MFA Thesis · Themed Entertainment Design · In progress

One Ride, Two Sides

Game IP × Co-op narrative × Sets + AR × Dark ride

Most dark rides are made to be watched. My thesis asks what happens when one is made to be played together: a ride where cooperation is not a feature but the story itself, and where the story can change every season.

Thesis
A replayable dark ride where two-player cooperation unlocks different stories and visual effects, with room for seasonal narrative updates
Approach
A dual-perspective story made possible by AR: guests share one ride, but each AR view shows a different side of it
Program
MFA Themed Entertainment Design, Savannah College of Art and Design
Status
Fall 2026: research direction, framework and proposal. Design documentation and visual development run Winter–Spring 2027

Four keywords

Why, how, build, output

The four keywords under the title follow the logic of the thesis: why, how, how to build it, and what it becomes.

01 · Why

Game IP

Theme parks grew up around film IP. Games have since become a major form of entertainment with a growing share of the market. How can more game IP enter themed entertainment, and how is designing for a game different from designing for a film?

02 · How

Co-op narrative

Cooperation is what games do best and rides rarely do. The thesis brings it in through narrative: the story, not a rule, is what makes two guests need each other.

03 · Build

Physical sets + AR

Built scenery keeps the ride real: space, light and things guests can touch. AR layers each guest’s own view onto that set. Together they make a dual-perspective story and cooperative mechanics possible on a moving ride.

04 · Output

Dark ride

The result is an AR dark ride in the spirit of Mario Kart: Bowser’s Challenge at Super Nintendo World, built on cooperation instead of competition.

The problem

Game worlds, film rules

Traditional dark rides are designed with film-based production logic, emphasizing passive viewing rather than systemic interaction. Game IPs, however, are built on gameplay, collaboration and dynamic systems. This structural mismatch prevents attractions from fully translating core gameplay mechanics, limiting guest agency and long-term emotional engagement.

Problem statement, 45-Hour Review

Film logic

What most game attractions do

  • A linear story the guest watches
  • Translates the look of the IP
  • Every rider has the same role
  • Emotion through spectacle and thrill

Game logic

What game players actually love

  • A system the guest acts inside
  • Translates how the IP plays
  • Players depend on one another
  • Emotion through choice and cooperation

Three differences sit underneath the gap. Industry: games update constantly, while attractions are slow to build and hard to change. Audience: games are played, not watched, yet most adaptations stop at visuals and add technology without adding play. Narrative: in games, story emerges from what players do together; film is linear and asks nothing of its audience.

“Share the experience, not the skills.”

The core logic of the thesis

Three shifts

From watching to playing

The thesis rests on three shifts in what a dark ride can be.

  1. 01 · Participation

    WatchingPlaying together

    Most interactive rides stop at shallow participation: point, shoot, score. Here two guests cooperate, and what they do together unlocks different scenes, story branches and visual effects. Participation changes what the ride shows.

  2. 02 · Emotion

    Physical thrillDeep narrative

    The payoff is not drop or speed but story: discovering what the other side knew, and the bond of finishing something together.

  3. 03 · Repeatability

    Fixed rideSeasonal and replayable

    Two perspectives and many branches mean one ride holds more than one visit can show. Because the story lives in a swappable AR layer, it can change with holidays and themes, so each return is different.

The thesis

Two perspectives, one ride

This thesis explores how the structure of cooperative games can be carried into a dark ride through narrative. It proposes a dual-perspective story in which guests ride together but see, know and do different things, so that each one is necessary to the other. Augmented reality is what makes this structure work: each guest’s AR view lays their own side of the story over the same physical scene. What they achieve together unlocks different narrative outcomes and visual effects, and a swappable digital layer lets the same ride carry new stories by season, so the attraction rewards coming back.

Working thesis statement

Perspective A

One side of the story

What this guest sees through AR, and can know and do inside the ride.

Cooperation unlocks the story

Perspective B

The other side

What only the partner’s AR view reveals, and what only they can do.

Questions the thesis has to answer

01Different, but equal

How can two guests have different roles and different controls, yet equal importance?

02Cooperation as story

How can the narrative make working together necessary, rather than an instruction guests are told to follow?

03Learning the role

How can the queue and pre-show prepare each guest for their side without adding wait time?

04Built to change

Which parts of a dark ride must stay physical, and which can move into an AR layer that is swapped for holidays and themes?

05Capacity and time

How can a cooperative ride still work at theme-park throughput and ride duration?

One ride, many seasons

Swap the story, not the building

Themed entertainment is physical, and physical attractions repeat. Once a guest has ridden, they have largely seen it.

Multiple perspectives change that. With AR, supported by projection and show control, the ride splits into a fixed physical base and a digital layer of story, image, light and sound that each guest sees in their own view. Changing a media file costs far less than rebuilding a set, so the narrative becomes a replaceable part of the attraction.

Fixed

Physical base

Track, ride vehicles, show buildings, scenic structure, AR tracking and projection surfaces. Built once.

Swappable

Digital narrative layer

AR content for each perspective, projection media, lighting cues, audio, interactive targets and story branches. Updated as files.

Seasonal

Event overlays

Holiday and themed versions, such as Halloween, Lunar New Year, winter holidays or limited IP events, built on the same base.

