How to Design a Theme Park (To Take Tons of Your Money)

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Key takeaways

- Universal's Wizarding World drove a 66% attendance increase in the year after opening. Its 20-acre development combined rides, controlled sightlines, in-character actors, Butterbeer and film-style merchandise to make the entire visit feel like entering Harry Potter.

“the 20-acre plot didn't just look like harry potter it felt like harry potter”

- J.K. Rowling secured extraordinary creative control over Universal's Harry Potter development. Her licensing agreement gave her approval rights over artwork, buildings, design, food, merchandise and advertising, while requiring Universal to maintain a world-class environment with unique, unbranded products.

“not in spite of the constraints but because of them”

- Disney had nearly secured Harry Potter before Universal did. Rowling and Warner Bros. signed a 2004 letter of intent with Disney, which reportedly withdrew over the project's cost and Rowling's creative-control requirements, allowing Universal to take the opportunity.

- Disney bought Lucasfilm for $4 billion in 2012 to strengthen its position against Universal. After an upgraded Star Tours attraction brought Bob Iger into contact with George Lucas, Disney acquired the franchise, with plans to exploit Star Wars across parks, games and television.

“our lucasfilm valuation is almost entirely driven by the star wars franchise”

- Galaxy's Edge made immersion an operational rule rather than simply a design theme. Its approximately 1,600 cast members received individual backstories and improvisation training, while themed language, food, drinks, bathrooms and receipts maintained the Star Wars illusion.

“cell phones are data pads”\
“water fountains are hydrators”

- Disney turned individualized experiences into a profitable retail model. Guests paid $219.99 to build custom lightsabers, queued to assemble droids or visit Oga's Cantina, and could exchange ordinary money for fictional Batuuan currency.

“guests have to shop like a star wars character”

- Rise of the Resistance prioritizes an extraordinary experience over a marketable technological first. Its rotating simulator pods, trackless vehicles and drop-tower finale create a multi-stage escape, while Alton Towers' VR coaster Galactica removed its headsets after three seasons when longer queues outweighed the novelty.

- Disney designed Rise of the Resistance for repeat visits as well as first-time amazement. Its abundance of simultaneous details rewards repeated rides, while dramatic movements remain enjoyable longer than jokes; returning customers are also cheaper to attract than entirely new visitors.

“the cocktail party effect”\
“so much going on that one can't possibly focus on it all at once”

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- Harry Potter and the Forbidden Journey opened in 2010 at Universal’s Islands of Adventure. The approximately four-minute, six-second dark ride seats four people per bench and combines conventional tracks, robotic arms, screens and films shot exclusively for the attraction. Its innovation came from combining existing technologies into an unusually intimate, individualized experience rather than inventing an entirely new ride technology.

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- Universal’s Wizarding World succeeded by making the entire environment feel like Harry Potter. The 20-acre development used carefully manipulated sightlines, themed buildings, food, drinks, merchandise and actors playing characters from the fictional universe. Visitors could purchase Butterbeer, buy movie-style clothing, interact with characters and have wands fitted, making the experience extend well beyond the attractions themselves.

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- The Wizarding World produced a dramatic increase in Universal’s attendance. In the year following its opening, park attendance reportedly increased by 66%. Visitors purchased Harry Potter sweaters despite Florida's heat and $55 wands to take home. Universal became a primary reason for visiting Orlando, with some tourists treating Disney World as a secondary attraction.

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- Disney had an opportunity to build the Harry Potter theme park before Universal. J.K. Rowling and Warner Bros. signed a letter of intent with Disney in 2004. According to the account, Disney abandoned the opportunity because executives were concerned about Rowling's creative control and the project's anticipated expense. Rowling subsequently approached Universal, which also had reservations about the requirements.

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- Rowling secured unusually extensive creative authority over Universal's Harry Potter development. A 49-page licensing agreement between Universal and Warner Bros. gave her approval rights over the property's artwork, structures, design, food, merchandise and advertising. She could reject visible third-party branding, while third-party logos required her prior written consent.

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- Universal was contractually required to maintain an exceptional standard of authenticity. The agreement required a first-class, world-class themed area, described as unsurpassed by other developments. Universal also had to develop unique, unbranded food, beverages and merchandise, making ordinary commercial partnerships with manufacturers and soft-drink companies more complicated.

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- Rowling's involvement extended into the practical development of the park. Alan Gilmour, an art director from the Harry Potter films, moved to the United States to consult on the project. Previous entertainment consultants such as Steven Spielberg and James Cameron had advised Universal and Disney, but Rowling's authority was different: their projects could incorporate conventional products such as Coca-Cola and Pepsi, whereas her vision demanded Butterbeer and an internally consistent fictional world.

