SaiyanHajime
CF Legend
I've been thinking of writing an article (essay? Essay...) about queues for a while now. I've grown a bit obsessed with them.
So I thought it was worth having a topic here in hope it highlights something I've not thought of covering and hopefully adds more perspective!
So here's some pointers to get you discussing...
What interests me is the queue is where guests spend the majority of their day and yet, most queues are not just meh but really, really bad. So bad they actually make the attraction at the end of it worse.
I believe that waiting is just so ingrained as a negative experience, that attempts to distract guests with theming or pre shows, unless done well, can backfire. Guests just want to get to the main event, even if the main event isn't very good or if the preshows actually make up part of the entire experience. A good example here would be Hex.
That said, when attractions have zero wait time, I think that contributes to a less impressive experience of the attraction also! I think guests need to wait 5-15 minutes for rides in order to appreciate them and stop them repeating them and exhausting the park. The queue is a pause, a breather in the day, and contributes to atmosphere by standing with other excited guests and being forced to watch the ride and scenic queue elements, etc.
There are lots of irritants in queue lines... What are they? Lack of rain or sun protection, queue jumpers, loud noises, uncomfortably narrow paths, paths that are too wide causing guests to bunch up and potentially queue jump... Tell me more!
Examples of good queues? Bad queues? Examples where the attraction is bettered or hindered by the queue?
What do you think of fastrack systems? The original fast track concept was presumably to spread guests out around the park and counter the natural flow towards major attractions in the morning or after lunch? Anyone got any sources or info about the intended results from Tussauds original virtual queue at the British parks or Disney's original introduction? And did it actually work? Did it actually solve the problems it set out to resolve? Anyone got any links to the maths behind it? I'm sure I read an article once concluding that fastpass actually makes the problem worse.
I personally dislike all fastrack schemes, because if you're in the stand by line, those with fastpass going past you are infuriating. That irritation is not worth it. In it's different incarnations it favours those with more money or those who know how to work the system, and that's just not fair. Fastpass + is blatant fun-removal by encouraging planning way too far in advance, parks should be about discovery and adventure, not passing a theory exam on how to cram it into one day.
So I thought it was worth having a topic here in hope it highlights something I've not thought of covering and hopefully adds more perspective!
So here's some pointers to get you discussing...
What interests me is the queue is where guests spend the majority of their day and yet, most queues are not just meh but really, really bad. So bad they actually make the attraction at the end of it worse.
I believe that waiting is just so ingrained as a negative experience, that attempts to distract guests with theming or pre shows, unless done well, can backfire. Guests just want to get to the main event, even if the main event isn't very good or if the preshows actually make up part of the entire experience. A good example here would be Hex.
That said, when attractions have zero wait time, I think that contributes to a less impressive experience of the attraction also! I think guests need to wait 5-15 minutes for rides in order to appreciate them and stop them repeating them and exhausting the park. The queue is a pause, a breather in the day, and contributes to atmosphere by standing with other excited guests and being forced to watch the ride and scenic queue elements, etc.
There are lots of irritants in queue lines... What are they? Lack of rain or sun protection, queue jumpers, loud noises, uncomfortably narrow paths, paths that are too wide causing guests to bunch up and potentially queue jump... Tell me more!
Examples of good queues? Bad queues? Examples where the attraction is bettered or hindered by the queue?
What do you think of fastrack systems? The original fast track concept was presumably to spread guests out around the park and counter the natural flow towards major attractions in the morning or after lunch? Anyone got any sources or info about the intended results from Tussauds original virtual queue at the British parks or Disney's original introduction? And did it actually work? Did it actually solve the problems it set out to resolve? Anyone got any links to the maths behind it? I'm sure I read an article once concluding that fastpass actually makes the problem worse.
I personally dislike all fastrack schemes, because if you're in the stand by line, those with fastpass going past you are infuriating. That irritation is not worth it. In it's different incarnations it favours those with more money or those who know how to work the system, and that's just not fair. Fastpass + is blatant fun-removal by encouraging planning way too far in advance, parks should be about discovery and adventure, not passing a theory exam on how to cram it into one day.