Monday, 25 January 2016

How Will Virtual Reality Films Differ From Traditional Films?



The problem for me is that you can't have virtual reality films. Once a film enters virtual reality, it ceases to be a film in any recognisable way. To be accurate with the films at Sundance, they're not VR yet - they're basically glorified 3D. That's not to applaud the filmmakers for pushing the edge, I'm just saying that this is about as far as they can take the medium as filmmakers.
The whole point of a film is that it is a passive, solitary experience. You focus all of your attention on the screen. You are shown images from a set angle in a set sequence that tell a set story. With VR, all of those things become interactive and non-linear. Technically, it is more akin to a game than a film. For example, I can see a time very soon when George RR Martin is no longer here to continue the story of Game of Thrones but he is simply replaced by "Game of Thrones - the VR Interactive Experience" where people can join the Stark clan or Ice King group or whatever and continue the adventure themselves. Some of the best stuff will be recorded and played back to anyone interested as a passive story.
This is why VR won't appeal to everyone. Many people don't want to work for their entertainment. They want to be passive and have it spoon fed to them. So film will continue on for a very long time.
Of course, VR won't just be the province of gamer/storytellers. It could also be used to create interactive art installations and interactive, improvised theatre. So VR looks like being a roleplaying experience more than a film. In other words, if you reallyy want to experience the future of VR, go to a murder mystery evening.

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