I believe that originally the windows were supposed to be misted, when you arrived at the Tube Station they would demist to reveal the platform. But obviously it was an effect that never ended up being used (like the leg ticklers). I wonder if this retheme will bring them back.
I believe there was some sort of plan to have 'screens' for the 'windows' on the carriages which could mist up and have a couple of effects. There were a few issues with implementation though. I can't remember the ins and outs of it. Ultimately I never got the fuss over the idea in context, given that people were wearing VR headsets 95% of the time on the train, it would be lost of people.
The park did have leg ticklers for the ride, but they were never installed on the carriages.
Does anyone know how much space and clearance there is around each ride vehicle? I dont think i've ever seen any behind the scenes photos of it.
There's not much space around the ride vehicles. And the ride was never designed to be seen outside of the vehicles and the show sequence when you get off. I'd be very surprised to see them do something which allows you to physically see outside the carriages.
One thing which I've seen mentioned a few times is the worry about staff levels for this, and how it will likely reduce. I understand the concern, but
comparing the 2017 version to last year's version (ie when the attraction had the most staff because of it being new, and having the new ending), the actor and staffing levels in Ghost Train remained pretty consistent.
In 2017, there was:
-Staff member at entrance
-Staff member at batch
-Staff member for pre show
-Staff member for load room
-2 staff members (ride hosts) per train (3 trains in operation)
-2 staff members (ride operators) operating the ride
-Staff member for VR goggle cleaning
-Approx. 3 actors in train crash scene
-2 actors in finale
Total: 9 ride staff, 5 actors
Last year, there was:
-Staff member at batch
-Staff member for pre show
-2 staff members (ride hosts) per train (2 trains in operation)
-2 staff members (ride operators) operating the ride
-Staff member for VR goggle cleaning
-Approx. 3 actors in train crash scene
-2 actors in finale, when in operation
-Actor in load room, sometimes
Total: 7 ride staff, 3-6 actors
The load room actor seemed to be chopped and changed and wasn't necessary. The finale was skipped sometimes over Fright Nights if there were actor shortages. So whilst there has been staffing reductions on Ghost Train, it's not as dramatic as some may think. That at least suggests the park can keep a level of consistency with actors and staffing for Ghost Train.
I have several thoughts regarding the development. Firstly, it's good that they're doing
something with this. DBGT could not continue to operate in the way it did last year, especially towards the end. Literally having it SBNO would be better than the embarrassing state it was in over Fright Nights.
The story idea sounds solid enough, and works nicely with what they have.
No VR is a double-edged sword. Obviously the VR was outdated, temperamental and a faff. But there was potential with it, which was largely unfulfilled. But the bigger thing now is what do you do without the VR? The 'ride' portion is very much just the train moving a bit, stopping for a few minutes, and moving again. The park have said they expect the attraction to last about 15minutes, which is the same as DBGT. That would mean each train portion of the ride is about 4 minutes.
Now here's the thing, how do they plan on keeping a train carriage full of people entertained for 4 minutes? Putting screens in the windows could work, but watching a screen entirely for 4 minutes in a train carriage full of people is going to be a bit awkward, no? And would also mean potentially halving the capacity of each train. Entirely actor based sounds impractical given the set up of the trains. A blend of the two is probably the best way forward, but difficult to execute.
There's talks of extra / new special effects too. With no VR it may be easier to introduce / maintain special effects, such as smoke, leg ticklers or bringing back things like rocking the train carriage. But how much do those things truly add?
The best bet for Ghost Train, in my opinion, is to go 'full Dungeons' on it. The Dungeons are, in essence, actor-led, interactive scenes, with a loose narrative linking it together, and some ride elements. If the park can recreate something like that, then it will be fairly good. Whether they can is a different matter. And if that's what they go for, they need to ensure that it's marketed as such. Setting suitable expectations for guests is perhaps the biggest challenge for this attraction right now.