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 thesisThree shifts
From watching to playing
The thesis rests on three shifts in what a dark ride can be.
01 · Participation
Watching→Playing togetherMost 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.
02 · Emotion
Physical thrill→Deep narrativeThe payoff is not drop or speed but story: discovering what the other side knew, and the bond of finishing something together.
03 · Repeatability
Fixed ride→Seasonal and replayableTwo 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.
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
How can two guests have different roles and different controls, yet equal importance?
How can the narrative make working together necessary, rather than an instruction guests are told to follow?
How can the queue and pre-show prepare each guest for their side without adding wait time?
Which parts of a dark ride must stay physical, and which can move into an AR layer that is swapped for holidays and themes?
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.
Each player acts in a fundamentally different way, not the same action in a different costume.
Neither role can be the sidekick. If one is missing, the scene cannot be finished.
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.
| Precedent | What it does | What I take from it |
|---|---|---|
| Super Nintendo World | Guests 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 Edge | An 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 queue | A queue with clues to read and objects to touch. | Waiting can become the first chapter of the story. |
| Knott’s Ghost Town Alive | Guests’ 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 trail | Three 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 question | Feedback | What 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
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.
During
The dark ride
Guests ride together but act from two perspectives. Each scene needs both sides to move forward.
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.
Fall 2026 · Complete
Research and proposal
Research direction, theoretical framework, precedent study and the thesis proposal.
Winter 2027 · Next
Design development
Design documentation and visual development begin: story beats for both perspectives, the bubble plan, scene layouts and first visuals.
Spring 2027
Final thesis
Final drawings, detailed perspectives and full documentation of the attraction.
Milestones
| Milestone | What is due |
|---|---|
| Concept | Rough interactive concept through sketches, a Show Element Data Sheet, a rough scene layout, and preliminary scaled plans, elevations and sections. |
| Review | Scaled plans, elevations, sections and isometrics, with scale, materials and operational issues defined. |
| Concept package | Attraction plan with guest flow, queue and load; every scene and show element located; look and feel. |
| Final | Final 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
MFA 毕业设计 · 主题娱乐设计 · 进行中
一程,两面
游戏 IP × 合作叙事 × 实景 + AR × 黑暗骑乘
大多数黑暗骑乘是用来“看”的。我的毕业设计想回答:如果一个黑暗骑乘是用来“一起玩”的会怎样?在这样的项目里,合作不是附加功能,而是故事本身,而且故事可以随季节改变。
- 论文
- 一个可以重复体验的黑暗骑乘:双人合作解锁不同的叙事与视觉效果,并具备季节性叙事更新的可能
- 方法
- 借助 AR 实现的双重视角叙事:游客同乘一程,每个人的 AR 视野却呈现故事的不同一面
- 项目
- 萨凡纳艺术设计学院(SCAD)主题娱乐设计 MFA
- 状态
- 2026 秋季:完成研究方向、框架与开题报告。设计档案与视觉开发于 2027 冬季展开,2027 春季完成
四个关键词
为什么、怎么做、怎么实现、产出
标题下的四个关键词对应论文的逻辑:为什么设计、怎么设计、怎么实现、最终产出。
01 · 为什么设计
游戏 IP
主题乐园诞生之初,主要服务于影视 IP。如今游戏逐渐成为新的主流娱乐产品,市场份额不断扩大。怎样把更多游戏 IP 带入主题娱乐?为游戏 IP 设计,与为影视 IP 设计有什么不同?
