I think if the concept art between the initial and the final is as far removed as it was with Air, then something has failed somewhere though. Whether it's budget failure, or because the concept simply wasn't portrayed well enough - there should still be a degree of semblance surely? I don't really know enough about this stuff, but to me it would seem that you have a customer asking the design team to "conceptualise a ride about flying" say. They're given a rough idea of the physical design and area to work in and then they work with that.
If they completely miss with the concept (it's, I don't know, all fluffy bunnies) then it's because the art team missed the concept the park was after. The concept though has to be sold to management, and if you do a great job at the concept and a great sell, then you've got a success. It may even be, if the concept is strong enough and the design team passionate enough, that budget will be made available.
It's odd, because if you look at the initial kinds of images we've seen for 13 and The Swarm, they're very similar to what was carried out. Is it a stronger design team? Or simply because Merlin allow the design team to buy into the project properly?
I know you mentioned films too Joey. I think again if a concept is really strong, it can sway the entire film. Being a fan of H.R. Giger I read up on the development of Alien.
The concept art is near identical to what ended up in the film:
http://26.media.tumblr.com/tumblr_l5x7o ... o1_500.jpg
http://26.media.tumblr.com/tumblr_litei ... o1_500.jpg
http://img.gawkerassets.com/img/17hak8q ... iginal.jpg
http://27.media.tumblr.com/tumblr_ldrya ... o1_500.jpg
http://27.media.tumblr.com/tumblr_lj2mo ... o1_500.jpg
http://application.denofgeek.com/images ... ockpit.jpg
I'm sure you've seen them before. So here the concept is so strong, it changed the way the entire film felt - it pushed it in a certain direction, making it darker and probably made it the successful film it became.
Sometimes the concept is perfect. Other times it fails, such as Giger's work on the original Dune film. He drew up a lot of concept art which was all ditched because it was simply inappropriate for the source material.
The point I guess is that if the concept art is good, it should always remain relatively unchanged until the end product. If it changes a lot, it's because the concept wasn't strong enough in the first place.
Personally, I feel the Air concept art was excellent and could have made a real difference to that area of the park. The Nemesis area is almost perfectly (or was before it all changed - it's still okay) with presenting the concept (and it's still abstract). Imagine if they'd skimped on Nemesis in the same way they did on Air? You felt, entering Thunder Valley, completely transported to another place. It was superb. Alton has certainly diluted that, and Air was a final nail in the coffin.
However...
I was discussing this with ECG recently... I think it comes down to the target audience and you're right there, but that's kind of dismissing out of hand that people can't and don't appreciate a nice environment.
We see in Forbidden Valley (or did) the monster in the pit, the odd alien gun, the broken army machinery, the post apocalyptic-al Ripsaw and then... Concrete expanse of Air. There's an illusion that is spoiled there.
You're right though (and so is ECG). Most people there at that time are there for the ride and that's what brings them back there. The ride is the important thing for that "demographic". We ignore the broken spell because we want the ride. If Air wasn't so popular, I'd argue that people are more likely to return though if the area is pleasing to the eye. They want to be there to just enjoy what's on offer - but I think that's just a small number of people who do that (even in (especially in?) enthusiast circles).
Look at the much loved Chessington though. Everything is themed and given consistency, but for one good reason - it's a kids park. The rides here are all relatively basic, or low excitement and the target audience seems to be lower (though I know it was once classed as a thrill park, but I think that was late in development - an experiment). So you need something else to build the excitement. The bits around the ride are equally as important (in some cases more important) than the ride itself. Concept becomes full development because it IS important.
Then we see Europe, which is chock full of very overly themed rides/parks/attractions. Even the thrill rides are part of an overwhelming visual experience. The reason here I think is simply because there is so much competition also doing it. To not go that way would be to let others take the lead - once visitors are used to that environment, they expect it wherever they go. Hence the issue with the Air concept failing in Forbidden Valley - the visitor expects more and gets nothing. Fortunately, the thrill of the ride overwrites the disappointment for most. It's just another reason why "Alton has lost it's magic".
I know that you don't think it's relevant to the topic of how reliable concept art is, but it is. If we understand the reasons the concept art doesn't make it to the ground, then we can work out how reliable concept art potentially is.
In Germany, you're likely to find that the concept art follows through, simply because they need to keep the standards very high to compete with other parks. The budget is issued on the understanding that it's a vital part of a new development.
In other parts it may be more hit and miss, depending on the ride type and area of the world/country (as we see in Master Thai).
In a park based on families or younger visitors, then the focus has to be heavily into the theme as it's what attracts that demographic - it's all visual and the ride will never be as exciting as the presentation, but that's because it's rare to find exciting family rides. The enjoyment comes from the package.
So while Paultons' concept for Magma may not have translated massively well within the budget/talent constraints - it's still pretty close. The justification is simply that without it, the excitement with visitors wouldn't be there and the feeling of joy and elation having been to the park dead. So in those cases the visitor satisfaction is absolutely key to what you do. The rides are much less important than the concept.
Disney I think is utterly different and it has to be completely forced. People go there wanting a real life version of the films they know. They know if it's breaking canon or at odds with the stories and characters they love. There's no room for artistic license, because Disney have already had their artistic license producing the source material.
