Unfortunately it's not that simple.
When planning and creating a scare attraction, multiple plans and ideas may be analysed and bounced around. I'm not construction or technical but I need to know their abilities etc if I am to pull off something realistic.
It's always best to plan more than you need with the knowledge that, along the way, stuff will get cut. The creative side will need to be aware of and take into account the constructional and technical abilities and restraints.
So off the top of my head, let's say we creatively thought of a maze based on the legend of old Voodoo Queen Marie Laveau. The maze would have multiple scenes with different effects, such as projection mapping, moving floors, smells, light SFX and triggered scenes/set.
This would need to be revised and planned from script delivery timings for throughput to scene effect lengths for the flow of the attraction. Sending this over to construction and technical, they would need to then come up (if done in-house) with something like a set of choices, let's say for this: A, B and C. So A would be the most amount of money and C being the least. For example, perhaps B would say yes to projection mapping, special effects, smells but no to really immersive sets. So, instead maybe we'd have black floors and black material ceiling (yuck) with minimalist set designs, instead of it looking like tier A, where the immersive set makes us feel we're walking inside an old house near the bayou with wooden floors, jar lanterns hanging down from a wood slat ceiling, rich and detailed sets etc.
Another big factor is guest understanding. How can we, with as little budget and actors as possible, still deliver the storyline clearly and cohesively? So by that I mean, if I ask the staff to run on the least possible actors we can (reflecting a break/lunch pattern) will I still get the same storyline/experience as if the maze was full? Will the theme/script need changes to ensure that the maze storyline is delivered? Or will it all be told in a preshow video and the rest of the maze is just "boo!"s and shrieks? If we rely just on a preshow, will the storyline continue to flow and make sense? Do the sets/effects need to tell the story instead of the actors? How much will all of this cost operationally?
Building on from this, how many staff will we need to run the entire attraction (not just actors) safely and effectively each day? All of these factors: cosmetic, operational, technical, constructional, will have an impact on the overall story, plot and running of the maze. Things can go wrong very late in the game causing last minute changes or even complete cuts of an attraction.
I've analysed and even helped create some pretty cool concepts but usually, for one reason or another, the final product is either watered down, completely different from the original theme and plot or completely cut and left on the shelf...