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What is "atmosphere"?

SaiyanHajime

CF Legend
Go on, try to define it.

Whenever I try, I end up describing what would better be described as mood or ...immersion. And I end up using examples to explain what I mean, and all of those examples have problems. I think of attractions that have authenticity, who's atmosphere comes not from design but from existing, acquired history. Stuff like old-Dungeons, or Hex, or Blackpools river caves... Or Knoebels, for a US example. It's a feeling similar to nostalgia, but present even where I have no nostalgic attachment.

So I was just wondering how everyone else defined it, basically.
 

gavin

Moderator
Staff member
Moderator
Social Media Team
Re: What is

It's a layer of gas, or gases, that surrounds a planet.

You're welcome!
 

GuyWithAStick

Captain Basic
Re: What is

at·mos·phere
ˈatməsˌfir/
noun
1.
the envelope of gases surrounding the earth or another planet.
"part of the sun's energy is absorbed by the earth's atmosphere"
synonyms: air, aerospace
2.
the pervading tone or mood of a place, situation, or work of art.
"the hotel is famous for its friendly, welcoming atmosphere"
synonyms: ambience, air, mood, feel, feeling, character, tone, tenor, aura, quality, undercurrent, flavor; informalvibe
"the hotel has a relaxed atmosphere"

How about that? Is that good?
 

gavin

Moderator
Staff member
Moderator
Social Media Team
Re: What is

For me, it's as simple as decent theming, landscaping or greenery, coupled with enough people around to be creating a kind of buzz.

I've been to parks with some great rides, but pretty much shoved onto concrete slabs, which really doesn't make you want to spend more time there than necessary. Then I've been to some parks that are just full of Chinese s**t, but are very green with lakes/fountains etc. They're actually really pleasant to hang around in even if they're not offering anything that a coaster enthusiast is going to get too excited over.
 

Smithy

Strata Poster
Re: What is

Atmosphere = Mood.

Mood of the park, how does it 'feel'. The setting, the scene, the noises.
 

Pink Cadillac

Giga Poster
Re: What is

Probably wont make much sense, but if your talking about a place/theme park, I think its a bit different than mood. For me mood is an array of emotions that a place gives off or its personality. Whereas atmosphere, encapsulates the area, is a bit more uniform throughout the place and includes a larger range of stimuli (i.e. guests). Its also harder to describe :(
 

Smithy

Strata Poster
Re: What is

But a mood can encapsulate an area; if I'm in a bad mood I show it through my body language as well as with my emotions.
 

Pink Cadillac

Giga Poster
Re: What is

They probably "mean" the same thing, it's just there are nuances different people associate with certain words. To me body language is also something presented and as well as emotions, it is a lot more "visual" than something like atmosphere. (I do feel atmosphere draws on a lot of visual aspects but context is a little more relevant too).
 

Hyde

Matt SR
Staff member
Moderator
Social Media Team
Re: What is

Atmosphere is one part design/theming and two parts perception. For example, Silver Dollar City is regarded by many as having a fantastic atmosphere. I step into SDC, which carries a clear western theme. But, do I perceive it as a western theme? What indicators do I have to believe that this park has a good atmosphere?

This perception relies on simple observation of my surroundings; anything that can clue me in to how to feel about my surrounding area. Benches, pathways, buildings, foods, smells, guests, rides, landscaping, weather, workers; all of these factors affect my perception, and will either verify or strike down the notion that this park's theme, that this park's atmosphere, is a good one.

When I reflect back on a park's atmosphere, the moment I like to focus is right before entering the gates. It is this moment, a very casual one, that can lend a candid view. Where guests excited to be heading in? Did any of the staff smile at me? were the pathways black top or another material? Could I see any major rides? Any food smells? etc.
 

mouse

Giga Poster
Re: What is

Smithy said:
Atmosphere = Mood.

Mood of the park, how does it 'feel'. The setting, the scene, the noises.
I'm not so sure... mood is internal feelings whereas atmosphere is external, so I don't think a park can have a mood. I would say a park can have a certain atmosphere which then creates the mood for a visitor. For example the Cinderella castle has a joyful, fantastical atmosphere due to the extravagant theming, sounds and smells - which causes visitors to subsequently feel happy or excited... am I making sense?

I think a park's atmosphere is made up of many aspects, from visuals, sounds, smells and sensations... I guess I would define atmosphere as 'The collection of external sights, sounds and sensations that influence internal moods.'

I may be talking **** right now...
 

Lofty

CF Legend
Re: What is

Atmosphere, to me, is an emotional response to a given environment that are triggered by atmospherics. Atmospherics are anything 'made' to create that given feeling to the surroundings. For example, if you're in a mine themed attraction with great theming, but, it's missing that 'thing' to make it feel authentic, or make it feel like a real thing - so, you add themed lighting, scent, haze, control the air temperature, add sounds of distant pickaxes hitting the hard stone etc. These create an immersive atmosphere that really transport guests into that given time, location and narrative.

That's why I truly believe that most parks don't hit the right 'atmosphere' with their rides, they simply whack a bit of theming (even if it is good), and that'll do, when in reality it's much more - sure, sight is a fantastic sense to hit, but I truly believe for there to be atmosphere in a give environment, you're hitting nearly all of a person's senses you physically can, creating a sensory overload and giving them less ways to find the loopholes in your designs.
 

Smithy

Strata Poster
Re: What is

mouse said:
Smithy said:
Atmosphere = Mood.

