occurred in Spaceship Earth from 1982 to 2007 as a transition point between the Renaissance and the modern age: a simple wheel Michelangelo used to transport paints up the scaffold as he painted the Sistine Ceiling appeared to the right of the ride vehicles. Almost immediately, on the other side of the vehicles, a huge wheel appeared - part of a printing press in a Civil War era newspaper factory. The two scenes bled into one another subtly, bridging a divide of several hundred years. The original EPCOT was full of these design brilliancies.

Two final relevant examples of poetic rhymes, both from inarguably the greatest attraction ever built: the original Pirates of the Caribbean, which is full of so much life, creativity, and cinema that the modern attention span hardly deserves it.

The most brilliant repetition in the ride is nearly a motif in that every important beat in the ride is divided by it, but it shares a transformative power that no other simple shape has ever been granted in a ride, which is the basic architectural arch. Although the individual scenes in the town each have an arch or bridge to divide them, the arch recurs throughout the ride, from the first to the last.

The attraction is physically perched rather strangely just inside some french doors which are appended with a sign, and once through the doors, the first visual of the ride the queued spectators recieve is through brick arches. The area on the "queue" side of the arches is a plain plastered room, but through the arches a tropical landscape and beach can be viewed. From this vantage the "magical" realm of the attraction, the boats, the riders and so on is viewed in a frame, much like a restricting frame of a painting or photograph or of a movie. But soon the line snakes up through a few arches, and it is through one of these arches that the plastered, plain room becomes the aged boat dock and the bayou. The arch is the transporting device, and being on one side or the other of the arch is the difference between being in a plain room or in a haunted bayou at night. It is the "magic portal" personified.

This sets up the later occurance of the arches in the bayou scene, where it is through these arches that the bayou will fade away - the lack of natural bayou sounds being our indication that we are now in a supernatural area - and the ghostly talking skull appears to send us down a waterfall, the skull appearing at the top of an arch, literally the capstone which holds the structuring architectural shape together. Later in the ride, as we run back up the waterfall to escape the exploding town, we pass through arches again before returning to the bayou. And finally, we pass through even more arches in the exit corridor before the bayou melts away and turns back into the civilized New Orleans Square.

Those waterfalls are the final device to be considered. Although their function is well known and understood, their subtextual effect is not often elaborated on. Marc Davis hated the return ramp and designed it out of both versions of the Pirates attractions he subsequentally worked on, but it does more than visibly transport guests out of the apparent realm of pirates. It literally closes the cycle, leaving the pirates just moments from their apparent destruction. Yet this circular structure also addresses the ultimate, unavoidable failing of the theme attraction.

As discussed above, the visual narrative tradition of film encourages us to see our progress through an attraction and the things we see as a spontanious event, unlikely to happen again, but when we ride again that's not what happens - the same things happen in the same places at the same times. Yet Atencio's script encourages us to see the burning and sacking of the city as a cursed event, a violent trauma which has been imprinted on time and which we are doomed to see, punishment for visiting that haunted corner of the bayou. And we escape, yet can return again and again to watch the cycle begin again, the pirates forever doomed to pay for their crimes. By taking the attraction out of the "current progress of time" and sending us to the "distant past", and articulating this event as going down and then going back up a waterfall, the attraction seems to imply that the dream state the successful attraction emulates was actual - after all,we return to the bayou, and somewhere below us, some time in the past, the pirates of the caribbean still play out their morality play. The ride's fatalism makes good on that first image of the pirates we do get - rotted away, dead in the sands, murdered by their own crewmates.

These examples show that the structuring repetetion needn't be something as large as a waterfall, but can be small, but every one still proves that a payoff is a payoff, and the satisfaction of a fully articulated attraction with a dramatic, conceptual and visual arc is the didfference between an actual classic and a defacto one. Disney marketing may make for us temporary classics, but the real one is a complex visual code which only reveals further layers to unlock. We are still learning from them.

Saturday, February 07, 2009

Wither Content?

Don't worry, more fun stuff is coming soon as soon as I'm able to get back out to Magic Kingdom and take some pictures. In the meantime, however, you may enjoy some of my more recent adventures in writing off-blog.

I've started posting at 2719 Hyperion, probably the most recognized and visited Disney blog. I've started off with some good old fashioned muckraking before moving on to silliness from the 1970's... pretty much the two things you find here at Passport, right?

I'd like to take this opportunity to state that the reason for this is not to neglect Passport in the future... the idea is that Hyperion will be a good place for me to post ranting about current Disney events and some more minor silliness, which will keep articles like this and this off Passport and leave this blog more open to serious, longer pieces specifically about design. It will be good for it. And no, I'm not gonna be constantly cross-linking my stuff from blog to blog... it's not content and I respect you too much to do it.

I've also been posting a bit on the wiki-format FromageHomage, and my bit on Liberty Square has begun to reach epic length. I'm still only half done with it and the formatting is a bit rough (soon I'll be putting my own photography up there too), but there's a lot of very specific information here that I don't think has been complied all in one place at one time before. Give her a look! And contribute to the site!