In virtual reality, we're placing the viewer inside a moment or a story... made possible by sound and visual technology that's actually tricking the brain into believing it's somewhere else.
From Chris Milk
I want to figure out what comes after cinema as the gold standard for storytelling.
If you've never mixed paint, you aren't going to be able to paint properly.
All these experiments I've done over the years with technology have been asking whether I can tell stories that affect humans in a deeper way than I could without the technology.
I prefer making stuff to talking about how I made the stuff.
Every digital video player - RealPlayer, Windows Media Player, Vevo, Hulu, YouTube - all of them had different ways of getting you the video, but it was still always the same series of rectangles. The format never changed.
There's three things that you need for virtual reality to work. You need the hardware that's affordable and doesn't make people sick, you need an audience that is willing to pay for it, and you need the content.
Video games as a storytelling medium are, from a mathematical standpoint, a branching narrative. You start at one place, you can go in multiple different directions, and there's a multitude of different endings.
With virtual reality, I'm not interested in the novelty factor. I'm interested in the foundations for a medium that could be more powerful than cinema, than theatre, than literature, than any other medium we've had before to connect one human being to another.
So much of journalism is conveying a place and time that existed, to someone at a later date: giving a person the context and trying to make them feel as informed as if they were actually there.
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