Sometimes, four dimensions just aren’t enough

Vampires of Vienna

I saw this marquee in Vienna’s Prater amusement park last weekend and was amazed at the promise of a “5D” experience. Conventionally nowadays, three dimensions means stereoscopic vision while the fourth “dimension” is practical effects like shaking chairs and water attacks. Apparently, the fifth dimension here denotes smell-o-vision. Oh brave new world that has such people in it.

The nerd in me can never stop imagining a film made in five actual mathematical dimensions – impossible of course, but exciting: “Come closer everyone, and see the amazing orthogonality that couldn’t be represented – until now!”

Avengers – Die ziehen das durch


Image by Mohammad Jilani/vicariou5, DeviantArt

Ich bin einfach nur baff. Obwohl mich die Comics weder großartig interessieren oder ich viel über sie weiß, verfolge ich die Pläne von Marvel, 2012 einen Film der “Avengers” ins Kino zu bringen, jetzt schon eine Weile und wollte schon länger darüber bloggen. Auf der ComicCon hat Marvel jetzt den kompletten Cast des geplanten Films mit dem voraussichtlichen Regisseur Joss Whedeon gemeinsam auf die Bühne gebracht und mir ist echt die Kinnlade runtergefallen: Robert Downey Jr. (Iron Man), Chris Evans (Captain America), Chris Hemsworth (Thor) und Mark Ruffalo statt Edward Norton (Hulk), dazu Sam Jackson (Nick Fury), Scarlett Johansson (Black Widow), Clark Gregg (Agent Coulson) und Jeremy Renner (Hawkeye).

Franchises faszinieren mich. Meinem Gefühl nach hat es seit den Dreißigern keinen so großen Erfolg von seriellen Filmen in einem so dichten Abstand mehr gegeben wie in den letzten zehn Jahren. Die wichtigsten Reihen wurden inzwischen alle rebootet um sie ans neue Zeitalter anzupassen, andere bekommen jetzt späte Fortsetzungen (ein Thema für einen weiteren Blogpost demnächst), um sie wieder auf die Beine zu bringen und neue Spin-Offs in Stellung zu bringen. Ein erfolgreiches Franchise bedeutet die Lizenz zum Geld drucken und zum Geld ausgeben. Man muss sich nur mal anschauen wie völlig überladen (und trotzdem unglaublich erfolgreich) Teil 2 und 3 von Pirates of the Caribbean waren, um zu sehen, was ein Franchise erreichen kann.

Und jetzt das: Der ganze Aufwand steuert auf ein großes Finale zu. Ein Reboot von The Incredible Hulk nach nur einem FIlm. Versteckte Szenen am Ende von Hulk und Iron Man. Eine komplette zusätzliche Storyline in Iron Man 2. Alles um jetzt noch Thor und Captain America nachzuschieben und dann alle vier Helden gemeinsam in einen Film zu verfrachten. Diese Erwartungen möchte ich nicht erfüllen müssen.

Mir fällt kein anderes Beispiel ein, das im Kino jemals so viel Crossover-Aufwand betrieben hat. Vereinzelt haben Schauspieler bekannte Rollen aus anderen Filmen in verwandten Reihen “reprised” (man denke an Star Trek: Generations) und im vergangenen Jahr gab es beispielsweise im europäischen Krimi-Fernsehkino eine interessante Zusammenarbeit von “Soko Leipzig” und “The Bill”, hier aber haben wir es mit deutlich mehr zu tun:

Fünf Filme von vier verschiedenen Regisseuren werden zu einem Ganzen zusammengestrickt. Das Kino scheint auf “kleinerer” (weil weniger komplizierter) Ebene aber größerer Leinwand den Erfolg von ausgeklügelten Serien wie “Lost” (und seiner Vorgänger “The X-Files” und “Twin Peaks”) kopieren zu wollen, die es sich ebenfalls erlauben, viele Seitenpfade zu betreten ohne das große Ganze aus den Augen zu verlieren. Ich bin gespannt ob es ihm gelingt.

Interessant wird auch, ob so eine Armada von Stars bereit sein wird, sich nach großen Solo-Auftritten in einem Ensemble-Film unterzuordnen. Zum Vergleich stelle ich mir immer vor, es hätte in den Vierzigern eine Verfilmung der League of Extraordinary Gentlemen mit Helen Chandler (Mina Harker aus Tod Brownings Dracula (1931)), Cedric Hardwicke (Quatermain aus King Solomon’s Mines (1937)), Fredric March (aus Ruben Mamoulians Dr. Jeckyll and Mr. Hyde (1931)) und Claude Rains (The Invisible Man von James Whale) geben können, eventuell noch mit Lyn Harding als Professor Moriarty.

Ein Franchise hat bisher bewiesen, dass die konsequente Serialisierung in Blockbuster-Filmen funktionieren kann. Die Harry-Potter-Filme kommen in insgesamt acht Filmen mit der gleichen Besetzung aus (wenn man von der Umbesetzung Dumbledores durch den Tod von Richard Harris absieht) und all die großen englischen Schauspieler, die im ersten Film noch richtig wichtig waren, finden sich inzwischen damit ab, ein- bis zweimal durchs Bild zu laufen, während ein immer neues Nachladen von Stars (Ralph Fiennes, Jim Broadbent, Brendan Gleeson, Imelda Staunton) ihnen die Schau stiehlt. Diese Kontinuität, die auch das Aufwachsen-vor-unseren-Augen der drei Hauptdarsteller miteinschließt, gab es vorher wohl nur im Fernsehen (bei James Bond jedenfalls nicht).

Ich bin sehr gespannt, ob die Avengers das gleiche Level erreichen können. Und ich frage mich, ob uns noch mehr so interessanter Crossovers bevorstehen. In den Comics gab es ja sowohl DC/DC als auch Marvel/DC-Crossovers – und zumindest ein Superman/Batman-Film wäre doch eine sehr interessante Aussicht.

Und wie wäre es denn, wenn Indiana Jones im fünften Film durch ein Zeitportal ginge und sich plötzlich im Jurassic Park wiederfände. Steven Spielberg würde den Quatsch doch bestimmt mitmachen.

Spiel ohne Grenzen – Eine Liebeserklärung an 15 Jahre Toy Story

Es ist in der Originalfassung die Stimme von R. Lee Ermey, dem berühmten Drill Sergeant aus Kubricks Full Metal Jacket, die die kleinen grünen Plastiksoldaten aus ihrem Eimer hinaus ins Treppenhaus hetzt. Sie springen mit Fallschirmen ab, schleppen die Sprechfunkanlage gemeinsam ins Dickicht. Plötzlich jedoch geht die Tür auf, und die eben noch so lebendigen Recken erstarren in ihren berühmten Posen – die Panzerfaust auf der Schulter, den Mörser im Anschlag. Schließlich, und davon zeugen auch die verbogenen Gewehre und die abstehenden Plastikkanten, sind sie nur Spielzeug. Weiterlesen …

erschienen in epd film 8/10

Inception – Christopher Nolans Studien über selbst gewählten Konstruktivismus

(Dieser Artikel enthält am Ende massive Spoiler zu Inception, der am 29. Juli in den deutschen Kinos startet – und auch über alle anderen Nolan-Filme)

Es heißt, manche Filmemacher, auteurs, drehen immer den gleichen Film in verschiedenen Formen. Daran mag etwas Wahres sein, vor allem wenn man sich das Werk von Christopher Nolan anschaut. Ich finde, dass seine Filme – nicht immer gleich deutlich aber doch sehr klar – sich ganz klar um ein Thema drehen: Sie handeln von Menschen, die sich selbst eine Realität konstruieren, um ihrem Leben einen Sinn zu geben. Sollte Inception keine Ausnahme sein, kann man damit natürlich Rückschlüsse auf die Bedeutung des ambivalenten Endes ziehen.

Memento, Nolans Durchbruch, hat diese Idee am deutlichsten und am schockierendsten umgesetzt. Am Ende des Films, das erzählerisch der Mitte der Geschichte entspricht, hat Leonard zum wiederholten Male festgestellt, dass er sein Ziel eigentlich erreicht hat: Er hat den Mörder seiner Frau gefunden (inzwischen zum x-ten Mal) und seine Erinnerung ist trotzdem nicht zurückgekehrt. Er steht jetzt vor der Wahl, “aufzugeben” und sich seiner eigenen Geschichte zu stellen oder seine Mission ein weiteres Mal zu wiederholen. Indem er auf das Foto von Teddy “Don’t trust his lies” schreibt, baut er seine Welt eines ewig Suchenden wieder auf, gibt seinem Leben wieder ein Ziel – auf Kosten des Menschen, der ihm eigentlich hilft.

Hier tritt dieses Motiv am deutlichsten auf. Leonard belügt sich ganz bewusst selbst, um weiterleben zu können. Doch diese Art der Lebenskonstruktion war schon in Mementos Vorgänger, Following, zu sehen. Der Protagonist des Films folgt Menschen und spioniert ihre persönlichen Dinge aus: Er substitutiert eine falsche Intimität mit Fremden für eine wirkliche Intimität. So erschafft er sich die Welt in der er zuhause ist. Als er beginnt, zum ersten Mal echte Intimität aufzubauen, bricht seine Welt in sich zusammen.

Auch in Insomnia, dem Remake eines norwegischen Thrillers, betreibt der Polizist, um den sich die Story dreht, Selbstverblendung nach Memento-Art. Er erschießt seinen Partner, der in einem internen Verfahren gegen ihn aussagen könnte, um seine eigene Mörderjagd aufrecht zu erhalten. Der Mörder und er werden ungewollt Komplizen in einer Konstruktion der Realität, die er gegenüber der jungen Polizistin (Hillary Swank) aufrechterhalten will und deren Zerstörung auch die Zerstörung seiner Identität als brillanter Polizist bedeuten würde. Am Ende weiß er selbst nicht mehr, ob er seinen Partner mit Absicht erschossen hat oder nicht, seine konstruierte Geschichte ist für ihn zur Realität geworden.

The Prestige, einer von Nolans weniger beachteten aber besten Filmen, stellt gleich zwei Zauberkünstler in den Mittelpunkt – Männer, die ihren Lebensunterhalt damit verdienen, dem Publikum eine Scheinwelt vorzugaukeln. Das Duell der beiden Rivalen führt schließlich dazu, dass beide Männer unglaublich elaborierte Konstruktionen aufbauen, um den perfekten Trick zu realisieren – und damit ihr Leben als der jeweils beste Zauberkünstler zu erhalten. Christian Bales Charakter lebt ein Doppelleben mit seinem Zwillingsbruder, mit dem er regelmäßig die Rollen tauscht, was nicht einmal seine Frau weiß. Hugh Jackman hingegen ist bereit, sich selbst jede Nacht qualvoll zu töten und als Doppelgänger seiner selbst weiterzuleben. Auch hier gilt: Würde jeder der beiden Männer sich seinen Selbstbetrug eingestehen, würde er seinen ausgemachten Lebenssinn verlieren.

Und dann ist da noch Batman. An Batman Begins erinnere ich mich nicht mehr gut, aber soweit ich mich erinnere geht es um einen Menschen, der sich als Superheld neu erfindet; und sein Gegner ist ebenfalls jemand, der Menschen Traumwelten aufzwingt. Auch The Dark Knight streift das Thema wieder. Der Titel des Films ist Batmans selbstgesetztes Lebensziel. Er will der ewige Rächer der Entrechteten bleiben, denn ansonsten müsste er seine eigene Schwäche konfrontieren. Also kann er den Joker nicht töten, denn dieser ist der Gegenpol, der seine Realität am Leben erhält. Stattdessen schickt er Harvey Dent vor, der für ihn das sein soll, was er nicht sein kann: Ein weißer Ritter. Im Endeffekt opfert er Dent, macht ihn selbst zu einem Schurken, um Batman bleiben zu können. Sogar Dents Morde nimmt er am Ende des Films auf seine Kappe, um selbst gejagter Rächer bleiben zu können und Dent als weißen Ritter zu erhalten. (danke an Max für die Korrektur)

Man sieht also: Das Motiv ist nicht immer im Vordergrund, aber es ist immer irgendwie da. (Ich hoffe, dass jemand in den Kommentaren mit mir darüber diskutieren will, ob das stimmt.)

Und jetzt also Inception. Am Ende des Films haben sich anscheinend alle Probleme von Leonardo DiCaprios Charakter Cobb in Luft aufgelöst: Er hat seinen Job erledigt, kann in die USA zurückkehren und seine Kinder wiedersehen. Doch der Zuschauer darf berechtigte Zweifel darüber haben, ob sich Cobb nicht doch noch immer in einer seiner Traumwelten befindet. Nolan lässt einen im Unklaren: Der Kreisel auf dem Tisch dreht und dreht sich, am Ende scheint er umzufallen (ein Zeichen für “Realität”) aber sicher sein dürfen wir uns nicht. Wir dürfen selbst entscheiden, ob wir das Ende “positiv” oder “negativ” deuten wollen.

Folgt man der Logik von Nolans bisherigen Protagonisten, wäre vermutlich eher ein “negatives” Ende angebracht, das heißt Cobb hat seine Aufgabe nicht erfüllt: Er befindet sich immer noch in einem Traum und wird bald wieder weitermachen mit der Lebensaufgabe, die Schuld am Tod seiner Frau zu sühnen. Denn das ist das, was ihn antreibt. Wie man den bisherigen Film gesehen hat, kann Cobb eigentlich nicht glücklich damit sein, einfach zu leben und die Vergangenheit loszulassen – er braucht das Gefühl, einen Zweck zu haben und faustisch einem unerreichbaren Ziel nachzustreben. Die Tatsache, dass am Ende des Films plötzlich alles ganz einfach zu sein scheint, viel einfacher als die Überwindung aller bisherigen Hindernisse, spricht für die Traumtheorie.

Worauf schon viele Kritiker nicht nur im Hinblick auf Inception hingewiesen haben, ist, dass diese Art der Realitätserschaffung natürlich im Endeffekt sowohl auf den Filmemacher als auch auf das Publikum zurückfällt. Der Lebenszweck des Filmemachers ist es, künstliche Welten zu schaffen, Realitäten zu konstruieren, um sich selbst am Leben zu erhalten (eines der schönsten Beispiele ist auch hier wieder The Prestige, in dem manche Zaubertricks ohne das Wunder des Schnitts gar nicht möglich wären).

Das Publikum hingegen konstruiert sich ebenfalls eine eigene Welt, es interpretiert die Filme und setzt sie im Kopf zu Realitäten zusammen – besonders deutlich wird das bei Memento, wo der Zuschauer am Ende des Films mehr weiß, als der Protagonist, weil es dessen Zukunft kennt. Und auch bei Inception, wo das Publikum am Ende entscheidet, wie die Geschichte weitergehen könnte, wirkt es aktiv an der Konstruktion fremder Realitäten mit. So werden wir alle Teil der großen Self-Fulfilling-Prophecy des Lebens.

Deutschland, eine Sommerpause

Eine aktuelle Plakatkampagne der Telekom wirbt damit, dass sie einem jetzt das Netz “IN ECHTZEIT” in die heimischen vier Wände transportieren. Überhaupt ist das Echtzeitweb ja derzeit ein schönes Angeberwort, denn es passt ja zu der althergebrachten Weisheit, dass sich die Welt immer schneller dreht, dass wir jetzt alles immer überall haben; morgens mit den Aktienkursen aus Tokio aufwachen (wenn wir nicht kurz schon mal Nachts gecheckt haben); die Wikipedia vom Zahnarztstuhl aus editieren; während des ersten Dates kurz ein lustiges Katzenbild retweeten; Antworten auf SMS und Mails innerhalb von Sekunden erwarten und jeden neuen Bekannten erstmal googlen.

All diejenigen, die das am meisten erschreckt, die sich deshalb regelmäßig darüber beschweren, die aus der Autobahn einen Parkplatz machen wollen und immer wieder gerne “Entschleunigung!” rufen, waren wahrscheinlich lange nicht mehr zwischen Mitte Juli und Mitte August in Deutschland.

In dieser Zeit nämlich schrumpfen Firmenbelegschaften auf einen Bruchteil ihrer Standardmasse zusammen. Telefonisch erreicht man Anrufbeantworter, per Mail eine automatisch generierte “Bin weg”-Nachricht. In der Mittagspause muss man die Speisekarte der Dönerbude von oben nach unten durchprobieren, weil Kantine, Suppenbar und Nachbarschaftsmetzger geschlossen haben. Wenn nicht gerade mal wieder ein CDU-Politiker zurücktritt, passiert auch auf der politischen und wirtschaftlichen Bühne nichts von Belang, weshalb die Medien entweder auf Sommerlochthemen zurückgreifen oder über das Sommerloch selber berichten. Und wo immer man anruft (und sogar wenn man selbst angerufen wird), die Antwort ist häufig die gleiche: “Das können wir erst nach der Sommerpause bearbeiten.”

Ich finde das ja einerseits ganz schön – unter anderem auch, weil man in diesen Zeiten endlich mal die Ruhe findet, um lange liegengebliebene Projekte in Ruhe anzugehen. Andererseits finde ich aber auch, dass ein Land, dass es sich leisten kann, mehrere Wochen im Jahr quasi sein komplettes Uhrwerk auf weniger als halbe Geschwindigkeit zu drosseln, sich wirklich keine Sorgen machen sollte, dass es irgendwann vor lauter Schnelligkeit explodiert. Wenn man sich selbst langsam bewegt, wird “Echtzeit” gewissermaßen zu einem relativen Begriff.

Essay: Time and Memory in La Jetée, 2001 and Solaris

Inspired by listening to Dan North’s podcast of an old blog post about 2001, I decided to pull up my own work about the SF-classic and rework an essay I wrote in 2005 while at Edinburgh University for this blog. Instead of a bibliography, I have included links to the sources I used.

La Jetée

The connection between science fiction narratives and the cheap pulp format in which they were originally published was never really broken. Science fiction is still regarded by ma­ny as either (like its closest relative, the fantasy genre) escapist fairy tale spectacle or as tech­no­phile gibberish for nerds. The perception of the genre is in se­veral ways still dominated by cheap productions of the thirties and forties like Flash Gordon (USA 1936) and its epigones, the big budget film franchises like Star Wars (USA 1977 – 2005) and Star Trek (USA 1979 – 2002).

However, behind the surface of weird-looking aliens and travel in fantastic space ships, some directors who usually do not tend too much towards the overtly fantastic in their films find the ideal ground to explore ideas not easily rea­lised in other settings. Science fiction, then, with its basic notion of travelling beyond the (so far) earthly possible, often becomes a scenic background for the exploration of philo­sophical and ideological ideas.

For the purpose of this essay, I wish to look at three of these films, Chris Marker’s short film La Jetée (F 1962), Stanley Kubrick’s 2001: A Space Odyssey (USA 1968) and Andrei Tarkovsky’s Solaris (USSR 1972). I will explore their relationship with and concepts of time and memory, hoping to connect the films’ genre aspects with their philosophical reflections.

Rather then simply setting a story in a possible future, one of science fiction’s most important tropes has always been time travel. A scientist first journeyed into the future in H. G. Wells’s in­fluen­tial novel The Time Machine from 1895, only to find that the degradation of his planet, human­kind splitting into an aristocratic and a proletarian race and eventually disappearing com­pletely, is inevitable, because the seeds have long since been sown in his present day. And although time travel narratives are often about the attempt to temper with and eventually change time and causality, a good many of them end in the same conclusion as Wells’s novel: Even with time travel, human destiny is inevitable and fixed.

“There is no way out of time” is also one of the central statements in Chris Marker’s 1962 time travel short film La Jetée. In the film, a man in a postapocalyptic setting is haunted by an image from his childhood: The face of a woman opposite a dying man. Trying to re-capture this memory of peacetime, he travels back in time only to find that the man he saw as a child was his older self. Causality comes full circle, the human destiny is inevitable.
Gilbert Fulmer, in his excellent article about the “Cosmological Implications of Time Travel” explains, how these conclusions are necessarily connected to a certain idea of how time works, an idea that is different from the way it is presented in classic science fiction films like Back to the Future (USA 1984), but probably more realistic. In this view, time is both simultaneous and unalterable.