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- Universal's creative restrictions ultimately contributed to the success of the Wizarding World. The development process was frustrating for Universal, but the insistence on preserving Rowling's vision produced a more authentic environment. The argument is that the park succeeded partly because of its creative constraints, rather than despite them.

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- Disney began positioning itself to compete with Universal through Star Wars. In 2011, Disney reopened an upgraded Star Tours attraction, expanding the ride's available storylines. The original attraction had operated since 1987 using half-million-dollar flight simulators. Although the refurbishment attracted relatively little attention, it gave CEO Bob Iger an opportunity to speak with George Lucas.

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- Disney acquired Lucasfilm for $4 billion in 2012. Iger told shareholders that the valuation was almost entirely driven by the Star Wars franchise. He expected Disney to exploit the property across multiple businesses, including theme parks and resorts, games and television. The acquisition provided Disney with a major fictional universe capable of supporting an immersive theme park development comparable to Universal's Harry Potter land.

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- Disney's earlier Cars Land experience reinforced the need for a stronger fictional universe. The transcript describes its 2012 launch as lukewarm. Disney needed something capable of producing the same level of excitement and visitor demand as the Wizarding World. Star Wars offered an established universe that audiences wanted to enter rather than simply observe.

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- Star Wars: Galaxy's Edge opened on May 31, 2019, at Disneyland. After approximately a decade of planning, several years of construction and enormous investment, visitors entered Black Spire Outpost at 8 a.m. The development was presented as one of the most complex, expensive and ambitious theme park expansions ever constructed.

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- Galaxy's Edge followed Universal's strategy of physically recreating a fictional universe. Rather than building a conventional attraction inspired by a particular film or setting, Disney created an actual trading outpost on the Star Wars planet Batuu. Black Spire Outpost became part of the fictional universe's canon, with the intention of making visitors feel as though they had entered Star Wars itself.

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- Galaxy's Edge employed approximately 1,600 cast members, each with an individual character identity. Actors, stormtroopers, shop employees and other staff received unique backstories. Their training included improvisation classes so that their interactions with visitors would reflect their fictional identities rather than ordinary theme park customer service.

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- Everyday language was adapted to maintain the Star Wars illusion. Employees referred to mobile phones as data pads, water fountains as hydrators and bathrooms as refreshers. The greeting was Bright Suns rather than good morning. These small changes extended the fictional environment into routine interactions.

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- Food and drink were designed to resemble products from the Star Wars universe. Offerings included smoked kadu ribs, blue milk, Mustafarian specialties and lava rolls. Drinks were served in themed containers, while Coca-Cola, Sprite and Dasani appeared with their names written in the fictional Aurebesh alphabet.

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- Even functional details were incorporated into Galaxy's Edge's fictional setting. Bathrooms were designed to look unlike conventional earthly facilities, and shop receipts identified Black Spire Outpost rather than simply referring to Disney World or Disneyland. Disney sought to keep references to the outside world out of the experience more thoroughly than in its previous developments.

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- The underlying business strategy was a shift towards the experience economy. Both Universal and Disney recognized that younger consumers increasingly valued experiences over conventional purchases. Spending growth on spectator sports, amusement parks, live entertainment and travel had significantly exceeded overall spending growth.

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- Younger generations were reportedly spending more on experiences despite having less wealth. The transcript gives average monthly experience spending of 134 for baby boomers and 164 for millennials. The figures illustrate the argument that millennials were allocating more money to experiences despite being a less wealthy generation.

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- Social media helped accelerate demand for distinctive experiences. Younger consumers increasingly wanted activities and lifestyles that could be displayed online and compared with the seemingly idyllic lives presented by other people. Visiting an unusual destination or participating in a memorable activity offered something to share publicly.

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- The experience economy rewards uniqueness, not merely participation. Airbnb benefited from people wanting distinctive accommodation rather than standardized hotel rooms. Supreme built demand by making purchases feel exclusive and rewarding a limited number of customers who managed to obtain products. The common principle is that consumers increasingly value experiences and purchases that distinguish them from ordinary transactions.

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- Traditional Disney attractions could struggle to provide the individualized experiences modern consumers wanted. Being one of tens of thousands of visitors riding Space Mountain on a particular day did not necessarily feel unique. Galaxy's Edge therefore attempted to make each visitor's journey feel like personal exploration rather than participation in a standardized mass attraction.

