FEC Development
Why Your FEC Should Not Start With an Equipment Catalogue
Equipment is essential to an FEC, but it should not define the business. Start with the customer, market, property, capacity and operating model before choosing attractions.

Equipment is one of the most visible parts of a Family Entertainment Center.
It is also one of the easiest parts to start with.
A supplier sends a catalogue.
A developer visits a trade show.
An investor sees an impressive attraction online.
A property owner receives a colourful 3D layout.
Suddenly the project begins to feel real.
There is only one problem.
The most important questions may not have been answered yet.
Who is the customer?
What does the local market actually need?
What type of property can support the concept?
How much capacity is required?
What level of staffing is realistic?
How will the venue generate revenue?
Why will customers return?
What happens during weekdays?
What happens when an attraction is unavailable?
The equipment catalogue cannot answer all of these questions.
It should help build the solution.
It should not define the problem.
A strong FEC normally develops in the opposite direction:
Understand the business first.
Then choose the equipment that helps that business work.
1. WHY CATALOGUES ARE SO TEMPTING
Equipment catalogues are powerful because they make an abstract project visual.
Instead of talking about:
- Catchment
- pricing
- capacity
- staffing
- cash flow
- repeat visits
you can suddenly look at:
- Slides
- trampolines
- climbing walls
- ninja courses
- interactive games
- arcade
- soft play
- VR
This creates momentum.
But visual progress is not always strategic progress.
A project can look increasingly complete while the underlying business remains undefined.
2. EQUIPMENT IS NOT THE BUSINESS MODEL
A Family Entertainment Center does not make money because equipment exists inside a building.
It makes money because customers:
- Want to visit
- are willing to pay
- can use the venue comfortably
- find enough value in the experience
- return
- book birthdays
- buy memberships
- bring groups
- purchase additional products
Equipment supports these behaviours.
It does not create them automatically.
The attraction list is therefore an operating tool inside the business model.
It is not the business model itself.
3. START WITH THE CUSTOMER
Before opening a catalogue, define the customer.
Ask:
Who are we primarily building this venue for?
Possible groups may include:
- Toddlers
- Children aged 4–7
- Children aged 8–12
- Pre-teens
- Teenagers
- Parents
- Birthday groups
- Schools
- Tourists
- Local repeat customers
The answer changes the attraction strategy.
A toddler-led venue needs very different equipment from a concept focused on older children.
Without a customer strategy, equipment selection becomes guesswork.
4. “FAMILIES” IS TOO BROAD
Many project briefs say:
“Our target is families.”
That is not enough.
A family with:
- A two-year-old
- A six-year-old
- A ten-year-old
- A fourteen-year-old
may want four completely different experiences.
The project needs to identify:
- Primary age groups
- Secondary age groups
- Parent role
- Group behaviour
- Expected visit duration
Only then can attractions be evaluated meaningfully.
5. UNDERSTAND THE MARKET BEFORE THE PRODUCT
A concept cannot be separated from its market.
Before selecting equipment, examine:
- Local family population
- Children by age
- Tourism
- Competition
- Leisure alternatives
- School population
- Customer spending
- Weather
- Seasonality
- Travel time
The same attraction mix may perform very differently in two cities.
Equipment is transferable.
Demand is local.
6. COMPETITION SHOULD SHAPE THE CONCEPT
Competitor analysis is not about copying another playground.
It is about understanding what customers already have.
Look at:
- Age coverage
- Attraction types
- Pricing
- Birthdays
- Customer reviews
- Strengths
- Complaints
- Opening hours
- Location
You may discover that the market already has too much of one category.
Or that an age group is poorly served.
That information should influence equipment selection.
7. FIND THE MARKET GAP BEFORE FILLING THE FLOOR
The project should be able to answer:
Why does this venue deserve to exist?
Possible answers could include:
- Limited indoor options
- Weak offer for older children
- Poor birthday experiences
- Strong tourist demand
- Lack of active play
- Lack of interactive entertainment
- Limited family activities during bad weather
The attraction mix should help solve a real market opportunity.