Huge post to say that I do agree really :lol:
If they completely miss with the concept (it's, I don't know, all fluffy bunnies) then it's because the art team missed the concept the park was after. The concept though has to be sold to management, and if you do a great job at the concept and a great sell, then you've got a success. It may even be, if the concept is strong enough and the design team passionate enough, that budget will be made available.
It's odd, because if you look at the initial kinds of images we've seen for 13 and The Swarm, they're very similar to what was carried out. Is it a stronger design team? Or simply because Merlin allow the design team to buy into the project properly?
I know you mentioned films too Joey. I think again if a concept is really strong, it can sway the entire film. Being a fan of H.R. Giger I read up on the development of Alien.
The concept art is near identical to what ended up in the film:
http://26.media.tumblr.com/tumblr_l5x7o ... o1_500.jpg
http://26.media.tumblr.com/tumblr_litei ... o1_500.jpg
http://img.gawkerassets.com/img/17hak8q ... iginal.jpg
http://27.media.tumblr.com/tumblr_ldrya ... o1_500.jpg
http://27.media.tumblr.com/tumblr_lj2mo ... o1_500.jpg
http://application.denofgeek.com/images ... ockpit.jpg
I'm sure you've seen them before. So here the concept is so strong, it changed the way the entire film felt - it pushed it in a certain direction, making it darker and probably made it the successful film it became.
Sometimes the concept is perfect. Other times it fails, such as Giger's work on the original Dune film. He drew up a lot of concept art which was all ditched because it was simply inappropriate for the source material.
The point I guess is that if the concept art is good, it should always remain relatively unchanged until the end product. If it changes a lot, it's because the concept wasn't strong enough in the first place.
Personally, I feel the Air concept art was excellent and could have made a real difference to that area of the park. The Nemesis area is almost perfectly (or was before it all changed - it's still okay) with presenting the concept (and it's still abstract). Imagine if they'd skimped on Nemesis in the same way they did on Air? You felt, entering Thunder Valley, completely transported to another place. It was superb. Alton has certainly diluted that, and Air was a final nail in the coffin.
However...
Joey said:And Furie, like I said, what's the point of heavy theming if it is deemed to be inappropriate for the audience? If it's not financially worth it, what's the point? Why SHOULD it be more?
I haven't yet been able to find a legitimate, convincing reason in favour of theming that warrants the expense. I believe it adds to overall guest satisfaction when done right, but getting it right isn't easy, and getting it wrong can be disastrous and have the complete opposite effect, doing as Gavin has mentioned several times in conveying cheapness, or dirtiness, etc.
I was discussing this with ECG recently... I think it comes down to the target audience and you're right there, but that's kind of dismissing out of hand that people can't and don't appreciate a nice environment.
We see in Forbidden Valley (or did) the monster in the pit, the odd alien gun, the broken army machinery, the post apocalyptic-al Ripsaw and then... Concrete expanse of Air. There's an illusion that is spoiled there.
You're right though (and so is ECG). Most people there at that time are there for the ride and that's what brings them back there. The ride is the important thing for that "demographic". We ignore the broken spell because we want the ride. If Air wasn't so popular, I'd argue that people are more likely to return though if the area is pleasing to the eye. They want to be there to just enjoy what's on offer - but I think that's just a small number of people who do that (even in (especially in?) enthusiast circles).
Look at the much loved Chessington though. Everything is themed and given consistency, but for one good reason - it's a kids park. The rides here are all relatively basic, or low excitement and the target audience seems to be lower (though I know it was once classed as a thrill park, but I think that was late in development - an experiment). So you need something else to build the excitement. The bits around the ride are equally as important (in some cases more important) than the ride itself. Concept becomes full development because it IS important.
Then we see Europe, which is chock full of very overly themed rides/parks/attractions. Even the thrill rides are part of an overwhelming visual experience. The reason here I think is simply because there is so much competition also doing it. To not go that way would be to let others take the lead - once visitors are used to that environment, they expect it wherever they go. Hence the issue with the Air concept failing in Forbidden Valley - the visitor expects more and gets nothing. Fortunately, the thrill of the ride overwrites the disappointment for most. It's just another reason why "Alton has lost it's magic".
I know that you don't think it's relevant to the topic of how reliable concept art is, but it is. If we understand the reasons the concept art doesn't make it to the ground, then we can work out how reliable concept art potentially is.
In Germany, you're likely to find that the concept art follows through, simply because they need to keep the standards very high to compete with other parks. The budget is issued on the understanding that it's a vital part of a new development.
In other parts it may be more hit and miss, depending on the ride type and area of the world/country (as we see in Master Thai).
In a park based on families or younger visitors, then the focus has to be heavily into the theme as it's what attracts that demographic - it's all visual and the ride will never be as exciting as the presentation, but that's because it's rare to find exciting family rides. The enjoyment comes from the package.
So while Paultons' concept for Magma may not have translated massively well within the budget/talent constraints - it's still pretty close. The justification is simply that without it, the excitement with visitors wouldn't be there and the feeling of joy and elation having been to the park dead. So in those cases the visitor satisfaction is absolutely key to what you do. The rides are much less important than the concept.
Disney I think is utterly different and it has to be completely forced. People go there wanting a real life version of the films they know. They know if it's breaking canon or at odds with the stories and characters they love. There's no room for artistic license, because Disney have already had their artistic license producing the source material.
Huge post to say that I do agree really :lol: