I was en route to meet Groot.
Not an imitation Groot conjured with video or those clunky virtual reality goggles. The Walt Disney Co’s secretive research and development division, Imagineering, had promised a walking, talking, emoting Groot, as if the arboreal “Avengers” character had jumped off the screen and was living among us.
But first I had to find him. GPS had guided me to a warehouse on a dead-end street in Glendale, a Los Angeles suburb. The place seemed deserted. As soon as I parked, however, a man warily appeared from behind a jacaranda tree. Yes, I had an appointment. No, I was not hiding any recording devices. He made a phone call, and I was escorted into the warehouse through an unmarked door behind a dumpster.
In the back near a black curtain, a little wrinkled hand waved hello.
It was Groot.
He was about 3 feet tall and ambled toward me with wide eyes, as if he had discovered a mysterious new life form. He looked me up and down and introduced himself.
When I remained silent, his demeanor changed. His shoulders slumped, and he seemed to look at me with puppy dog eyes. “Don’t be sad,” I blurted out. He grinned and broke into a little dance before balancing on one foot with outstretched arms.
I wanted to hug him. And take him home.
“A new trend that is coming into our animatronics is a level of intelligence,” said Jon Snoddy, a senior Imagineering executive. “More believable. More outrageous.”
He looked at Groot adoringly. “This guy represents our future,” he said. “It’s part of how we stay relevant.”
It’s not 1963 anymore
Robots have been part of Disney’s special theme park sauce since the 1960s, when Walt Disney introduced “audio-animatronics,” his word for mechanical figures with choreographed movements. There were endlessly harmonizing Small World dolls, marauding Caribbean pirates (“yo-ho!”), Abraham Lincoln delivering the Gettysburg Address. The technology was a runaway hit, mesmerizing generations of children and helping to turn Disneyland in California and Walt Disney World in Florida into cultural touchstones and colossal businesses.
Disney’s 14 theme parks around the world attracted 156 million visitors in 2019, and the Disney Parks, Experiences and Products division generated $26 billion in revenue. The coronavirus pandemic severely disrupted operations for a year, but the masses have returned. The wait to get on the swaying Seven Dwarfs Mine Train at Disney World on a recent day was two hours and 10 minutes — delta variant, be darned.
Still, Disney has a long-term predicament. The quickening pace of daily living, advances in personal technology and the rapidly changing media landscape are reshaping what visitors want from a theme park. Disney knows it has to devise a new generation of spectacular attractions rooted in technology if it wants to continue to vacuum up family vacation dollars.
There are animatronics at Disney World that have been doing the same herky-jerky thing on loop since Richard Nixon was president. In the meantime, the world’s children have become technophiles, raised on apps (3 million in the Google store), the Roblox online gaming universe and augmented reality Snapchat filters. Cars are driving themselves, and SpaceX rockets are autonomously landing on drone ships.
How are the rudimentary animatronic birds in Disneyland’s Enchanted Tiki Room supposed to compete? They dazzled in 1963. Today, some people fall asleep.
“We think a lot about relevancy,” Josh D’Amaro, chairman of Disney Parks, Experiences and Products, said in April during a virtual event to promote the opening of an interactive Spider-Man ride and immersive “land” dedicated to Marvel’s Avengers. “We have an obligation to our fans, to our guests, to continue to evolve, to continue to create experiences that look new and different and pull them in. To make sure the experience is fresh and relevant.