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VR and
AR as Storytelling Platforms
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I always feel that when
the hype surrounding new display technology becomes blinding without a clear
avenue toward monetization, it’s important to take a step back to re-assess. If
you can't make money with the new technology, then it becomes little more
that an interesting academic exercise. My career started out in academia
and I have no intention of returning to those days of esoteric interests at the
expense of more lucrative entrepreneurial pursuits. People heavily invested in
VR for entertainment purposes have to ask themselves, is there a genuine
interest in complete immersion from a wide enough demographic spectrum to
generate the kind of revenue being projected by Goldman Sacks and others?
Perhaps the millennial generation will find VR compelling for
entertainment purposes but so far I see it as little more than a curiosity
among most people outside of gaming. In fact, I’ve yet to see a fully immersive
VR entertainment title, billed as storytelling that reflects little more than a
theme park ride experience or interactive game experience masquerading as story.
All great fun and interesting experiences…
but they are definitely not narrative storytelling. The biggest question is
whether people want to be told a story in a passive manner or if they want to be fully
immersed in a story. The jury is still out, but based on my experience in both
colorization and 3D conversion industries, the widest demographic would rather
be told a good story passively with compelling and well directed visuals.
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I’m not alone in this view. When Ang Lee recently screened his film, “Billy Lynn’s Long Halftime Walk” in high frame rate (120 frames per second), high dynamic range, ultra high definition and 3D using laser projectors he was asked what he thought of virtual reality, his response was telling… “my virtual reality is better than your virtual reality, let me move the camera.” I believe that sentiment is common among established directors who have even bothered to consider the new medium. When asked about virtual reality at the Sundance Film festival last year, both George Lucas and Robert Redford agreed that the 30 virtual reality ‘film’ titles on display at the Festival were interesting... they had all the elements of cinema… actors, a script, visual effects, etc… but there was no story. In a similar but more diplomatic vein, Spielberg said VR will "take hold in a profound way" but cautioned. "...it is dangerous... because it gives the viewer a lot of latitude not to take direction from the storytellers but make their own choices of where to look," he said in an interview. "I just hope it doesn't forget the story when it starts enveloping us in a world that we can see all around us and make our own choices of what to look at."
That said, I see current
experiments and commercial efforts to make VR into an entertainment medium a precursor to Augmented Reality which I believe will be come ubiquitous in
3 to 5 years. Almost anything you want to do in VR can, or eventually will
be accomplished in AR. The difference
however is that in AR you are maintaining a presence in your own socially
interactive reality without having your senses kidnapped within a forced sense
of isolation as in VR. Yes, AR is a
somewhat different experience than VR but one that I believe will ultimately be
more acceptable and more compelling to a mass audience. Another relevant lesson we learned from 3D... it's not going
away even though the home entertainment market largely failed. It remains a
significant revenue generator theatrically for the studios but it’s been
largely confined to the genre of super heroes, animation and fantasy. Similarly, I believe VR will find its place
in entertainment but more confined to gaming, entertaining simulations, documentaries and
theme park-like rides in your head.
The Greatest Challenges to VR and AR
The greatest challenges to innovations in VR and AR are consumer
adoption, consumer adoption and consumer adoption, and 100% related to consumer
adoption… compelling content that people will actually spend money to
experience. VR for gaming applications
and related cinematics is a given and the choice in headsets is narrowing. For AR, compelling content is being produced and anyone with an IOS or Android mobile
platform can experience AR today. A
significant advance for both AR and VR are untethered optics that have
a relatively small form factor.
Critical Timeline for VR Storytelling to Attract a Mass Market
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While I believe consumer grade AR optics will take another year or two to emerge, IOS and Android mobile platforms are already compatible with AR experiences and with 3D sensor and motion tracking technology coming to your mobile devices in the very near future, it’s a good bet that AR will begin a path toward ubiquity for consumers.
Disney funded Jaunt's CEO just announced he was leaving the cinematic VR startup. Is this a sign of things to come? VR cinematic content professionals have to start thinking mass market monetization or they might be destined to become a footnote in the emergence of this new platform. There will be those who will disagree with this view. Indeed, for some Hollywood professionals and Silicon Valley investors, VR as a storytelling medium has taken on an almost religious ferver, but like any religion, their strength of commitment is based on faith rather than substance... and therein rests the problem.