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- Galaxy's Edge uses restricted sightlines to encourage exploration and make the environment feel larger. Its winding streets prevent visitors from seeing too far ahead. Once inside the main area, guests encounter a complex network of streets rather than an immediately visible overview. Theme park designers deliberately make visitors slightly lost, encouraging discovery while making the environment appear larger than it actually is.

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- Theme park designers use the concept of a payoff to describe the discovery of something exciting. Traditional parks often use large, impressive entrances to promise an experience. However, the attraction behind the entrance does not always fulfil the expectations created by its exterior.

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- Sleeping Beauty's Castle illustrates the problem of an impressive exterior that initially underdelivers. The castle was a major visual payoff for entering Disneyland, but visitors were disappointed to discover that they could not enter it. Disney eventually addressed the problem by adding an interior. The example illustrates the difficulty of meeting expectations created by prominent architectural features.

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- Galaxy's Edge deliberately reverses the traditional entrance strategy. Rather than immediately revealing a spectacular panoramic view, its entrances lead into relatively confined and unimpressive areas. The design delays the major discoveries instead of presenting the biggest visual attraction immediately.

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- Smaller discoveries are distributed throughout Galaxy's Edge. Spaceships, droids and characters act as intermediate payoffs that reward visitors for exploring. The largest payoff, the Millennium Falcon, is revealed only after guests navigate the streets of Black Spire Outpost.

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- Disney addressed the difficulty of scaling individualized experiences by making them directly profitable. Theme parks normally depend on delivering entertainment to large numbers of people at once. Galaxy's Edge instead incorporates individually customized activities into its commercial model, using the fictional trading-outpost setting to make retail purchases feel like authentic participation in the story.

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- Guests can pay $219.99 to build a customized lightsaber at Savi's Workshop. Visitors wait in lines for the opportunity to enter a highly themed workshop, where cast members guide them through assembling their own lightsaber. The purchase is designed as an experience rather than an ordinary merchandise transaction.

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- Droid construction and Oga's Cantina provide additional paid experiences. Guests queue to assemble personalized droids or enter the supposedly notorious cantina to enjoy drinks associated with the fictional universe. These activities encourage spending while remaining consistent with the trading-outpost narrative.

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- Galaxy's Edge introduced its own fictional currency, the Batuuan spira. Visitors could exchange ordinary money for the metal tokens, which were accepted as legal tender throughout the land. The arrangement encouraged additional spending while giving customers a physical souvenir that could be taken home.

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- Galaxy's Edge effectively makes shopping part of the fictional experience. To live like a Star Wars character, visitors must also shop like one. Retail purchases, customized merchandise, food and themed currency are integrated into the story rather than appearing as unrelated commercial activities.

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- Rise of the Resistance was designed to defy conventional ride categories. It cannot easily be described as a roller coaster, simulator or drop tower. Disney combined several attraction systems into one continuous narrative, prioritizing the overall experience over a simple technological selling point.

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- The demand for marketable world-first attractions can conflict with good experience design. Marketing departments often encourage designers to create attractions that can be advertised as the first or largest of their kind. However, introducing new technology does not automatically improve the visitor experience.

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- Alton Towers' Galactica demonstrates how technological novelty can damage an established attraction. In 2016, the park converted an existing roller coaster into the world's first virtual-reality roller coaster. Guests wore headsets that simulated a journey through space, generating coverage from outlets including Engadget, CNET and the Los Angeles Times.

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- Galactica's virtual-reality experiment was eventually abandoned. Guests disliked the increased waiting times caused by fitting everyone with headsets and did not consider the VR experience sufficiently worthwhile. After three seasons, the headsets were removed and the attraction reverted to a conventional roller coaster. The example demonstrates that publicity-generating innovation can produce an inferior customer experience.

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- Rise of the Resistance begins with a narrative briefing rather than immediately placing visitors on a conventional ride vehicle. Guests enter a briefing room where a hologram explains their role as new Resistance recruits. They are then directed onto a transport ship that appears to be taking them on a journey through the Star Wars universe.

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- The transport ship uses simulator technology to create a convincing sense of movement. Its pods provide relatively light motion synchronized with what guests see through the windows. The story then changes when the transport ship is captured by a First Order Star Destroyer.

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- A rotating simulator system allows guests to exit into a completely different physical environment. Three simulator pods are positioned on a giant turntable. After the doors close, the turntable rotates approximately one-third of a revolution in synchronization with the simulated ship's takeoff, then moves again as the ship is pulled into the Star Destroyer by a tractor beam.

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- Guests emerge into a massive Star Destroyer hangar filled with stormtroopers. Although they entered through one door, the rotating system makes them exit into a different space. Cast members then direct them towards an interrogation room, continuing the fictional sequence without revealing the underlying mechanical arrangement.