Mood of the park, how does it 'feel'. The setting, the scene, the noises.
I'm not so sure... mood is internal feelings whereas atmosphere is external, so I don't think a park can have a mood. I would say a park can have a certain atmosphere which then creates the mood for a visitor. For example the Cinderella castle has a joyful, fantastical atmosphere due to the extravagant theming, sounds and smells - which causes visitors to subsequently feel happy or excited... am I making sense?

I think a park's atmosphere is made up of many aspects, from visuals, sounds, smells and sensations... I guess I would define atmosphere as 'The collection of external sights, sounds and sensations that influence internal moods.'

I may be talking **** right now...

But surely you always project your mood via body language, regardless of how subtle it is? A mood is projected, admittedly to differing amounts, hence why I see it the same as an atmosphere.
 

SaiyanHajime

CF Legend
Re: What is

mouse said:
Smithy said:
Atmosphere = Mood.

Mood of the park, how does it 'feel'. The setting, the scene, the noises.
I'm not so sure... mood is internal feelings whereas atmosphere is external, so I don't think a park can have a mood. I would say a park can have a certain atmosphere which then creates the mood for a visitor. For example the Cinderella castle has a joyful, fantastical atmosphere due to the extravagant theming, sounds and smells - which causes visitors to subsequently feel happy or excited... am I making sense?

I think a park's atmosphere is made up of many aspects, from visuals, sounds, smells and sensations... I guess I would define atmosphere as 'The collection of external sights, sounds and sensations that influence internal moods.'

I may be talking **** right now...
Well it's like that term "mood lighting" isn't it... I think you're right, atmosphere is the space, mood is that translated into human... language and senses. Mood is how we interpret atmosphere. Maybe? I dunno.


But I think Lofty is right when he mentions authenticity...

For example, if you're in a mine themed attraction with great theming, but, it's missing that 'thing' to make it feel authentic, or make it feel like a real thing - so, you add themed lighting, scent, haze, control the air temperature, add sounds of distant pickaxes hitting the hard stone etc. (snip)

That's why I truly believe that most parks don't hit the right 'atmosphere' with their rides, they simply whack a bit of theming (even if it is good), and that'll do, when in reality it's much more - sure, sight is a fantastic sense to hit, but I truly believe for there to be atmosphere in a give environment, you're hitting nearly all of a person's senses you physically can, creating a sensory overload and giving them less ways to find the loopholes in your designs.

See, I think the reason the examples I mentioned in the opening post are some of the more powerful "atmospheres" is because they came with a head start. A sense of authenticity is a hard nail to hit, so if you've got some real part of the puzzle, it makes the rest fall into place. A bit like how people mistake Hex smell for being natural, because we know parts of the building are authentic, we're convinced of the full picture much easier.

That's not to say entirely designed spaces cannot have atmosphere, but I think, at least in Tussauds/Merlin's case, it's a LOT of the reason for wavering quality. It's a lot of the reason why Alton Towers is so special as a whole.
 

Lofty

CF Legend
Re: What is

Joey said:
See, I think the reason the examples I mentioned in the opening post are some of the more powerful "atmospheres" is because they came with a head start. A sense of authenticity is a hard nail to hit, so if you've got some real part of the puzzle, it makes the rest fall into place. A bit like how people mistake Hex smell for being natural, because we know parts of the building are authentic, we're convinced of the full picture much easier.
I think you're right to be honest, I don't see 'atmosphere' as something that grows organically, I think you have to start with the conditions to be able to add the designated atmosphere and overload the person's sensory system as opposed to building up the process.

Hex is a great example of what I mean: as a guest, you walk in, the low level fluctuating lighting, the overpowering musty smell (Dale Air , in case anybody is wondering), the subtle soundtrack (wind noises and other constructed sounds), the sudden temperature change inside, the theming elements, the media from the televisions - these all combine to stimulate all of our senses in one sudden burst: sight (theming and lighting), smell & taste (scent), touch (cold air) and hearing (soundtrack). You automatically are transported into that narrative.

In this same mindset, you can actually start to drop elements of the atmospherics throughout the experience and guests will actually start to forget about them, they have that one 'anchor' point in their brain (beginning of the attraction, immersion into the environment) to go back to and tell them "This is a real crypt you're in" etc.

When I design attractions, the first scene is usually the grandest in terms of atmospherics with an abundance of theming, special lighting, sound, haze, strong scents, textured floors and walls etc. This plants itself in the guests brain as the 'real thing', an authentic scene setting - then you can start to remove elements throughout the experiences such as scent (those machines are like £250 each...), even lighting (for me, this is a great trick, but obviously it's a specialised market I work in), the scenic art can also start to diminish in colour scheme too (think of the Harry Potter movies, from start to finish).
 

JoshC.

Strata Poster
Re: What is

Lofty said:
Hex is a great example of what I mean: as a guest, you walk in, the low level fluctuating lighting, the overpowering musty smell (Dale Air , in case anybody is wondering),

ha, I've been having a good goon over Dale Air since reading this. Someone mentioned it to me in a conversation once, and when I went to look into it, I completely forgot the name and could never remember it. Thanks :p
 

Lofty

CF Legend
Re: What is

I think it's 'Musty' on there website, there may be a 'Gothic' one too. The Sanctuary used a mixture of Urine and Musty if I remember correctly.
 

JoshC.

Strata Poster
Re: What is

Ah nice! I assume Thorpe use them as well (Urine in Saw Alive, Coal in MBV, etc)?
 

jj23w

Hyper Poster
Re: What is

The urine scent for saw alive is in the toilet you find that out in face it alone.
 

Lofty

CF Legend
I think the coal smell is one of the industrial ones - but yeah, they're more than likely Dale Air, although there's other companies like Green Rhino and stuff who do the same type of products.


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