I get why it is the way it is but man that walk from Hiccup’s to Stardust sucks.
I think this design is great and very intentional.
In order for theme parks to work, There is a formula you must create that makes people stay in the park for a certain amount of time so guest are more likely to buy food and merchandise.
The current park design schema we see in epic is a modified hub and spoke with closed loops and portals into the individual "lands" that serve multiple purposes:
1. Better thematic density, a better disconnection from "reality", a more immersive and powerful guest experience. Makes people more willing to loosen up their wallets.
2. You create an additional artificial distance to visit each of the lands by placing the E tickets all the way in the back of each closed off land and guest must walk through a beautiful "midway", enticed to sit down or stop for food and drink to go to any land. In order to ride any two E tickets in the park as an average guest, you're probably spending 4.5 hours in the park, minimum, and you're going to buy plenty of food for you and your family at that point. There also seem to be plenty of distractions and diversions to keep you engaged in any individual land. Design wise, this brilliant, but still very "by the book".
You also have a "fun" balance in the park, one family property on each side and one more edgy or adult property on each side. You have to walk across the midway, across the entire length of the park to get to either or. By the looks of it, a whole day can be spent in 3 lands and the hub, if that, which makes return visits more likely. You also have two other parks in the mix... I'm excited for the future of Universal's theme park offerings.
Do I think other parks or the next "AAA" park will do the same design? Maybe not. But, I certainly believe the wizarding world and diagon alley in particular will continue to be "The" design study for extracting the best design and guest experience, as well as creating more loops to trap guest in the park longer, and we will see more lands with big draw potential designed like so. I am also curious about broader applications and evolutions of this new design schema in play in theme parks now and into the future.