Tag: Disney (Page 1 of 2)

The Time Disney Parks Bought a Booth at NYCC

Catching a Xandarian named Nilana in the Wonders of Xandar break room, reading her favorite comic: The Unusually Large Man

Earlier this year, Disney Parks reserved a booth on the Show Floor at New York Comic Con to showcase Guardians of the Galaxy: Cosmic Rewind, one of Disney World’s newest roller coasters. The resulting immersive experience Wonders of Xandar didn’t explicitly mention the Cosmic Rewind roller coaster, Guardians of the Galaxy, or even Disney Parks as an entity. And yet, it still managed to capture the essence of the Disney Parks experience by thrusting booth visitors into a less-explored corner of the Marvel Cinematic Universe, and letting visitors explore that corner as deeply as they were willing to go.

Wonders of Xandar: A Primer on the Disney Parks Experience
In May 2022, Walt Disney World added the Wonders of Xandar Pavilion to EPCOT’s selection of attractions in the Florida park. Framed to mimic the purpose of EPCOT’s other World Showcase attractions, the new pavilion existed to provide an outpost to feature a different culture: only this time, instead of highlighting the cultures and cuisines of terrestrial locations like Mexico, Norway, or Japan, Disney took its cultural exchange intergalactic by enlisting the planet Xandar to highlight their civilization in the Andromeda Galaxy that featured heavily in the first Guardians of the Galaxy movie.

The Wonders of Xandar Pavilion experience is divided into two main parts: the first installment is an extended queue experience that fulfills on that promise of cultural exchange by guiding park visitors through a series of museum exhibits, video displays, and live interactions to introduce the somewhat obscure planet featured in the Marvel Cinematic Universe. After navigating the queue, visitors are thrust into the themed roller-coaster experience Guardians of the Galaxy: Cosmic Rewind, where guests team up with the MCU’s intergalactic heroes through an off-planet mission facing off against a Celestial, threatening the planet Earth.

Which brings us to New York Comic Con, five months after the EPCOT experience’s launch.

Wonders of Xandar booth exterior: a cultural exchange outpost allowing Terrans to interact with Xandarians

Wonders of Xandar: A Cultural Exchange Outpost
Disney Parks framed their New York Comic Con presence as an extension of the EPCOT Pavilion’s mission of cultural exchange, with a suitably cryptic listing for their booth experience:

Following the recent opening of the spectacular new Wonders of Xandar Pavilion at Walt Disney World, the Xandarians have created a new outpost at New York Comic Con to learn more about Terra (or as you call it, “Earth”) and its unique culture and customs. Come meet our Xandarian Ambassadors, learn more about our galaxy, and bring a Terran artifact of your own to trade for a cosmic collectable! Presented by Guardians of the Galaxy: Cosmic Rewind, an all new thrill-coaster at EPCOT.

Booth visitors were greeted by an Earth representative that explained how the planet Xandar set up a presence at EPCOT, and established this outpost at NYCC to learn more about Terrans, before getting shepherded to a table where a Xandarian ambassador proudly displayed the Terran artifacts they collected. The Xandarian ambassador would ask if the booth guest had any Terran artifacts they’d be willing to contribute to the growing collection, and listen with rapt attention as guests who take the bait explain the significance of their gifts. Particularly interesting gifts were added to the displays, quickly transforming the booth’s recessed displays into a collection of Terran ephemera that would rival The Little Mermaid’s own collection of gadgets and gizmos aplenty.

Terran artifacts collected by the Xandarians through cultural exchange, at the beginning of NYCC

The guest in front of me solemnly presented the Xandarians with a used MetroCard noting how it served as an essential currency for Terran transit. The Xandarian solemnly added it to the display, intermingled with cassette tapes and video game cartridges. When it came to be my turn, I handed over a magic box filled with plastic jewels, noting it was ideal for smuggling particularly interesting finds across intergalactic borders for more personal use.

This public-facing side of the Wonders of Xandar experience put the convention experience on its head: surrounded by booths offering fans more stuff, the Wonders of Xandar booth asked visitors what they’d be willing to give up, after personally interrogating its value. And since these exchanges were conducted in public view, those trades served as its own kind of spectacle.

Wonders of Xandar: Going Beyond Cultural Exchange and Entering Xandarian Space
Booth visitors curious enough to offer up an item were presented with a Galactic Credit, and invited to go around the corner and check out the Xandarian cultural outpost’s break room. After opening a nondescript door, an “off duty” Xandarian would welcome the guest to the space and invite them to use the break room’s vending machine to buy a packet of Zarg Nuts.

Inside, the Galactic Credit could be exchanged for a bag of Zarg Nuts from the break room’s intergalactic vending machine, and an “off duty” Xandarian would chat about the Xandarian comic book she was reading, The Unusually Large Man.

The Zarg Nuts vending machine experience: the best (and only) way to spend your Galactic Credits

And for the vast majority of con-goers, this is where the experience stopped. A glimpse into a charmingly mundane corner of the Marvel Cinematic Universe, brought to life by small moments of interactions with Disney cast and crew that are such an integral part of the overall Parks experience.