8. DEFINE THE BUSINESS BEFORE DEFINING THE ATTRACTIONS
Before equipment selection, define the commercial model.
Questions include:
- Admission-based or membership-led?
- Session-based or open play?
- Local repeat customers or tourism?
- Birthday-heavy or general admission?
- Premium attractions or all-inclusive?
- Strong F&B or limited café?
- Schools and camps?
- Family participation?
These decisions change what equipment makes sense.
9. THE PROPERTY CHANGES EVERYTHING
Equipment catalogues are often presented without reference to a specific building.
Real projects do not work that way.
The property may have:
- Low ceilings
- columns
- irregular geometry
- limited power
- acoustic restrictions
- loading limitations
- structural constraints
A concept designed before understanding the property may need expensive redesign later.
10. CEILING HEIGHT CAN ELIMINATE OPTIONS
Some attractions require vertical volume.
Examples may include:
- Climbing
- ropes
- high slides
- multi-level play
- certain trampoline systems
If the property has limited height, those attractions may be technically or commercially inappropriate.
The correct attraction strategy should respond to the building.
11. FLOOR AREA IS NOT ALL USABLE EQUIPMENT SPACE
A 1,000 m² property does not mean 1,000 m² of attractions.
The venue may also need:
- Reception
- circulation
- queues
- seating
- toilets
- birthday rooms
- café
- storage
- staff areas
- maintenance access
If the equipment plan consumes the entire floor, the operating business may not work.
12. CAPACITY SHOULD COME BEFORE EQUIPMENT COUNT
The question should not be:
“How many attractions can we fit?”
It should be:
“How many customers must the venue serve comfortably?”
Then evaluate:
- Attraction throughput
- queue capacity
- session size
- parent occupancy
- birthday groups
- seating
- toilets
- staffing
Capacity is a business requirement.
Equipment must support it.
13. A BIG ATTRACTION CAN HAVE LOW THROUGHPUT
Visual size and customer capacity are not the same thing.
A spectacular activity may handle:
- One person
- Two people
- A small group
at a time.
Meanwhile, a less dramatic activity may entertain dozens of children simultaneously.
Both can be useful.
But they perform different jobs.
14. EVERY ATTRACTION SHOULD HAVE A ROLE
Instead of shopping by category, assign roles.
For example:
HIGH-CAPACITY CORE
Something that supports significant volume.
CHALLENGE
An activity that creates progression and skill.
INTERACTIVE
Something built around scoring, reaction or competition.
SOCIAL
An experience for groups and friends.
YOUNGER-CHILD AREA
A dedicated age-appropriate experience.
PREMIUM
An optional additional-revenue activity.
The supplier can then help identify products that fulfil those roles.
15. THE RIGHT MIX MATTERS MORE THAN THE NUMBER OF ATTRACTIONS
Ten strong attractions do not automatically create a strong FEC.
Twenty attractions do not automatically create a better one.
What matters is whether the mix provides:
- Variety
- replay value
- capacity
- age coverage
- commercial logic
- operational balance
The FEC should feel designed.
Not accumulated.
16. STAFFING MUST BE CONSIDERED BEFORE PURCHASE
One of the most expensive catalogue-first mistakes is ignoring labour.
Some attractions may require:
- Dedicated supervision
- harnessing
- instructions
- resetting
- constant loading and unloading
That cost continues long after the equipment has been paid for.
Before approving an attraction, ask:
How many labour hours does this create every week?
17. CAPEX IS ONLY THE FIRST COST
Supplier quotations naturally focus on purchase cost.
The business should also consider:
- Installation
- freight
- maintenance
- spare parts
- software
- licences
- consumables
- energy
- staff
- replacement components
This is the total cost of ownership.
An attraction that looks cheaper on day one can be more expensive over five years.
18. MAINTENANCE SHOULD INFLUENCE SELECTION
Ask suppliers:
- What requires regular maintenance?