Bruce Kawin, in his 1982 article on La Jetée, uses the image of a reel of film to illustrate this notion: “On the reel, thousands of frames maintain their images of potential instants, all together and retrievable. As the film moves through the pro­jector, the images become ‘present’” (16). Time travel, then, would not change time, be­cause it does not “cause the past to be repeated” (Fulmer 33), i.e. the images on the reel of the film do not change when the film is rewound. In the same vein, causal loops, “in which the later event is cause by the earlier event and the earlier by the later” (ibid.), like the one in La Jetée, also become possible: It makes no difference that the dying man seen by the child is in fact his older self, because at the time of seeing him, the child has no recollection of the fu­ture, even though that future is existing at the same instant in time.

In his article, Fulmer draws interesting cosmological conclusions from these asser­tions, most importantly the one that intelligent life might be its own creator: “The time travel­ling hypothesis suggests that some intelligent being or beings, having presumably discovered the Big Bang from the same sort of evidence we did, perceived the necessity of bringing it about […] travelled backward in time and did whatever was necessary to initiate the Big Bang” (36).

Time and the human destiny are thus inseparably linked in science fiction, and the notion that “there is no way out of time” seems to resonate in all the films that are subject of this essay. In 2001, while there is no time travel as such, the destiny of humankind is influ­enced by an exterior force from the very “Dawn of Time” onwards.

The alien monolith, placed in the midst of the pre-human primates in a prehistoric age, will define man’s destiny for a very long time, as the most famous match cut of film history, from a simple manual weapon to a gigantic bomb circling earth’s orbit, clearly shows. Man cannot escape his own destiny in time; the path is set out before him like the reel of a film. And, just as in La Jetée, 2001 also ends with an image of causality coming full circle: Astronaut Dave Bowman, after having progressed “beyond the infinite” and after having aged many decades in a num­ber of minutes, regresses back into a child, the very image of innocence and impressiona­bi­lity. Man has, yet again, not succeeded in freeing him­self from the dictatorship of his own destiny. (NB: There are more optimistic interpretations of the enigmatic ending).

Chris Kelvin, at the end of Solaris, seemingly returns home and has a scene of mythi­cal atonement with his father. However, the final pullback reveals that the scene of atonement, just like Kelvin’s wife through the rest of the film, is nothing more than one of Solaris’s simulacra, an empty image re­crea­ted out of Kelvin’s inner desires. Ultimately, as in La Jetée, there is no return to the past; what has happened, has happened, the destiny of mankind was fixed since the beginning of time.

La Jetée probably utilizes the most poignant technique to visualize this notion of the destiny of mankind being trapped in time, as if on a reel of film. The film, called a “photo-roman” in the credits, consists almost exclusively of still frames, connected by cuts, dissolves and a continuous soundtrack. Time in La Jetée is not repre­sented by movement in space but by stasis. In consequence, La Jetée becomes a reflection on both “the stasis of the accessible instant” and “the ways consciousness trans­forms what it observes and presents” (Kawin 15).

Kawin explains, how the protagonist’s desire to break out of the prison of his captors can be equated with his desire to break out of the “overwhelming imagery of stasis” (17) in the film. At one point, in the middle of the film, he succeeds – albeit maybe only in a dream. The sequence shows his beloved in bed, sleeping. The first image dissolves into another, slight­ly different one, then into yet another. “Soon the dissolves are between stills that are very similar to each other, as if each dissolve bridged a painfully slight movement between still positions. […] It is as if she, or the film, wakes up. She opens her eyes and blinks” (Kawin 18). The movement lasts only an instant, then the images are stills again.

Kawin concludes that her moving may be a dream. It is a dream of escape from stasis, a dream of movement. To escape from time would be for him to join her in a world where they could move, or where their love would feel as transfigurative and transcendent and romantic as movement would be when compared to a world of stasis and doom. (18f.)

Following Kawin’s argument, it is interesting to note that while the protagonist suc­ceeds in escaping the visual prison of time in this moment by accelerating the dissolves from one still image to another until they become “regular” cinematic movement of 24 frames per second, he stays helpless in the finale of the film. Running towards his beloved down the Pier at Orly, the rhythm of the editing becomes faster, until there is “one still per leg movement, and shots’ durations are approximately those of actual running” (ibid). How­ever, the hero does not succeed. No dissolves bring the images close together, “the symbolic im­pres­sion is that he cannot break into continuous movement but is locked in a series of stills” (ibid.). At this moment, he is shot, and just as he was not able to escape his captors, he realises that “there is no way out of time.”

2001: A Space Odyssey

Stanley Kubrick finds a very different possibility to investigate cinematic time and its rela­tionship to duration. The result is that 2001, to most spectators, still lingers, as Renata Adler, reviewing the film for the New York Times in 1968, put it, “somewhere between hypnotic and immensely boring”. A lot of actions in 2001 happen in real time – as opposed to cinematic time only focusing on movement progressing the narrative. Kubrick uses his re­pre­sentation of du­ra­tion to underline the fact that while man is on the verge of conquering space and going “beyond the infinite”, he is still subordinated to time.

After jumping 4 million years in a single cut as described above, the film needs more than five minutes to depict the docking of Heywood Floyd’s shuttle with the orbital station and keeps up this tempo for great parts of the re­maining film. Objects move with almost painful slowness, and while spatial direction has become arbitrary in the weightlessness of space (demonstrated by the many movements against traditional ideas of gravity), time and duration remain factors that man is still enslaved to.

All three films seem to make a point about the fact that man cannot escape the power that time has over him, La Jetée and 2001 support this fact in their spatial representations of time. However, all three films also suggest that there is one variable that allows every indi­vidual and humankind as a whole to conquer time, at least to a certain extent. It is something every­one possesses and it has a quality that makes us distinctly human: memory.

Memory is a feature of our physiology that we depend upon constantly, not just when we are conscious of it. It makes us retain information in almost every mental task we perform. But memory also plays a pivotal part in moulding the identity of all of mankind’s humanity. We are human beings because we remember that we are, and because we remember where we come from.

One of the central tasks of science fiction narratives has always been to question the na­ture of humanity, which is best achieved by contrasting a human being with some kind of Other. Since memory (and action derived from memory) is one of the factors that make us essentially human, it is also a key concept that connects the three selected films.

La Jetée, even in its opening lines, explains that it is “the story of a man marked by an image of his childhood.” The memory of the woman the protagonist has seen on the pier at Orly, a memory “whose meaning he was to grasp only years later” provides the key to the time travelling device the victors of the war have developed: they are using “men with very strong mental images.” “The hero is not sent into his memory; rather his memory is used as a force that helps him to re-enter the past” (Kawin 16), because, as it is explained in the film, “moments to remember are just like other moments.” And so the hero’s memories from peace­ful times become real: “a peacetime bedroom” becomes “a real bedroom.” He is able to travel through time, because he remembers his past.

