The Four Elements of Themed Experiences and 5 Act Structure

This might not be my most eloquently prosed post, the final stretch of grad school is upon me and time is at a premium, but I have thoughts I want to share.

So I’ve been doing a lot of thinking into how to develop impactful and fun stories and attractions and I’ve think I’ve narrowed it down to 4 elements, from which the entire experience evolves. 

The first two are often talked about by Joe Rohde. First you have,

  • Theme: the moral of the story or message of the storyteller.
  • Subject: the “actors” that illustrate the story. Not only characters, but also place. 

Then there’s two more I’d like to add. 

  • Experience: this is the core event you will witness or participate in. Only a few words. Think archetypes.  This is similar to the aspirational quality that some theme park designers have talked about, but more importantly it is the lens through which the entire story will be framed.
  • Journey: the way we get there or specific premise. Think of it almost like a writing prompt. (Note: I debate whether journey belongs here because it’s somewhat determined by the other three)

You put the four together and the beginning of an attraction story begins to take place. 

For example in Rise of the Resistance we can see that 

  1. Theme: Good Vs. Evil. Evil will lose. 
  2. Subject: Star Wars. Intergalactic Civilizations. Spaceships.
  3. Experience: Prison Break
  4. Journey: Recruited into a space army and captured. 

Or The Haunted Mansion

  1. Theme: Death is actually kinda funny.
  2. Subject: A Haunted Mansion
  3. Experience: Guided Tour
  4. Journey: Deciding to visit that old creepy mansion

Of course there’s room for interpretation but with these four events you begin to see how any satisfying ride might be crafted. Even at random. Say you have. 

  1. Theme: Be careful what you wish for
  2. Subject: Construction Equipment
  3. Experience: Flight
  4. Journey: stumble into an abandoned construction site at night. 

One can start easily piecing together an attraction from this. Bob the Builder is tired of construction and wishes to do something more glamorous. We stumble upon him in a construction site right as he makes a wish for more excitement – causing the construction equipment to come alive. But it quickly grows dark as the construction equipment doesn’t like being unappreciated and chases us into the night sky on a whirlwind journey. Eventually it all comes to an end and Bob and us both realize that life is plenty exciting as is. 

Where this framework gets really exciting is how it ties into narrative 5 act structure. You have your four pieces of framework. Now what? Well let’s look now at classic five act structure. You’ll remember it from English class. I’m no expert, but here’s my summary

  • Act 1: Exposition: the world is introduced
  • Act 2: Rising Action: the main character sets out on a journey
  • Act 3: Arrival: the character achieves their initial goal. But at the midpoint of this act something happens which changes the equation and sets them on a new journey
  • Act 4: Journey Home: character sets off on the final quest. The final confrontation occurs at the transition to act 5
  • Act 5: Resolution and Denouement

The key thing to remember is that each key moment in the story occurs at an act transition, with the third act split in two – the key reversal occurring there. (All of what I’m about to say could be mapped onto 3 act structure too, but I think 5 makes it easier to talk about). 

So anyway…you’re building a ride. What goes where? Well I’d propose that nearly all attractions follow a simple rule. The Journey is everything that happens before the midpoint and the Core Experience is nearly everything that comes after. The theme and subject are what color each scene within and determine the ultimate outcome.

In modern attraction design it looks something like

  • Act 1: Entrance and early queue. The setting and world are introduced.
  • Act 2: Queue: the queue takes us on a journey into the world on our way to a promised experience (not always the core experience, but often). We learn about the world, and it’s rules, and why we’re there.
  • Act 3 Part One: Preshow: We arrive at the promised destination and new information is revealed that will set us on a new quest.
  • Act 3 Part Two: Load/secondary queue: The core experience (which follows its own three act structure) begins
  • Act 4: The Ride: We live out the meat of the core experience which leads us to one final climatic moment. 
  • Act 5: Climax & Exit: We experience the climatic moment of the core experience, and the story quickly resolves itself as we exit the vehicle with a denouement then or shortly thereafter. 

For example Indiana Jones and the temple of the forbidden eye:

  • Act 1: We come across an archeological dig at a temple
  • Act 2: We venture into the temple to see what’s up and learn this is a creepy place.
  • Act 3 Part 1 : we come across Sala and he tells us about quest expeditions we’ve somehow signed up for and the legend of the forbidden eye. Also we need to find Indy.
  • Act 3 Part 2: we decide to go on our own expedition (the core experience begins)
  • Act 4: The expedition throws up many obstacles of increasing threat level, preventing us from rescuing Indy until
  • Act 5: We nearly get crushed by a Boulder and narrowly escape. Indy lectures us since we were the ones that needed rescuing and we slowly make our way out of the scary temple. 

Or Rise of the Resistance

  • Act 1: We find the rebel base
  • Act 2. We are tasked with a mission to space but something goes wrong
  • Act 3 Part 1: We’re captured and thrown in prison
  • Act 3 Part 2: We’re rescued and begin our prison break (core experience)
  • Act 4: We journey through the prison facing increasing obstacles trying to make our way home until
  • Act 5: a final climatic encounter and daring escape pod run. We’re told we did a good job and exit.