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“The Optimist” ARG Draws Focus to Disney History

theoptimist

In 1923, Walt Disney and his brother Roy founded a company that would eventually become The Walt Disney Company. Out of respect for that seminal moment in the company’s history, Disney’s official fan club adopted D23 as its name. With the company’s 90th anniversary fast approaching, Walt Disney Imagineering Research & Development has partnered with Walt Disney Studios to produce The Optimist, a six-week long alternate reality game culminating in an event at the D23 Expo.

The Optimist focuses on a young college student named Amelia as she strives to learn more about her recently deceased grandfather, Carlos Moreau, for a documentary film she’s planning on shooting. To Amelia, her grandfather Carlos was an inveterate storyteller whose life remains a mystery. Her efforts to learn more about Carlos’ life and legacy through his personal effects are documented on her blog StoryOrbit.com. A series of documents are beginning to paint a picture of Carlos Moreau’s life: after selling a short story called Orbit’s Story to Disney, Carlos fostered a close relationship with the company that saw him collaborating with Disney’s Special Projects team on the 1964 World’s Fair. While the focus of the game so far lies squarely in uncovering Carlos’ past, Amelia provides a personable front for the investigation as she balances research into the annals of Disney with her college studies.

According to Disney Parks, over the next six weeks players will piece together “an imagined story of Walt Disney, the Imagineers and other visionary thinkers and their potential involvement in a secret project that sought to build a better future.” Through this fictional lens, players are given the chance to share their familiarity with Disney’s often unbelievable history. For instance, when The Optimist introduced players to the Lott Family Construction company as a fictional collaborator on Disney’s exhibit at the 1964 World’s Fair, players were quick to point out that M.T. Lott Real Estate Investments was the name of a shell company set up to purchase land for Walt Disney World. Similarly, a phone number written on the back of a napkin led to players discussing one of Walt Disney’s favorite restaurants.

Because this blending of real world people and places might make it difficult to identify the line between fiction and reality in the narrative, all confirmed in-game sites and social media profiles include a disclaimer letting players know when they are interacting with fictional pages in the game’s universe. This way, real establishments can coexist with fictional constructs without creating unnecessary confusion. Trowbridge mentions that the game will extend beyond the web, with interactions ranging from “social media and mobile devices to visiting unique physical sites from the story in and around Los Angeles,” making the distinction all the more important. Upon registering, players are given the option to provide their physical or email addresses for potential mailings, opening up additional avenues for gameplay.

The Optimist has maintained a steady update schedule with new content every day: however, the game is still in its early stages, so there’s more than enough time to dive in before the game’s finale in August. To get caught up, read StoryOrbit’s in-game recaps and Inside the Magic’s collaborative Google Doc summarizing theories and events so far.

Imagineering New Transmedia Projects with Disney’s Living Worlds Program

Walt Disney Imagineering has been using the Disney theme parks and resorts as centers for innovation in storytelling for decades, finding interesting ways to create rich experiences that play out across media. And while the team may be better known for joining narrative with animatronics and special effects for rides like the Haunted Mansion, the team has developed a number of more subtle transmedia experiences that experimented with location-based storytelling. For Phineas and Ferb: Agent P’s World Showcase Adventure (previously the Kim Possible World Showcase Adventure), Walt Disney World visitors use a mobile phone to activate a series of clues hidden in Epcot’s architectural design, while Sorcerors of the Magic Kingom uses collectible cards to allow Disney World visitors to battle against Disney villains at magic portals scattered across the resort. And thanks to Walt Disney’s Living Worlds program, you might have the chance to collaborate with the Disney Imagineers on your own great idea.

Walt Disney Imagineering Research & Development (WDI R&D) announced the Living Worlds program during last month’s StoryWorld Conference as an effort to catalyze and support the growing transmedia community. Interested applicants are tasked with submitting a high-level proposal by December 1st for a location-based narrative experience intended to run for at least two weeks that gives participants the ability to influence the story without costing “more than the GDP of any single nation to mount.” The story cannot use any existing intellectual properties, including Disney properties. During the second round, select participants will be asked to flesh out the concepts into a more developed proposal for consideration.

Scott Trowbridge, Creative Vice President at WDI R&D, says he sees the program as an opportunity for applicants “to gain experience and expertise by giving them an opportunity to produce their work at a professional level.” He adds, “[w]e’re on the cusp of a significant evolution in narrative form. The combination of emerging technologies, societal shifts and audience expectations all combine to make this an exciting time for artists interested in breaking the frames for traditional storytelling.”

While the opportunity to collaborate with Disney Imagineering to realize your dream project is compelling, it’s important to be familiar with the terms and conditions that come attached to the application. While all applicants retain full ownership of their intellectual property, all submissions should be considered public and non-confidential, and applicants grant WDI “a fully paid-up, transferable, non-exclusive, perpetual, worldwide, irrevocable, royalty-free license” to their submissions, along with the right to sub-license the work to third parties. When asked for clarification on the terms, Trowbridge explained that “given that we are engaging [the] artists with the intent to produce their proposal, we must be granted the rights to do so, or in other words, a license to use their creative work, which must be transferable and perpetual.” Trowbridge stressed that WDI R&D would work with artists whose proposals were selected to set up an agreement and working relationship to develop the proposal through to complete concept and potential production.

