As a rollercoaster enthusiast and someone who has had the privilege of working with some of the most iconic rides in the UK, I can confidently say that my life has been one thrilling ride! It’s fascinating to see how the world of theme parks continues to evolve, and I’m particularly intrigued by the potential future of queue theming and virtual queues.
Over the past eight years, “Planet Coaster” has held the crown as the premier theme park simulator, providing both enthusiasts and casual fans with a platform to build their ideal theme park. In a matter of mere weeks, the highly anticipated “Planet Coaster 2” is set to launch on PC and consoles, boasting an array of fresh features and enhancements that aim to make it the new leader in the genre.
Recently, Game Rant had a sneak peek at the upcoming game, “Planet Coaster 2”, during a special event held at Thorpe Park in the UK. At this event, we chatted with John Burton, who is the senior creative lead for Merlin Magic Making, often referred to as the creative soul of Merlin Entertainments. Amidst the thrilling cries from Swarm riders, Burton shared insights on creating some of the UK’s top attractions and how “Planet Coaster 2” aims to preserve that genuine feel. (For your convenience, this interview has been condensed for length and clarity.)
Theme Park Attraction Design 101
Q. Could you give a general breakdown of your role at Merlin Entertainments?
Absolutely, I go by John Burton, and in my role as the top creative mind, I’m responsible for creating the thrilling rides and captivating attractions at Merlin Magic Making. This remarkable company is behind some of the most popular destinations such as Thorpe Park, Alton Towers, and Chessington World of Adventures.
Q. What’s your favorite part of the ride-making process?
I enjoy the entire process of creating something from start to finish. The initial phase is brainstorming ideas and envisioning the storyline creatively. Watching the concept materialize as it’s being constructed is equally exciting. I take pleasure in overseeing the details, ensuring every element aligns with the vision. Opening the finished product for the first time and witnessing the guests’ reactions is the most rewarding part of the experience for me. That moment encapsulates the essence of my work.
Q. On that note, what’s the most satisfying reaction you’ve seen to one of your rides?
As a fan, I can’t help but reflect on the unforgettable experience of being part of the Nemesis Reborn project at Alton Towers this year. It was an arduous journey filled with challenges, but nothing compares to the exhilaration of that day. Standing at the ride’s exit, I could feel the palpable energy from the crowd as they eagerly awaited the first train. The moment it returned, and we received a rousing applause was an emotional high point. All the blood, sweat, and tears we poured into this project made that response all the more rewarding. It brought us immense joy to see our hard work resonate with the crowd in such a powerful way.
A. Earlier, you said that you have experience with dark rides. I was wondering if the process of designing a dark ride differs from that of a roller coaster in any way?
As an enthusiast, I’d express it this way: When embarking on a dark ride project, we typically focus on the idea or theme first, rather than the physical aspects. It’s like how Hyperia began with the simple notion of creating the UK’s tallest rollercoaster. The design for the coaster came later as we worked with manufacturers. For a dark ride, it’s usually the other way around – you start with the theme and let the hardware evolve to best bring that concept to life. Plus, with a dark ride, there are numerous storytelling opportunities since you move through the elements at a slower pace, allowing for the integration of media such as screens. I always advise to “think of darkness as your canvas.
The Ever-Evolving Nature of Attraction Theming, Queues, and Audience Demographics
Q. What’s your favorite piece of theming you’ve created for a ride?
I’ll be discussing Nemesis Reborn. This updated version was designed to breathe life into the original Nemesis from 1994, which was rather stationary. We leveraged technology that didn’t exist in the ’90s to achieve this. The track and design were given a fresh, modern makeover. A new soundtrack was composed, and for the alien theme, we constructed an enormous, animated eye with teeth that moved dynamically. This eye was essentially a half-spherical dome LED screen, which would turn bloodshot and emit smoke when the rollercoaster passed overhead, simulating the monster’s anger. It’s one of my personal highlights in our collection.
A. Is there any information available regarding potential additional refurbishments for other classic UK attractions?
A: I can’t say, everything I work on is top secret!
Question: Could it be possible for a greater number of attraction queues in the United Kingdom to feature theming similar to that found on many rollercoasters in parks like Universal and Disneyland, as seen in the U.S.?
Answer: The evolution of queues could vary depending on the specific queuing systems we’re discussing. The approach may depend on your budget and objectives for the attraction. It’s possible that traditional queues could be phased out in favor of virtual queues, but there are multiple perspectives to consider when predicting how queues might change in the future.
I’ve discovered that queues offer an excellent starting point for storytelling. On a rollercoaster, the time is limited – about 90 seconds – and there isn’t much space to tell a story or capture attention. However, during the queue and preshow, these elements play a crucial role in setting up the experience, making it immersive and engaging for the journey ahead.
A. Did your spouse frequently visit Thorpe Park when she was a teenager? She mentioned it was quite popular among youth in the London region. To what extent do you design the rides you work on with a focus on catering to a younger audience?
The variety of attractions at these amusement parks depends on their specific focus. For instance, Alton Towers provides a wide range of experiences catering to diverse groups of people, from adrenaline-pumping rides to CBeebies Land for younger visitors. On the other hand, Thorpe Park is renowned for its high-intensity, exhilarating rides that create a sense of joy and fear, making it popular among thrill-seekers. The types of attractions offered at each park are carefully chosen to suit their respective audiences.
A Rollercoaster Designer’s Perspective on Planet Coaster 2
Q. Have you been able to see much of Planet Coaster 2 yet?
A: I’ve had a quick play. I’ve seen some of the new bits in it.
Q. Do you find any specific elements in Planet Coaster 2 that seem to accurately represent the ride-designing process?
B: I believe that when constructing a rollercoaster, certain aspects such as the characterization, the breaks between sections, and the innovative trick-track features they’ve included, make it feel incredibly realistic, as if you’re actually experiencing the real thing. There are some truly authentic elements in its design.
Q. Is there anything you’d like to add in terms of what you’ve seen from Planet Coaster 2?
As a gaming enthusiast, I can’t wait to witness the creativity of fellow ride enthusiasts once more in our favorite virtual world! The reveal of the new ride options in Planet Coaster 2 has truly piqued my interest. It’s fascinating to learn that theming can now be applied even to flat rides. Frankly, I’m thrilled to see the masterpieces players will design using these innovative tools!
Q. Is there a specific ride you’d like to challenge fans to recreate in Planet Coaster 2?
B: I can hardly wait to experience intricate roller coasters, featuring daring drops and ingenious additions built into the tracks. I’m looking forward to enjoying those innovative hybrid rides that combine elements of both dark rides and roller coasters.
[END]
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2024-10-18 16:44