Although the memory that haunts him ultimately leads to his death, this death is his destiny. It is only through this destiny that he can imprint the memory on his younger self, which essentially makes him save humanity. Just like the higher beings from the future, he cannot “refuse to [his] own past the means of [his] own survival.”

The importance of memory for the essence of humanity in 2001 is maybe a bit less evident, but it still plays an important role. In the first segment of the film, the monolith teaches one of the apes, called Moonwatcher in the original script for the film, how to use tools. When he uses them for the first time, hitting the skeleton of a tapir with one of its bones, images of ano­ther dying tapir are intercut, followed by shots of the apes eating meat. Moonwatcher has remembered the force of his tool and used it for hunting – taking an important step in the deve­lopment of the human race. Later, he remembers again, and uses his tool to defeat the lea­der of the enemy tribe, who, without the memory of the tool, appears naturally inferior and less human.

Subsequently, memory becomes an even more important element to distinguish humanity from its Others. The key figure in this case is the HAL 9000 computer, which, as the BBC interviewer in the film describes, “can reproduce, though some experts still prefer to use the word ‘mimic’, most of the activities of the human brain,” a fact that prompts astronaut Frank Poole to describe him as “a sixth member of the crew.” Thus, HAL seems to be able to act exactly like a human being, and, just like a human being, he apparently starts developing human emotions: pride, defiance, jealousy, and fear.

Consequently, when HAL starts acting irratio­nally and kills the members of the crew, Dave Bowman has to deactivate HAL’s humanity. He does so by entering the computer’s “Logic Memory Center” and unplugging, one by one, HAL’s memory circuits, reducing him to his basic functions of monitoring the ship. HAL, accordingly, begs Dave to stop: “Dave, my mind is going.” Unable to remember anything, the pseudo-humanity the computer had established, vanishes. Only Dave, the single re­maining human in the orbit of Jupiter, may conquer time and travel through the space-gate beyond the infinite.

Solaris

It is in Solaris that the connection between humanity and memory reveals itself in the most immediate way. Psychologist Chris Kelvin travels to the space station hovering above the ocean Solaris, which sends the inhabitants of the station ‘visitors’, beings it extracts from their memories. These beings, however, are not humans. They are “simulacra made not of ordinary matter but of neutrinos […]. They are a physical embodiment of all the temptations, desires and suppressed guilt that torment the human mind”, as Maya Turovskaya put it in her essential book on Tarkovsky (51).

Chris’s visitor is his ex-wife Hari, who committed suicide ten years before his space voyage. The Hari who visits Chris is conscious, but she has no memories: “Who am I?” she says as she looks into a mirror. “As soon as I close my eyes I can’t recall what my face looks like.” Because she is just an image extracted from her husband’s mind, without a recollection of anything that came be­fore, she is essentially inhuman: “One cannot be a human being without knowing ‘love for the graves of our ancestors’” (Turovskaya 56).

When Hari asks Chris if he knows who he is, he answers: “Yes, all humans do.” However, it is difficult enough for the human inhabitants of the space station to remember who they are. The station is “filled with memories of Earth, with the fruits of its culture as well as the perfect mechanisms that are the fruits of its technology,” as Turovskaya notes (55). We are “graphically reminded of how limited [the lives of the inhabitants] are by the rustle of strips of paper on the station, reminding the space scientists of the rustling of leaves in the same distant way that a page of shorthand reminds us of living speech” (ibid.).

Hence, Hari has to learn how to become human by recalling memories step by step, in the same way that Chris has to regain his humanity by rediscovering his feelings for her. It is the seemingly inhuman Hari, who stands up for humanity and defends Chris in front of his cyni­cal colleagues: “I think Chris is more logical than both of you. In these inhuman con­di­tions, he alone acted human. […] Your visitors are part of you, they are your conscience.” In Turovskaya’s words:

In spite of being born out of nothing, [Hari] comes to know, together with Chris, the strange and detailed world of the ‘Winter Morning’ which Brueghel’s picture spreads over the convex surface of the earth. A short piece of film from Earth preserves something both intimate and unrepeatable, but which belongs to the whole of humanity. (56)

In the end, Chris “puts all that is most human in him at the disposal of science, and agrees to an experiment whereby his inner world is projected down on to the Ocean” (ibid.). The next morning, the visitors are gone. Hari has fulfilled her destiny which has always been to sacrifice herself and Chris’s memories have broken the infinite loop of time and memory.

All three films, then, use science fiction tropes such as time travel, alien intelligences and supercomputers to illustrate at least one common point: Man may be trapped in time, but his memory of the past allows him to retain humanity, and thus something like freedom, even in a deterministic universe. By remembering what they know of their own past, the characters become distinctly human and can fulfil their human destinies.

Spiel’s noch einmal – Toy Story 3

USA 2010. Regie: Lee Unkrich. Buch: Michael Arndt, nach einer Geschichte von John Lasseter, Andrew Stanton und Lee Unkrich. Musik: Randy Newman. Produktion: Darla K. Anderson, John Lasseter.
Sprecher: Tom Hanks (Woody, deutsch: Michael Herbig), Tim Allen (Buzz, deutsch: Walter von Hauff), Joan Cusack (Jessie), Rex (Wallace Shawn, deutsch: Rick Kavanian), Michael Keaton (Ken, deutsch: Christian Tramitz), Ned Beatty (Lotso)
Länge: 103 min.
Verleih: Walt Disney Pictures.
Kinostart: 29.7.2010

Gibt es ein Rezept für gute Fortsetzungen, für gute und erfolgreiche Fortsetzungen gar? Noch dazu, wenn der Urschlamm, auf dem man aufbaut, ein echter “game changer” von einem Film ist, der mehr oder weniger im Alleingang eine ganze Industrie auf den Kopf gestellt hat? Pixar hat es mit TOY STORY 2 einmal vorgemacht, und mit TOY STORY 3 machen sie es gerade ein weiteres Mal. Das Geheimnis: Beliebte Charaktere und Grundstil beibehalten, aber ansonsten eine wirklich neue Geschichte erzählen, die nicht nur höher-schneller-weiter geht als beim letzten Mal, sondern uns wirklich etwas Neues über unsere liebgewonnenen Freunde erfahren lässt.