A dark ride then works less like a fixed show and more like a recurring event. Guests return because the ride is different: another season, another perspective, another ending they have not unlocked yet.

Research · Cooperative play

What makes cooperation work

Before designing the ride, I studied why so many cooperative games feel thin. The common failures are well known: roles that are only reskins of each other, partners who are less important than the lead, or players split into separate screens and systems so they never really meet.

01Different control

Each player acts in a fundamentally different way, not the same action in a different costume.

02Equal importance

Neither role can be the sidekick. If one is missing, the scene cannot be finished.

03Shared scenarios

Different skills, but the same space and the same moment, so players have to watch and respond to each other.

Asymmetry is not imbalance. What makes cooperation feel real is whether the level, or in a ride, the scene, forces both players to be there. A dual-perspective narrative is how a ride can do that: each guest holds information or abilities the other needs.

Research · Precedents

Where existing attractions stop

I looked at game-IP and interactive attractions for what they translate, what guests take away, and where they stop short.

PrecedentWhat it doesWhat I take from it
Super Nintendo WorldGuests collect keys in a land-wide game played through a wristband and app.Gameplay can wrap a whole land, but it stays individual and score-driven.
Star Wars: Galaxy’s EdgeAn app character, factions and progress tracking across the land.Identity and role matter to guests; sustaining them over time is still unsolved.
Indiana Jones Adventure queueA queue with clues to read and objects to touch.Waiting can become the first chapter of the story.
Knott’s Ghost Town AliveGuests’ actions are printed in a newspaper every hour, which they can take home.A trace of what guests did turns a visit into a personal memory.
Shanghai Disneyland challenge trailThree routes to the same point: a boardwalk, a rope bridge, a climbing wall.Let guests choose their level of challenge inside one shared space.
Interactive VR queue thesis (SCAD)Moves VR training into the physical queue as a story prologue.In its A/B test, untrained players took 2.4× as long to defeat their first enemy. Teaching roles before the ride works.
Asymmetric co-op game thesis (USC)Two players with completely different abilities in one shared level.Equal importance comes from level design that makes each player indispensable.

On the theory side, Henry Jenkins’s idea of game design as narrative architecture and Jesper Juul’s Half-Real frame the key distinction: film tells a story through editing, games through systems and space. The question for this thesis is how a themed space tells one through two people at once.

Process

How the question narrowed

The topic came from three questions I first treated separately, each tested in review.

Starting questionFeedbackWhat it became
Rides are hard to change once built. Can modular parts let game attractions update with the game?Physical seasonal updates are expensive, and guests mostly return for iconic attractions.Moved from physical to digital: a fixed base with a swappable narrative layer makes seasonal updates affordable.
Can attractions be driven by emotion, not just physical thrill?A strong idea, but too big with too many sub-questions.Narrowed to one emotion games do well: the bond of doing something together.
How can game adaptations feel playable, not just visual?Still large; look for the right ride format.Focused on one format, the dark ride, and one mechanic, cooperation.

A suggestion to combine the three became the thesis: translate a core gameplay structure, cooperation, into a dark ride, let it carry the emotional weight, and build the story as a layer that can change.

Design direction

Three parts, two perspectives

  1. Before

    Queue and pre-show

    A narrative prologue that teaches each guest their side of the story. It can be entered or skipped, so it never depends on wait time.

  2. During

    The dark ride

    Guests ride together but act from two perspectives. Each scene needs both sides to move forward.

  3. After

    Leave area

    Guests see what they did together and take a trace of it home.

Design principles

Cooperation by story

The plot, not a rule card, gives guests a reason to need each other.

Different, never lesser

Every role is a lead role. No guest is a passenger.

Teach before the ride

Roles and controls are learned in the queue, so the ride never pauses to explain.

Unlocked together

Cooperation reveals scenes, branches and effects that no guest can reach alone.

Swap the layer, not the building

Story, media and effects are designed as files that change by season.

Built to run

Every idea has to survive throughput, ride length and operations.

Status

What comes next

So far, only the research stage is complete. The design itself is still ahead.

  1. Fall 2026 · Complete

    Research and proposal

    Research direction, theoretical framework, precedent study and the thesis proposal.

  2. Winter 2027 · Next

    Design development

    Design documentation and visual development begin: story beats for both perspectives, the bubble plan, scene layouts and first visuals.

  3. Spring 2027

    Final thesis

    Final drawings, detailed perspectives and full documentation of the attraction.

Milestones

MilestoneWhat is due
ConceptRough interactive concept through sketches, a Show Element Data Sheet, a rough scene layout, and preliminary scaled plans, elevations and sections.
ReviewScaled plans, elevations, sections and isometrics, with scale, materials and operational issues defined.
Concept packageAttraction plan with guest flow, queue and load; every scene and show element located; look and feel.
FinalFinal drawings, at least three detailed perspective concepts in scale and color, and documentation of all design elements.

Next: a story-beat chart for the two perspectives, the bubble plan, and the first scene layouts.

Credits

Project
MFA thesis, Themed Entertainment Design
School
Savannah College of Art and Design
Designer
Jingwen (Iris) Li
Year
2026–2027 · in progress