02 · 怎么设计
合作叙事
合作是游戏最擅长、而骑乘项目很少做到的事。本论文通过叙事引入并解决合作:让两位游客彼此需要的,是故事本身,而不是一条规则。
03 · 怎么实现
实景 + AR
实景搭建保留真实的空间、光线和可以触摸的物件;AR 在实景之上为每位游客叠加属于自己的画面。两者结合,让双重视角叙事和合作机制在行进中的骑乘里成为可能。
04 · 最终产出
黑暗骑乘
最终成果是一个类似超级任天堂世界“马里奥赛车:酷霸王的挑战”的 AR 黑暗骑乘,但它建立在合作而非竞争之上。
问题
游戏的世界,电影的规则
传统黑暗骑乘沿用电影的制作逻辑,强调被动观看,而不是系统化的互动。游戏 IP 却建立在玩法、协作和动态系统之上。这种结构上的错位,让景点无法真正转译游戏的核心玩法,限制了游客的主动性和长期的情感投入。
Problem Statement,45 小时评审
电影逻辑
大多数游戏景点的做法
- 游客观看一段线性故事
- 转译 IP 的外观
- 每位乘客的角色都一样
- 靠场面和刺激制造情绪
游戏逻辑
玩家真正喜欢的东西
- 游客置身于一个系统中行动
- 转译 IP 的玩法
- 玩家彼此依赖
- 靠选择与合作产生情感
这道鸿沟背后有三重差异。行业:游戏不断更新,景点建造缓慢、难以改动。观众:游戏是用来玩的,不只是看,但大多数改编停留在视觉层面,加了技术却没有加入真正的玩法。叙事:游戏的故事从玩家共同的行动中涌现,电影则是线性的,不需要观众参与。
共享同一段体验,但拥有不同的能力。
本论文的核心逻辑三个转变
从观看到一起玩
这篇论文建立在黑暗骑乘的三个转变之上。
01 · 参与
被动观看→一起玩大多数互动骑乘停留在浅层参与:瞄准、射击、计分。这里两位游客需要合作,他们一起完成的事会解锁不同的场景、故事分支和视觉效果。参与改变了骑乘呈现的内容。
02 · 情感
物理刺激→深度叙事回报不是落差或速度,而是故事:发现同伴那一面知道了什么,以及一起完成一件事的羁绊。
03 · 重复体验
一成不变→季节性、可重玩两个视角加上多条分支,一次乘坐看不完整个故事。故事存在于可更换的 AR 层中,可以随节日和主题变化,每次来都不一样。
论文
两个视角,一段旅程
本论文探讨如何通过叙事,把合作游戏的结构带入黑暗骑乘。它提出一种双重视角叙事:游客一起乘坐,却看到、知道、做到不同的事情,因此彼此缺一不可。这种叙事结构借由 AR 技术得以实现:每位游客的 AR 视野会在同一个实体场景上叠加属于自己的那一面故事。他们共同完成的事会解锁不同的叙事结果和视觉效果;可更换的数字层让同一个骑乘按季节承载新故事,让游客愿意一再回来。
暂定论文陈述
视角 A
故事的一面
这位游客通过 AR 看到的内容,以及在骑乘中能知道和做到的事。
视角 B
故事的另一面
只有同伴的 AR 视野才能揭示的内容,以及只有对方能做到的事。
论文需要回答的问题
两位游客怎样拥有不同的角色与操作,却同样重要?
怎样让叙事本身使合作成为必要,而不是一条被告知要遵守的规则?
怎样让排队与预演帮每位游客熟悉自己的那一面,同时不增加等待时间?
黑暗骑乘的哪些部分必须是实体的,哪些可以放进随节日和主题更换的 AR 层?
合作式骑乘怎样满足主题乐园的吞吐量和骑乘时长?
一程,多季
换故事,不换建筑
主题娱乐是实体娱乐,而实体景点的重复性很高。坐过一次,基本就看过了。
多重视角改变了这一点。借助 AR,并配合投影和演出控制,骑乘被分成固定的实体基础和一层由故事、影像、灯光与声音组成的数字层,每位游客在自己的视野中看到属于自己的内容。修改一个媒体文件的成本远低于重建一个场景,叙事因此成为景点中可以更换的部件。
固定
实体基础
轨道、骑乘车辆、演出建筑、场景结构、AR 定位系统和投影面。只建一次。
可更换
数字叙事层
每个视角的 AR 内容、投影、灯光提示、音频、互动目标和故事分支。以文件的形式更新。
季节性
活动叠加
节日与主题版本,例如万圣节、春节、冬季假期或限定 IP 活动,都建立在同一个基础上。
这样,一个黑暗骑乘就不再是一场固定的演出,而更像一个可以反复举办的活动。游客回来,是因为它不一样了:新的季节、另一个视角、一个还没解锁的结局。
研究 · 合作玩法
合作怎样才成立
在设计骑乘之前,我先研究了为什么很多合作游戏显得单薄。常见的问题很明确:角色只是彼此“换皮”;搭档的重要性不如主角;或者玩家被分进不同的屏幕和系统,从来没有真正相遇。
每位玩家的行动方式本质上不同,而不是同一个动作换了一身衣服。
没有谁是配角。缺了任何一方,场景都无法完成。
能力不同,但处在同一个空间、同一个时刻,玩家必须观察并回应彼此。
非对称不等于不平衡。让合作显得真实的,是关卡(在骑乘里就是场景)是否要求两个人都在场。双重视角叙事正是骑乘做到这一点的方式:每位游客都掌握着对方需要的信息或能力。