As long as queues are long, and rides are short I predict this is the specific way we’ll see the structure implemented. What’s interesting though is looking to the past to see how rides and attractions then still followed the same structure BUT implemented it differently.

For example, before queues were really designed as part of the experience, it was common for the ride to begin as early as the beginning of Act 2. Let’s reference Pirates of the Caribbean (California version)

  • Act 1: We are introduced to New Orleans square and the Blue Bayou.
  • Act 2: We begin a journey through the bayou and enter mysterious caves
  • Act 3 Part 1: We learn that pirates used to inhabit these caves
  • Act 3 Part 2: The pirates materialize and the core experience of seeing pirates do pirate things begins
  • Act 4: Pirates do pirate things until
  • Act 5: The town climatically burns down, they all drunkenly kill themselves, and we exit this fever dream and end up back where we started.

Now consider how Pirates was adapted when it moved to Florida and it adopted the new-fangled immersive queue. The immersive queue replaced The Journey portion of the ride leaving only the Core Experience. The overall structure of the story was preserved, but what specific elements achieved it changed.

There’s even a ride that has a more unusual implementation. Let’s look at The Living Seas. For starters

  1. Theme: The ocean is majestic and cool
  2. Subject: Seabase Alpha
  3. Core Experience: Explore an Alien World (And/or aquarium)
  4. Journey: Specialized technology takes us deep under the sea

Now:

  • Act 1: We’re introduced to the history of sea exploration in a museum and documentary
  • Act 2: We begin our journey under the sea via Hydrolator
  • Act 3 Part 1: We take sea cabs to further our journey
  • Act 3 Part 2: We arrive at Seabase Alpha
  • Act 4: We explore Seabase Alpha (core experience)
  • Act 5: We leave Seabase Alpha via Hydrolator

This is the only attraction I’m aware of that has used the ride as a journey rather than the core experience. It’s an unusual implementation but it just goes to show that any means can be used to achieve any part of the structure, as long as all parts of the structure are there, you get yourself a satisfying experience.

The more I think on it, the more I think nearly all attractions can be conceptualized in this framework, and better yet this framework provides a nice blueprint to develop new attractions. Does it apply to your favorite?

You made it! I Knew You Would

Imagine for a moment that you’re going on a vacation to Paris. It’s your first time visiting the city of light. What do you want to do? You want to see the Louvre of course! To get lost in the boulevards, to gorge yourself on pastries, drink wine, eat cheese, explore opulent palaces, climb through Notre Dame, tour the catacombs, detour to Disneyland Paris! (If you’re the kind of person that reads this blog anyway). You want to embark on all these adventures and you don’t want a rainstorm, or natural disaster, or renegade mime to get in your way: all the things that might otherwise make an interesting story if the someone visiting Paris wasn’t you. The ideal Paris trip is the one where nothing goes wrong, you encounter pleasant surprises, and the activities increasingly become more magical leading up to the last day of the trip when you have a moonlit dinner on top of the Eiffel tower, forever moved by the beauty of the city. At which point you return home on a high of wonderful memories.

Now imagine, instead, there’s a new movie out in the cinema: Paris Vacation. The trailers have been purposefully vague, no one knows quite what to expect. You buy tickets and go to the opening night midnight screening. The previews end, the lights dim. And for the next two hours you watch some rich guy’s slick video of the same exact vacation described above. No heist that needs to happen, no bloodline of Jesus to follow, no chance for the power of culinary arts to save someone’s soul, no stolen bread, no one falls in love, everything goes just as expected. Unless you’re a film critic you’d walk out wondering what the hell the point was, severely disappointed you paid $20 to see someone else’s home video.

Herein lies the difference in story construction between traditional and experiential forms.

Traditional stories are about characters who want something and are antagonized along the road towards getting it. That’s the core of any traditional story – whether it be play, movie, or novel. What people pay for is to see someone confront an obstacle and (usually) overcome it. This basic structure has been analyzed ad nauseam from Aristotle to Joseph Campbell to your 3rd grade English teacher. Beginning, middle, end. Boy meets girl, boy looses girl, boy gets girl back. The key to any good story is in the struggles the characters face and how those struggles change them.

But what is the audience’s roll in this? The audience goes to the theatre, reads the book to see the character get their due. And in any good story, and good entertainment (read satisfying experience) the audience gets what they want. If they don’t they tend to throw tomatoes.

So what happens when the audience is part of the story? When they play a role in the narrative? Think about your own life for a moment: the story you live every day. Do you want to be antagonized? No, not really. It’s not fun when something stands in the way between you and what you want. People struggle their entire lives to escape their personal antagonists. In many ways that’s what life is. And sure we might grow from our struggles but the process is never fun. Entertainment is the quest to escape that. Art is the quest to observe it from afar.