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World Robot Boxing League Presents History of “Real Steel”

PAX East was held in Boston this weekend, and conference attendees that took the time to dig through their conference swag bags discovered cardboard cut-outs of a futuristic controller. If rumor is to be believed, this innocuous controller serves as the trailhead to 42 Entertainment’s newest alternate reality game for the film Real Steel. Each controller was labeled with an alphanumeric code and the url WWW.WRB.COM. At the time, the website displayed the controller alongside four progress bars. Inputting codes from PAX caused the progress bars to slowly fill up until earlier tonight, when the history of World Robot Boxing was revealed.

The history of robot boxing is charged with clashing personalities. The sport was born at Raiden’s Koma Club in Tokyo’s Akihabara district. Raiden carefully cultivated the bot boxing community, offering scrap from fights in the club to help local designers get their start in the industry. Quickly, Kizu, an up-and-coming designer backed by Cold Siren Industries, dominated the fights with his bot Backslash. Kizu split from the Koma Club to found the World Robot Boxing League with billionaire Nate Matheson before abandoning Cold Siren Industries to create the next champion, Gamma.

Kizu did not get to enjoy his championship long before Gamma was defeated by the Lemkovas, a family of Russian oligarchs, and their bot called Rubicon. Partnering with former rival Tak Mashido, the Lemkovas created the current reigning champion and unstoppable juggernaut known as Zeus. But while the era of Kizu appears to be over, the figure depicted on the controller given away at PAX bears a striking resemblance to Gamma, and the “G2” logo can be found on Gamma’s blueprints, so his work may resurface again.

It is at this point, presumably, that former boxer Charlie Kenton (Hugh Jackman) steps into the ring with the Real Steel film. According to IMDB’s description of the plot, Kenton “thinks he’s found a champion in a discarded robot.” The Hero Complex blog hints that you might see director Shawn Levy and Hugh Jackman “using this particular campaign to communicate with fans in some special ways.”

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ABC Family Announces Upcoming ARG

Fallen.jpgHot in pursuit of the internet audience, ABC‘s sister network,
ABC Family, has announced their plans for an alternate reality game
based on their upcoming television show, Fallen. Announced today in a
press release found on SciFi Wire,
the game is set to launch following the 2-hour premire on July 23rd.
Spearheading the project is Matt Wolf, designer of games for other media features,
including The Bourne Identity.

The show is based on the young-adult series of books of the same name by Thomas Sniegoski.
The main character of the book series discovers on his 18th birthday that he belongs to a race
of fallen angels on Earth (The Fallen), and of the prophesy that he is the one who might bridge
the gap between The Fallen and Heaven. Beyond the story of the race and his adjustment to his discovery,
he and his family are pursued by a race of killer angels, out to destroy him. The Fallen ARG,
on the heels of the successful Lost Experience for ABC, is expected to be integrated into the telecast,
with clues to the game hidden within, allowing viewers the chance to engage with the show’s story.

Since the rumor of Ocular Effect‘s
link to Disney and ABC, it was hypothesized that it might be an ARG for The Fallen. With this new information,
the possibility remains, though the links might now be more fragile – for instance, the countdown clock on Ocular Effect
runs out on July 17th, almost a week before the expected July 23rd launch of the game tied to Fallen. Will that week be
a moment for the ARG audience to dabble in the Fallen universe, or is Ocular Effect something different entirely?

Zoom In On Ocular Effect

OcularEffect.jpg The ARGN Tipline lightbulb flashed this morning, alerting us to a new message arriving at the ARGcave. Our intrepid hero reporters donned their shiny gold catsuits and red swirlie over-the-suit panties, flipped their capes over their shoulders and flew into the internet wild to gather information, like the Thunderbirds but with better marionettes.

They came back with a mysterious website, Ocular Effect. The rather barren site displays a flash movie entitled “spiroclock” – but wait! Is that what we think it is?! IT’S A COUNTDOWN! We hooked Brains up to his new fangled math program and he chugged out an answer – Monday! The countdown clock runs to this upcoming Monday, July 17th! Holy good mathing, Brains!

We then sent Virgil Tracy out to whois the domain. He was amazingly successful and Lady Penelope was most enthused. Virgil gathered intriguing information that leads the ARGNbirds to believe that the magical world of Disney is behind this project. Gordon, not wanting to be out-performed by that pantywaist Virgil, noticed in his investigation that Ocular Effects redirects to 00112358.net, which isn’t registered to Disney, oddly enough.

What may happen on Monday has yet to be discovered — it’s unclear what Disney project is being promoted, and equally hazy what the strange, spinning wheel with the ooglie-booglie, danger music represents, but rest assured, the ARGNbirds are ready, prepped, and pantied to keep you informed of every surprise.

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