Manchmal kann es dafür auch vonnöten sein, mal ordentlich in der Zeit zu springen. Wenn man nicht alternde Protagonisten hat, geht das umso besser: Die Welt dreht sich weiter (elf Jahre seit dem letzten Abenteuer), aber die Helden bleiben gleich, schon hat man ganz organisch den ersten Konflikt hergestellt, auf den man aufbauen kann. In TOY STORY 3 ist es Andy, ehemals so spielbegeisterter Eigentümer von Woody, Buzz, Jessie, Rex und Co, der quasi über Nacht erwachsen geworden scheint und kurz davor ist, aufs College zu gehen. Ausgemustert finden sich die Plastikfreunde in einem Kindergarten wieder, der sie zwar auf den ersten Blick wieder ihrem Lebenszweck zuführt – jemand spielt mit ihnen – sich auf den zweiten aber als ein albtraumhaftes Gefängnis entpuppt, in dessen schwarzweißer Welt der zweigesichtige Plüschbär Lotso und sein Gehilfe Ken (“Ich bin kein Mädchenspielzeug!”) die Fäden in der Hand halten.

Was folgt ist, wie schon in den ersten beiden Teilen, eine emotionale Reise, clever gefiltert durch ein wohl kuratiertes Arsenal an Actionszenen, Gags und originellen Einfällen. In TOY STORY war es Buzz, der eine Identitätskrise durchmachte, in TOY STORY 2 folgte ihm Woody, diesmal ist es die ganze Gang, die sich im Grunde mit Beruf und Berufung in einer Welt auseinandersetzen muss, die sich unaufhaltsam weiterdreht. Die Tatsache, dass sich alles schlechter an einer einzelnen Figur festmachen lässt, gleicht der Film durch mehr Aktion aus, channelt unter anderem sehr effektiv diverse Heistfilme und Psychothriller für gewohnt genialen Popcornspaß, der eigentlich nur durch ein etwas schal wirkendes Bösewichtspsychogramm zeitweise getrübt wird. Zum Ausgleich gibt es beispielsweise ein alterndes Fisher-Price-Telefon als Fluchthelfer und – auch das sollte erwähnt sein – 3D-Inszenierung auf höchstem Niveau.

Als Sahnehäubchen drehen die Pixaristen zum Ende des Films den Spiegel in die Richtung des Teils des Publikums, das alt genug ist, um schon den ersten TOY STORY-Film (vor immerhin 15 Jahren!) im Kino gesehen zu haben. Denn letztendlich ist TOY STORY 3 nicht nur ein Film über die wahre Bestimmung von Spielzeug, sondern auch über das Kind in jedem von uns. Ein wenig Sentimentalität ist da schon erlaubt, vor allem wenn sie so makellos umgesetzt wurde.

erschien zuerst bei Screenshot online

Das geheime Leben der Medienmacher III

Nur mal als Vorab-Entschuldigung, der Mann hat sich seinerzeit deutlich in die Rundfunkpolitik eingemischt, geht also als Medienmacher durch. Diese neue Seite von ihm offenbart sich jedoch erst jetzt…

Links: Kurt Biedenkopf, kommt gerne seiner Chefin Angela Merkel in die Quere. Rechts: Otis, kommt gerne seinem Chef Lex Luthor in die Quere.

eine Idee von Max

“We’re the intermediary” – An Interview with Craig Hanna from Thinkwell Design

For my article about movie tie-in theme park attractions, I interviewed Craig Hanna in June 2009. Craig Hanna is Chief Creative Officer of Thinkwell Design, one of the leading design companies in the amusement park world, who have designed and built attractions all over the globe – also in Germany. The interview was done via e-mail and has been slightly edited.

Real Virtuality: How does Thinkwell go about designing a new movie tie-in attraction?

Craig Hanna: We start by meeting with the owner of the intellectual property to understand what the essence of their IP is. What’s the heart and soul of that movie or animation or product. Often, the owner of the intellectual property isn’t the developer of the project. The developer often licenses the intellectual property from a studio. We then serve as an intermediary between the owner/operator and the IP holder. We have to create an experience that meets the business, financial, schedule and operational goals while ensuring the creative and production on the project remains true to the original IP.

How do you decide what kind of ride to design or is there often a wish from the client?

Sometimes the client knows what kind of attraction they want, but typically we start with the IP and decide what will be most appropriate to go with the IP and if the project is going into an existing park, we’ll look at the overall mix of attractions to ensure what we’re creating is complimentary to the other offerings. Obviously, making sure the attraction type fits perfectly with the IP is key. To understand our process, the best way to learn it is to to go to our website.

What makes a good (movie) attraction (whether it is a coaster, ride, show, etc.)?

When considering an IP for an attraction there must always be an inherent attraction or ride already residing within the IP. “Serious” films without action or dramatic stories with lots of dialogue don’t work very well for attractions. Animated films, action films, big sci-fi films and films with great chase, stunt or fight sequences obviously work great. Of course, the IP needs to be popular and known with the general public, otherwise, why bother?

Is Disney’s Imagineering still the big role model?

Disney is always going to be the role model, but Universal is as well. Universal have done more movie-based attractions in the last two decades than Disney has, bringing blockbuster films to life. When the Harry Potter land and attractions open at Universal’s Islands of Adventure in Orlando, it will be the culmination of all the work in creating IP attractions that has come before it.

How important is good Theming to a working theme park, especially when you get to build a whole park from scratch as in Korea? How do you achieve it?

Theming is expensive. So, you start with looking at the overall financial considerations for the park. How much can the client spend to build the park? That gives you a general rule of thumb in terms of overall quality. Most parks add theming for theming’s sake. There’s little correlation between this land and that, other than to provide some character and give visitors a chance to escape from the normal world. When we develop theme parks we look at theming as part of the storytelling of the park, what we call Environmental Storytelling. It is all part of a unique process we developed called Content Masterplanning. Just as an architect will develop a land-use plan and an overall park masterplan, we masterplan the content of the park. Every aspect of the park – every land, building, attraction, store and restaurant-must support and work synergistically with that story. Every element, visual and audio cue the guest experiences, sees, hears, touches or even tastes, must reinforce thet story. Anything else is extraneous and often contradictory to the message and must be discarded in design phases.

How important is it that an attraction ties in seamlessly with the existing intellectual property (i.e. shooting footage of the original actors, music etc.)?

Ideally, an IP-based attraction would incorporate all elements from the original film, but that’s often not the case. Typically, an IP is licensed long after the film is produced, because most clients don’t want to take a chance licensing something before it’s popularity is proven. Given that, being able to work with the original actors is a lot harder. A new deal must be made, oftentimes costing hundreds of thousands of dollars (if not more!). Most studios don’t include attraction rights and waivers in their contracts with producers and actors, so each IP must be vetted by legal and the appropriate deals made.

How does a ride keep up its appeal? When does it get obsolete?

A good attraction is timeless, often outliving the appeal of the original intellectual property. Take “Waterworld” at Universal Studios Hollywood and Japan, for example. That film was considered a “bomb” by Hollywood standards, yet the stunt show is considered one of the top-rated attractions at both parks. The Men in Black movies have been out of theatres for nearly a decade, yet the ride at Universal Studios Florida is still one of the most popular.