And so you arrive at the inherent conflict between stories and experiences. The perfect story needs antagonism. The perfect experience needs the absence of antagonism. The trick is in combining them to create experiential stories.

Any individual person never wants things to go wrong. We seek out stories to see other people be antagonized and to escape our own troubles: to feel like there is control and order in the world. We go to stories to see people overcome obstacles. And once you’re inside a story that doesn’t change. And I hear you saying, “but wait of course people want to be antagonized – they want to be chased by the shark, or get caught in an earthquake, get caught in the evil villain’s clutches.”

To which I say, yes and no. People want less to have these experiences, and more to have these fantasies. They want to experience a massive earthquake while experiencing no actual danger. They want to experience fighting a villain, but only if they win and aren’t seriously hurt. And often they just want to experience pure joy, beauty, and peace of the kind so rarely found in the everyday world.

In addition, any antagonism you want by definition can’t be antagonism. Antagonism is what stands between you and what you want. And you’re the person that waited an hour to get on a boat that you knew was going to be attacked by a shark. You knew you were going to be chased by dinosaurs on the time rover or get trapped in a mystical temple full of booby traps in that jeep transport, and that the Yeti was coming. You knew there were going to be swarms of Pirates and you knew there was a giant scary drop coming at the end of Splash Mountain. That’s the whole damn point. The only real antagonist in any experiential storytelling is the damn queue – and we know how much people love those. The worst experiences are the ones that make promises and then something gets in the way. Think about the game level you can’t beat despite trying 50 times, the ride that breaks down right as you’re about to get on, the beautiful restaurant with the microwaved meatballs. The core of experiential entertainment isn’t story it’s wish fulfillment!

The key with the antagonism in experiential storytelling is that other characters may be antagonized. But us? We get exactly what we want and the process to get there is deliberately designed to increase and prolong the pleasure as much as possible. Other characters are antagonized. We are teased. Other characters might grow or change through the diegetic struggle. We grow or change through empathy,  the emotional journey we take, and the ways we’ve be primed by the story to construct meaning in the experience.

Story therefore still plays a crucial role in the process, helping to shape the form the experience takes and create theme. Theme adds meaning and context to the core experience. The wish might be to experience flight. The story gives that flight an arc. It brings people into the world, takes them into the air on a journey and back. It can take what would be a rather static experience of a standard helicopter tour and vary the pace, sights, and stakes to shape the emotionality into a dynamic, orchestrated flow in which feelings are heightened through an intersection of classical and pseudo-musical forms of storytelling technique that create a constant play of tension and release. The story too helps create theme which gives the experience extra meaning and significance to an outside truth. In an ideal scenario all three of these perfectly rhyme with each other and create transcendent experiences.

This is storytelling of a very different sort, as the experience of a traditional spectator and traditional characters are merged into the same world. The audience member, who now also plays a role in the story, must get what they’re looking for and ideally more than they’re looking for.  And I worry that it’s too easy to oversimplify this idea from “Give the audience what they want” to “Give the audience what they expect”. Hell, even the idea of giving the audience what they want is problematic and limiting if read too literally. Perhaps a more accurate framing is to think carefully about what you want the audience to experience. What you want them to feel. Engineer the experience around that and set the audiences’ expectations appropriately. This is a process that must occur first. The story must be constructed around the experience not the other way around. You have to think about what the environment will be like, how it feels, how the guest moves, what they see, who they interact with, what they can do, before an appropriate story can be attached. In traditional narratology the world building fleshes out the story, but in experiential entertainment, in a sense, it’s the story that fleshes out the world building. This is how you can have evocative experiences with very simple, relatively uninteresting stories create such memorable attractions (a la Monsieur Toad) and evocative stories with simple, uninteresting experiences create such duds (a la Mermaid). Or you end up with interesting stories and experiences that nevertheless don’t quite line up properly. Say like an experience designed for suspense with a story designed for a jam session (a la Guardians).

Antagonism you want for yourself isn’t antagonism at all. It’s a catalyst. It brings you closer to what you want and is the key to great experiences. And this is a key difference between telling traditional stories and ones in which the audience is a character. Characters in traditional narratives are almost always unwilling participants in the events of the plot. What stands between them and what they want is a source of suffering. But we, the audience, have decided to be there and can expect a satisfying outcome. That is the contract audiences make with storytellers. And as such anything that comes between us and the payoff, when done right, makes the payoff all the more satisfying. And crucially, the experience doesn’t necessarily need anything coming in between at all. But stories require meaning, and without the ability of us, as a character in the story to experience true struggle, the meaning must come from outside – in the world. Hence the importance of the construction of that world and the experiences within. The story of the world we’re in and the characters in it can imbue our own experience with that meaning, which is why it’s so critical that the story and experience reflect and reinforce each other. When it all comes together you get some of the most effective storytelling out there…stories that form deep and personal connections with the audience. Guests get to experience fantasies made real and with any luck, go home feeling inspired and with more insight than before.