- Which components wear?
- Are spare parts available?
- How quickly can they arrive?
- Is technical support local?
- Can staff perform basic repairs?
- What is the typical downtime risk?
Maintenance is not a future problem.
It is part of the purchase decision.
19. TECHNOLOGY NEEDS SUPPORT, NOT JUST NOVELTY
Interactive attractions can create strong value.
They may offer:
- Replayability
- scoring
- compact footprints
- changing content
But they may also rely on:
- Computers
- sensors
- projectors
- software
- licences
- internet
- remote support
Do not evaluate only what the attraction does when it works.
Evaluate what happens when it does not.
20. NOVELTY IS NOT THE SAME AS REPLAY VALUE
A new attraction may generate strong launch interest.
But local FECs usually depend on customers returning.
Ask:
Will this child want to use it again on visit number five?
Replay value can come from:
- Skill
- competition
- scoring
- progression
- social interaction
- changing challenges
The first visit is marketing.
The repeat visit is the business.
21. BIRTHDAY STRATEGY SHOULD INFLUENCE EQUIPMENT
If birthdays are expected to be important, the attraction mix should support groups.
Ask:
Can ten children enjoy this activity together?
Can it be scheduled?
Does it create a shared moment?
Will it create queues for general customers?
Birthday compatibility should be considered before the final equipment order.
22. MEMBERSHIP STRATEGY CHANGES THE MIX
A venue targeting frequent members needs high replayability.
A tourism-led venue may rely more heavily on:
- Novelty
- destination appeal
- first-time impact
Neither strategy is automatically better.
But they require different attraction portfolios.
23. WEEKDAY BUSINESS SHOULD ALSO MATTER
What happens on:
Tuesday at 11:00?
A venue built entirely around high-energy weekend attractions may underperform during quieter periods.
Potential weekday audiences can include:
- Toddlers
- schools
- camps
- classes
- groups
The attraction mix may need to support more than one demand pattern.
24. PARENTS ARE PART OF THE EQUATION
The equipment catalogue usually focuses on children.
The business must also consider adults.
Parents need:
- Sightlines
- comfort
- seating
- circulation
- café
- toilets
- manageable noise
A giant attraction placed in the wrong location can damage the parent experience even if children love it.
25. CLEANING SHOULD BE CONSIDERED BEFORE INSTALLATION
Ask:
Can staff actually clean this?
Can they reach:
- Underneath
- inside
- behind
- high-contact surfaces
Some complex structures may create significant cleaning labour.
Cleanability is operational value.
26. NOISE SHOULD INFLUENCE ZONING
Some attraction categories generate more noise than others.
If placed incorrectly, they can affect:
- Parent seating
- toddler areas
- birthday rooms
- neighbouring tenants
- staff communication
Attraction selection and attraction placement are connected.
27. SAFETY REQUIREMENTS AFFECT OPERATIONS
Different attractions may involve different:
- Supervision
- user restrictions
- inspection
- protective equipment
- operating procedures
Formal engineering, certification and statutory compliance should be handled by appropriately qualified professionals.
But the operator still needs to understand how these requirements affect daily operation.
28. SUPPLIERS ARE IMPORTANT — BUT THEIR ROLE MUST BE CLEAR
Equipment suppliers can provide valuable expertise in:
- Product design
- technical requirements
- installation
- manufacturing
- maintenance
But the supplier's natural commercial objective is to sell equipment.
That is normal.
The project owner's responsibility is different:
To create the right business.
These perspectives can work together when roles remain clear.
29. A SUPPLIER CANNOT KNOW YOUR BUSINESS WITHOUT A BRIEF
The better the project brief, the better supplier proposals can become.
Instead of saying:
“Design us a 1,500 m² FEC.”
Provide information such as:
- Target age
- customer profile
- expected capacity
- attraction roles
- ceiling height
- staff constraints
- budget framework
- birthday strategy
- replay strategy
A good supplier can respond much more intelligently to a clear brief.