Could you explain, how the proceedings were when you were contracted to do the “Ice Age Adventure” in Germany? How did you develop the property, the ride, how did you expand the movie into the ride?

We were contacted by Star Parks because of our expertise in creating IP-based attractions. They had to remove the Warner Bros. intellectual properties because their purchase of the park didn’t include the WB IP. Star Parks had to remove the Looney Tunes attraction. We brokered the relationship between 20th Century Fox and Star Parks to bring Ice Age to the park. Star Parks was worried about the cost of licensing a blockbuster IP, but we convinced them it wouldn’t cost as much as they feared. The project was less than nine months from start to finish, which is about a third of the amount of time it would typically take to complete such an attraction. Fortunately, we kept the existing ride system and reworked much of the existing scenery from the old ride to work with the new IP.

We never want to simply recreate the original IP. That becomes too much of what you’ve already seen and offers no new surprises. We create what we like to call a “1.5 sequel”. Not really a sequel (we leave that to the Hollywood movie writers!), but something based on what you know and love from the original blockbuster movie, but then goes beyond it. That’s what we did with „Ice Age Adventure“. Fortunately, unbeknownst to us, our storyline was very similar to what Blue Sky Studios was developing for the sequel, Ice Age 2. We worked closely with Fox and Blue Sky to develop the story, got their approvals quickly and went to work completing the design and fabrication to make opening day for the new season as Movie Park Germany.

Blue Sky was very helpful. They provided their 3D computer models of the characters to us to allow us to do CNC carvings for the figures rather than traditional hand sculpting, which saved weeks, if not months, in production. I flew to New York and met with the producers and director of the films, got to meet the animators and understand the essence of the IP. Later, our designers worked with their animators to pose the characters from the film for our ride. It was a great process. In the beginning, to save time, we sent a team to Movie Park, where we worked on-site in temporary offices they provided for us. We quickly developed the initial concept and full presentation to executive management, complete with layout, storyboards, scene descriptions and script in one week. We nearly killed ourselves on that project! The night before opening, the last shipment of animatronics arrived from the United States and we all were in waders walking through the filled trough carrying animated figures through the ride to get them loaded in, installed and wired in time for the park’s opening the next day!

Was working in Germany different from working anywhere else?

Working in Germany was excellent. The people at the park in operations and maintenance were very helpful. The weather was extremely cold, which isn’t very familiar to a group of people from Los Angeles, but we work all over the world and are used to all kinds of cultures and climates.

Any other challenges you ran into during that period?

The cost to license the soundtrack from Ice Age was prohibitive, so we hired a composer from Cirque du Soleil and created our own that was reminiscent of the movie’s theme, but was actually a wholly-new piece.

We also had to hire German voice actors to do the voices of the characters for the ride. The ones that did the voiceovers for the movie in German were too expensive, so we hired other sound-alike voices. It ended up those actors were famous German comedians that were more popular than the people who did the voices from the movie originally (NB: The comedian who voices Sid the Sloth in the German version, Otto Waalkes, is something of a national institution in Germany, probably in the way the Pythons are in Britain, the other voices aren’t, A.G.)!

When the ride first opened we had a preshow scene where the cave paintings from the movie came to life and told the backstory of each character of the ride, just in case you weren’t familiar with the Ice Age movies. Not long after opening, Movie Park executives decided to change that scene to something with a live narrative. I miss those original “magical petroglyphs” because it was a special moment that wordlessly explained the entire backstory of the film. We spent a lot of time on original animation to do it and the folks at Blue Sky Studios really liked what we had done to expand the story.

This is one part of a four-part package on film tie-in attractions in theme parks. The other three are a feature article, a post on how the article came about, and an interview with Barry Upson (formerly Universal Studios).

“The days of of ‘Build it and they shall come’ are over – An Interview with Theme Park Veteran Barry Upson

For my article about movie tie-in theme park attractions, I interviewed Barry Upson in June 2009. Barry was the executive in charge of the concept, facility design, construction and operation of the original Univeral Studios Tour in Hollywood. For twenty years, from 1979 to 1999, he was executive vice president of Universal Creative. Among other things, he managed the Master Planning of Universal City Florida. He now works as a consultant in his own company. The interview was done via e-mail. It has been slightly edited.

Real Virtuality: Please describe your motivations and the steps you took back when you were creating Universal’s Studio Park. What did you consider back then?

Barry Upson: A little history. In 1914 Carl Laemmle, founder of Universal Studios, invited paid guests to view shooting of silent films from bleachers on the lot. The first movie studio “tour” was attended by 500 people per day. During the 1920’s through the 1960’s and beyond, several studios operated small, exclusive walking tours of their lots (Warner Brothers, Paramount, MGM, etc.). As you know, Disney used their cartoon and animated film, characters widely in the creation of Disneyland. Universal permitted Grayline Tour Buses to drive through the studio (for a fee) in the late 1950’s. Passengers saw film clips, a make-up show and ate lunch in the Commissary.

The Grayline experience convinced Universal management that there was a business in a working studio tour for several reasons: There obviously was a huge pent-up demand to go “behind the scenes”, see how movies are made, maybe see “stars”. The tour allowed for the promotion of prime time TV shows, of which a majority were being filmed at Universal at the time and offered the possibility of creating new revenue from an existing plant. A tram tour could be routed hourly to either expose or avoid shooting companies as circumstances demanded.

At the outset, and for several ensuing years (1964 to 1980), the studio tram tour and the tour guides were the “stars” and the tram special effects and shows were the “bit players” at Universal. Early tram impacting attractions (Collapsing Bridge; Red Sea Parting; Ice Tunnel; Flash Flood; Runaway Train, etc.) were themed and presented as 4-D film-like special effects – not necessarily tied to specific movies or TV shows. Early very simple effects demonstrations in the tour center were more directly tied to a title: “Creatures From the Black Lagoon”; “Frankenstein”. Original stunt and animal shows (and screen test theater) were generic “behind the scenes” presentations.

By 1980, Universal Tour attendance levels made Disneyland and Knott’s Berry Farm direct competitors. Larger, bolder and more recognizable attractions were needed to compete and build attendance. This is when “rights” (IPR’s) started to become a major issue. During the 1980’s, major attractions at Universal Studios Hollywood were based on the storyline or adopted the theme and/or name of major Universal IP’s. Examples are the “Conan Show” (live actor-animation), the “A-Team” live action stunt show, the “King Kong” Tram attraction with major figure animation, the “Earthquake” drive-through with major special effects and the “Castle Dracula” live theater attraction.

Even gaining these exclusive rights internally was often difficult and costly because of cast deals, partnerships, etc.

How did you walk the line between creating things that were both “real”, i.e. credible, and entertaining at the same time?