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- The interrogation sequence transitions into the attraction's trackless ride section. Resistance fighters cut an opening into the room's side, allowing the captured recruits to escape. Guests are quickly directed onto two ride vehicles that carry them through the next stages of the attraction.

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- Trackless ride vehicles allow much greater movement flexibility than traditional tracked systems. Conventional vehicles generally follow predetermined linear paths, making their movements relatively predictable to guests who can see the tracks. Trackless vehicles can move horizontally in multiple directions and circle back along their paths.

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- Rise of the Resistance uses several technologies to operate its trackless vehicles. The vehicles wirelessly recharge through charging pads embedded in the floor while waiting for passengers. Once operating, they use RFID transponders in the floor, a local positioning system and a Wi-Fi network to communicate and navigate through the attraction.

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- The attraction continues through a multi-level Star Destroyer environment. After navigating the ship's twists and turns, the ride vehicles enter an elevator that transports them to the second floor of the attraction building. The story continues through encounters with animatronic characters and characters portrayed by live actors attempting to prevent the guests' escape.

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- The final escape sequence combines a ride vehicle with a drop-tower simulator. The vehicle enters what appears to be an escape pod and locks into floor-mounted attachments. The pod is actually another full-motion simulator mounted inside a drop tower, allowing guests to experience a freefall sensation as the escape pod ejects from the Star Destroyer.

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- The escape pod simulates uncontrolled movement through space before the ride concludes. Guests experience left-to-right and forward-and-backward rotation as the pod appears to travel through outer space. The vehicle then exits the simulator and navigates towards the attraction's simulated crash-landing site and final exit.

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- Rise of the Resistance is difficult to market using traditional attraction descriptions. Its multiple stages and different operating systems make it difficult to summarize in a short promotional phrase. Even video footage cannot fully communicate the experience, which depends on the cumulative effect of its mechanical complexity, storytelling and surprises.

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- Disney deliberately prioritized the visitor's reaction over the attraction's marketable technical specifications. Rather than selling Rise of the Resistance as a particular technological first, the attraction was designed to produce an overwhelming experience that leaves visitors feeling they have encountered one of the world's best theme park rides.

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- Social media makes extraordinary theme park experiences more commercially valuable. Visitors want to tell others about having experienced something unusual. The transcript compares sharing a ride experience to showing off attendance at Coachella or the Super Bowl. A spectacular attraction therefore generates additional exposure through visitors' own social networks.

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- Repeatability is a major factor in a theme park attraction's commercial value. Disney wants visitors to return and experience attractions repeatedly. Encouraging an existing customer to revisit is generally cheaper than spending money to attract an entirely new visitor. A ride's value therefore depends partly on how much guests want to experience it again after their first visit.

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- Rise of the Resistance uses the cocktail party effect to encourage repeat visits. Walt Disney described a successful Disney attraction as resembling a good cocktail party, with so much happening that a person cannot absorb everything at once. Rise of the Resistance applies this principle by incorporating numerous simultaneous visual and narrative details that visitors may notice on subsequent rides.

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- Disney avoids relying heavily on jokes in attractions intended for repeated enjoyment. Humor often loses some of its entertainment value after the first experience. Rise of the Resistance instead emphasizes dramatic physical movements, including the drop-tower freefall, which can remain exciting on repeated visits.

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- Galaxy's Edge represents a major combination of Disney's commercial and Imagineering capabilities. The transcript describes construction costs of approximately $1 billion at each location. With that level of investment, Disney needed more than an entertaining attraction: it needed an environment capable of meeting changing consumer expectations and competing directly with Universal's Wizarding World.

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- The central commercial argument is that consumers increasingly want to experience stories rather than simply watch them. People are willing to spend substantial amounts of money to create memorable experiences. Theme parks can capitalize on this demand by turning fictional worlds into physical environments where visitors feel personally involved in the story.

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- The future commercial opportunity lies in scaling the perception of uniqueness. Theme parks traditionally make money by delivering standardized entertainment to enormous audiences. Galaxy's Edge demonstrates how a business can preserve the feeling of an individualized experience while serving large numbers of paying customers. The transcript argues that entertainment companies capable of achieving this combination can attract substantial spending from younger consumers.

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- Bob Iger was the central executive figure behind Disney's Star Wars strategy. His leadership helped drive the Lucasfilm acquisition and the subsequent development of Galaxy's Edge. During his tenure as Disney CEO, the company's market capitalization increased approximately fivefold, and he was widely credited with much of its modern commercial success.

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