30. DO NOT ASK A SUPPLIER TO SOLVE EVERY DISCIPLINE
Equipment providers should not be expected to replace:
- Market analysis
- business planning
- financial planning
- architecture
- engineering
- operational strategy
Some suppliers may provide additional services.
But the owner should understand which decisions require independent expertise.
31. INDEPENDENT EQUIPMENT THINKING HAS VALUE
Independent advice does not mean supplier advice is bad.
It means attraction decisions can be tested from another perspective.
Questions may include:
- Does this attraction fit our customer?
- Does the capacity work?
- What staff does it need?
- What is the lifecycle cost?
- Does it support birthdays?
- Does it create replay value?
- Does it fit the property?
The goal is not to avoid suppliers.
It is to use them at the right stage.
32. COMPARE SUPPLIERS ON EQUAL TERMS
One quotation may include:
- Freight
- installation
- training
Another may exclude them.
One may include software for several years.
Another may charge annually.
Create comparisons that normalise:
- Purchase cost
- shipping
- installation
- recurring fees
- warranty
- support
- spare parts
- delivery time
Otherwise the cheapest quotation may simply be incomplete.
33. DO NOT BUY EVERYTHING FROM ONE CATALOGUE JUST FOR CONVENIENCE
A single supplier can simplify coordination.
That can be valuable.
But different suppliers may specialise in:
- Climbing
- interactive technology
- arcade
- soft play
- sports
- trampolines
The best portfolio may involve multiple suppliers.
The decision should be strategic, not ideological.
34. ORDERING TOO EARLY REDUCES FLEXIBILITY
Once equipment is ordered, the project becomes less flexible.
If major decisions are still unresolved around:
- Layout
- MEP
- fire
- capacity
- customer flow
- staffing
the project may have to adapt around equipment rather than equipment adapting to the project.
35. ORDERING TOO LATE CREATES ANOTHER RISK
The answer is not to delay forever.
Equipment can require months for:
- Final design
- manufacturing
- freight
- customs
- installation
- commissioning
The right time to order is when the project is sufficiently defined while enough procurement time remains.
36. BUILD THE ATTRACTION BRIEF FIRST
Before requesting final supplier proposals, prepare an attraction brief.
It might state:
TARGET CUSTOMER: 4–12 years
PRIMARY COMMERCIAL MODEL: General admission + birthdays
DESIRED VISIT: Approximately 90 minutes
KEY NEEDS: High capacity Replayability Older-child challenge Group value
PROPERTY: Defined ceiling and usable area
OPERATION: Moderate staffing intensity
Then ask suppliers to help solve that brief.
37. USE A DECISION MATRIX
Major attraction decisions can be evaluated across consistent criteria.
For example:
Customer fit
Capacity
Replay value
Space efficiency
Staffing
Maintenance
Birthday value
Revenue potential
Lifecycle cost
Supplier support
The matrix will not make the decision for you.
But it exposes trade-offs.
38. THE “WOW FACTOR” SHOULD BE ONE CRITERION
Visual impact matters.
A signature attraction can:
- Improve marketing
- build identity
- support social media
- create destination appeal
But “wow” should sit alongside:
- Capacity
- operations
- cost
- replayability
- maintenance
The most photographed attraction should not become the least practical one.
39. ASK WHAT YOU WOULD REMOVE FIRST
One useful exercise is to imagine that the equipment budget must fall by 20%.
What would you remove?
If the answer is obvious, ask whether those attractions were essential in the first place.
Budget pressure can reveal which elements are truly strategic.
40. THE RIGHT DEVELOPMENT SEQUENCE
A disciplined FEC development sequence may broadly look like:
- Market
- → Customer
- → Commercial opportunity
- → Property requirements
- → Business model
- → Capacity
- → Concept
- → Attraction roles
- → Operational requirements
- → Technical design
- → Supplier comparison
- → Equipment selection
- → Procurement
This does not mean suppliers should only appear at the very end.