The most boring aspect of movies and TV is the actual filming process and even that can be overcome with the on-set presence of “stars”. Since most, if not all of Universal’s attractions are based on a final film product or selected compelling components of the process (stunts, animals, screen tests, etc.) there was never really a line between “real” and “entertaining” – the attractions had to be both. The studio environment is also always “real” in its own way.

Have any of these motivations or proceedings changed, esp. later when the park in its current form developed?

The motivation is generally the same. Theme parks want to create a compelling guest experience, they want to adhere effectively to a theme or storyline. They have to build attendance, beat the competition, keep to a budget and schedule and make a profit.

Possible proceedings to achieve this are: work on a grander scale, improve the design dteails, use more complex content or infrastructure, achieve a higher capacity and use more sophisticated operations and maintenance.

Securing exclusive rights to strong film properties from any source is more critical now to creating an attraction that cannot be duplicated competitively. Universal Studios Florida would not exist except for Spielberg Film rights. The same is true for Universal’s Islands of Adventure with Spider-Man, Dr. Seuss, Dudly Doright, etc.

Is it different making movie attractions then and now? What has changed, what has stayed the same?

A realistic evaluation of potential market size and composition and effective response to it is more critical today. The days of of “Build it and they shall come” are over.

Other than dealing with the design/development and business practice differences of producing attractions or parks overseas as opposed to the United States, I think the fundamental creative process is the same. At both Universal and Disney, the basic concept is created in-house with design extension done by highly experienced outside firms and fabrication/construction done by the most qualified companies worldwide.

What are the important aspects one has to consider first and foremost when creating a new attraction based on movies?

The most important factors in building a good movie attraction are exclusive I.P.R. Rights, a “pre-sold” successful movie or TV theme, a simple, powerful storyline or concept and a compelling, cohesive guest experience. Moreover you need an adequate schedule and budget, high quality consultants and purveyors, an adequate capacity for minimal wait times, effective experience set-up in the queue line or pre-show. You will want to minimize cannibalization of attendance at other primary park attractions and finally you will need xcellent marketing.

Many Theme Parks simply adopt a movie/t.v. title as a name for a standard iron ride or Show. Universal, Disney and Warners built their attractions around the basic premise of the film. There is a world of difference in these two strategies.

How do you decide which movie to turn into a ride or other attraction?

How to “decide” is based on any number of different factors depending on circumstanc: It’s having an appropriate theme within the park’s attraction mix and a key scene/storyline that will drive a compelling attraction concept. Rights availability and a need for a distinct competitive edge in the park’s market almost always influence the decision. Often the basic idea is market tested with consumer groups and the outcome of those tests can be the final decision maker.

Does the technology inspire the art or vice versa?

Whether “art” or “technology” inspires attraction concepts can best be described by some examples. The “Back To The Future” ride was inspired by the DeLorean scenes in film. Its replacement, the “Simpsons” ride is character driven. The “E.T.” Ride follows E.T.’s film journey home. All the “Dr. Seuss” Attractions at Universal Islands of Adventure are based on original stories and the “T2-3D” Attraction at Universal Studios Hollywood is basically single character-driven. So you could say they were inspired by the “art”. However, “Earthquake”, as part of the Studio Tour, was made possible by very large-scale environmental animation. “Spider-Man” is a unique, complex marriage of 3-D film, animation and ride and has the vehicle at the heart of the attraction. With “Backdraft”, large scale, real fire effects are the show and the “Jurrasic Park Ride” was shaped by the only available hillside site at Universal Studios Hollywood..

How important is good Theming to a working theme park?

You will find many in our industry that think the term “theming” is really overused in almost every facet of our life and has become a cliché. However, true theming is still critical to successful park development and operations. Good park theming is seeing to it that everything in the park contributes positively to its central story line and to a compelling, cohesive guest experience: no jarring, non-thematic events, services or facilities are allowed. This is easier said than done, but it is vital to success. Disney understands and executes theming as well or better than anyone, yet I believe they would be the first to admit that the theme environment of California Adventure was mediocre at best and impacted attendance.

Effectively linking a film’s elements to its name-sake attraction through images, dialogue, sound effects, musical score, and special effects is always desirable because it grounds the guest more strongly in that specific entertainment experience. There are many good examples of these film/attractions linkages at Universal and Disney parks: “Spider-Man”, “Simpsons”, “T2-3D” among them. Universal has just installed a state-of-the-art A/V system in their Universal Hollywood trams that permits guests to view scenes from films while traveling through the sets where they were shot, as well as other visual materials.

Is the theme park business a struggle sometimes? Did you ever terminate a project because you had the feeling it didn’t connect well enough with the movie it emulated?

I actually have quite a few war stories about both winning and losing battles in the Park/Attraction development wars. They range from rocks bouncing into trams during the rockslide effect and a real earthquake at the “Earthquake” attraction that is part of the Studio Tour. At Universal’s Islands of Adventure, the perfect animation of a Triceratops was not good enough for the guests and in one case, an entire park concept had to be scrapped due to competitive gamesmanship: about 1979, Universal planned to move the Hollywood park concept of backlot tram tour and entertainment center to Orlando, Florida, which is Disney territory. In seeking a partner for the project, Universal made presentations to Paramount and a few other studios at the time. Shortly thereafter, Disney announced plans to build an MGM-Disney Theme Park at Walt Disney World…fundamentally the same park concept that Universal was planning. Universal elected to proceed anyway, dropped the tram tour component and created the first, true Movie Theme Park concept: Universal Studios Florida.

How does a ride keep up its appeal? When does it get obsolete?

An attraction keeps its appeal by remaining relevant to its market and to the primary entertainment mission of the park. It becomes “obsolete” when the original Film or TV. base drops from sight (e.g. “E.T.”), when the technology becomes passé or when we find that the site or facility is better used for a new attraction.

What is in stock for the future of theme parks?

Ah, the future. Ten years ago, I gave a speech at IAAPA (International Association of Amusement Parks and Attractions) entitled: “The Future Just Passed By…Did We Miss It?” The premise was that the basic ideas that will drive the future of the themed entertainment industry are already out there in some form. We just have to recognize them. I still believe that.

Can you think of a current example that embodies your philosophy about movie theme park attractions best?

I think the recent conversion of the “Back to the Future” attraction to the “Simpsons” attraction was a brilliant concept and has proved highly successful. The original concept for “Back to the Future” offered the opportunity to create new software for the existing facility and ride system and it worked.

The new Harry Potter Land at Universal’s Islands of Adventure should be a smash hit because of deep involvement by the original film makers, particularly its art director, and a commitment of land, budget and creative team by Universal to fully exploit the strength and appeal of the theme subject.

This is one part of a four-part package on film tie-in attractions in theme parks. The other three are a feature article, a post on how the article came about, and an interview with Craig Hanna (Thinkwell Design).