研究 · 案例
现有景点止步的地方
我分析了游戏 IP 和互动类景点:它们转译了什么、游客带走了什么、在哪里止步。
| 案例 | 做法 | 对我的启发 |
|---|---|---|
| 超级任天堂世界 | 游客通过手环和 app 在整个园区里收集钥匙。 | 玩法可以覆盖整个园区,但仍是个人的、以分数驱动的。 |
| 星球大战:银河边缘 | app 角色、阵营选择和成长记录贯穿园区。 | 身份和角色对游客很重要,但怎样长期维持仍未解决。 |
| 夺宝奇兵冒险 排队区 | 排队区里有可以解读的线索和可以触摸的物件。 | 等待本身可以成为故事的第一章。 |
| Knott’s Ghost Town Alive | 每小时把游客的行为印成报纸,游客可以带回家。 | 把游客做过的事留下痕迹,一次游玩就变成个人的记忆。 |
| 上海迪士尼 挑战之路 | 通往同一终点的三条路:木板路、吊桥、攀岩墙。 | 在同一个空间里,让游客自己选择挑战的程度。 |
| 互动式 VR 排队论文(SCAD) | 把 VR 操作训练移到实体排队区,作为故事的序章。 | 在它的 A/B 测试里,没受过训练的玩家击败第一个敌人用时是训练组的 2.4 倍。上车前先教会角色是有效的。 |
| 非对称双人合作游戏论文(USC) | 两位玩家在同一关卡里拥有完全不同的能力。 | 同等重要来自关卡设计:让每位玩家都不可或缺。 |
理论上,Henry Jenkins 的“作为叙事建筑的游戏设计”和 Jesper Juul 的 Half-Real 指出了关键区别:电影靠剪辑讲故事,游戏靠系统和空间讲故事。本论文要回答的是:一个主题空间怎样通过两个人同时讲好一个故事。
过程
问题是怎样收窄的
这个题目来自我最初分开思考的三个问题,每一个都在评审中接受了检验。
| 最初的问题 | 反馈 | 后来的走向 |
|---|---|---|
| 景点一旦建成就很难改。模块化能否让游戏景点跟着游戏一起更新? | 实体的季节性更新成本很高,游客大多是为标志性项目回来的。 | 从实体转向数字:固定的实体基础加上可更换的叙事层,让季节性更新变得可行。 |
| 景点能否由情感驱动,而不只是身体刺激? | 想法很好,但范围太大,子问题太多。 | 收窄到游戏最擅长的一种情感:一起完成一件事的羁绊。 |
| 游戏改编怎样才能“可玩”,而不只是好看? | 仍然很大,需要找到合适的骑乘形式。 | 聚焦到一种形式(黑暗骑乘)和一种机制(合作)。 |
“把三者结合起来”的建议成就了现在的论文:把一种核心玩法结构,也就是合作,转译进黑暗骑乘,让它承担情感的分量,并把故事做成一层可以更换的内容。
设计方向
三个部分,两个视角
之前
排队与预演
一段叙事序章,教会每位游客属于自己的那一面。可以进入也可以跳过,因此不依赖等待时长。
之中
黑暗骑乘
游客同乘一程,却从两个视角行动。每个场景都需要双方才能推进。
之后
离场区
游客看到彼此一起完成了什么,并把这段痕迹带回家。
设计原则
用故事促成合作
让游客需要彼此的是剧情,而不是一张规则卡。
不同,但不次要
每个角色都是主角,没有人只是乘客。
上车前先教会
角色和操作在排队区就学会,骑乘中不必停下来讲解。
一起解锁
合作会揭开任何一位游客单独无法到达的场景、分支和效果。
换层,不换建筑
故事、媒体和效果都按可随季节更换的文件来设计。
能真正运营
每个想法都要经得起吞吐量、骑乘时长和运营的检验。
进度
接下来
目前只完成了研究阶段,具体的设计还在后面。
2026 秋季 · 已完成
研究与开题
研究方向、理论框架、案例研究与开题报告。
2027 冬季 · 下一步
设计开发
设计档案与视觉开发逐步展开:两个视角的故事节拍、气泡平面图、场景布局与第一批视觉。
2027 春季
最终成果
最终图纸、细节透视图,以及景点的完整设计文档。
节点
| 节点 | 需要完成的内容 |
|---|---|
| 概念 | 通过草图完成初步互动概念、演出元素数据表(Show Element Data Sheet)、初步场景布局,以及初步的比例平面、立面和剖面图。 |
| 评审 | 比例平面、立面、剖面和轴测图,明确尺度、材料和运营问题。 |
| 概念开发包 | 景点平面:游客动线、排队与上下车;所有场景和演出元素的位置;整体观感。 |
| 终稿 | 最终图纸、至少三张比例准确的彩色细节透视图,以及所有设计元素的开发文档。 |
下一步:两个视角的故事节拍表、气泡平面图,以及第一批场景布局。
署名
- 项目
- 主题娱乐设计 MFA 毕业设计
- 学校
- 萨凡纳艺术设计学院(SCAD)
- 设计
- 李靖雯(Iris)
- 年份
- 2026–2027 · 进行中