Their technical expertise can be useful earlier.
But final equipment decisions should follow business logic.
CATALOGUE-FIRST VS BUSINESS-FIRST
CATALOGUE-FIRST
See equipment.
Choose favourites.
Fit them into the building.
Work out staffing.
Work out capacity.
Create pricing.
Hope demand supports it.
BUSINESS-FIRST
Understand demand.
Define customer.
Evaluate property.
Build commercial model.
Define capacity.
Define attraction roles.
Understand operations.
Then select equipment.
The difference is not whether equipment matters.
It is when equipment becomes the decision.
WARNING SIGNS THAT YOUR PROJECT HAS BECOME CATALOGUE-LED
Ask whether any of these sound familiar:
“We need this because it looks amazing.”
“The supplier says everyone is buying it.”
“We have space left, so let's add another attraction.”
“We will work out staffing after opening.”
“We haven't decided our target age yet.”
“We will decide birthday rooms later.”
“We don't know the throughput.”
“We don't know the annual software fee.”
“We don't know who repairs it locally.”
“We already ordered it, so the layout needs to change.”
Each statement suggests that the sequence may need review.
WHAT SHOULD YOU GIVE AN EQUIPMENT SUPPLIER?
A useful supplier brief can include:
- Target age groups
- Market positioning
- Available floor area
- Ceiling height
- Required capacity
- Desired attraction categories
- Replay objectives
- Birthday requirements
- Staffing limits
- Technical constraints
- Investment framework
- Target opening date
Better input usually produces better proposals.
FREQUENTLY ASKED QUESTIONS
WHEN SHOULD I START TALKING TO EQUIPMENT SUPPLIERS?
Suppliers can be involved relatively early to provide product and technical information.
However, major equipment commitments should normally wait until the customer, property, concept, capacity and operating requirements are sufficiently developed.
SHOULD A SUPPLIER DESIGN THE WHOLE FEC?
A supplier may provide valuable attraction layouts and technical design related to its equipment.
The overall project may still require independent commercial, operational, architectural and engineering input.
IS IT BAD TO BUY EVERYTHING FROM ONE SUPPLIER?
No.
A single supplier can simplify coordination and may provide a coherent package.
The question is whether that package represents the best overall solution for your customer, property and business.
HOW MANY SUPPLIERS SHOULD AN FEC USE?
There is no ideal number.
The correct structure depends on project complexity, attraction categories, procurement capability and supplier strengths.
WHAT SHOULD I COMPARE BETWEEN EQUIPMENT SUPPLIERS?
Consider:
- Product suitability
- quality
- documentation
- price
- installation
- maintenance
- spare parts
- technical support
- recurring costs
- delivery time
- references
WHAT IS MORE IMPORTANT: WOW FACTOR OR REPLAY VALUE?
Both can matter.
The correct balance depends on the business.
A destination or tourism venue may place more value on immediate impact.
A local membership-driven venue may depend more heavily on replay value.
SHOULD I CHOOSE THE PROPERTY BEFORE THE EQUIPMENT?
Usually the property and concept should be developed iteratively.
It is risky to make major equipment commitments before understanding the real physical and technical constraints of the building.
FINAL THOUGHT
Equipment is essential.
Without attractions, there is no entertainment experience.
But the correct sequence matters.
Do not start by asking:
“What can we buy?”
Start by asking:
Who are we serving?
What does the market need?
What can the property support?
How many customers must we handle?
How will the business operate?
Why will people return?
Then ask:
Which attractions solve those problems best?
That is the difference between filling a building with equipment and developing a Family Entertainment Center.
ABOUT BOOST ARENA
Boost Arena creates, operates and develops family entertainment.
Our operator-led approach combines FEC development, attraction strategy and supplier evaluation with practical operating exposure through Kids Arena Marbella, a Boost Arena brand.
Boost Arena does not sell or distribute entertainment equipment and is not tied to a single manufacturer.
