Zitat des Tages über VR:
I really do think VR is now one of the most exciting things that can be done in this whole sector of consumer electronic entertainment stuff.
VR should offer an experience that's more exciting than watching in 2D, and we're pretty good at 2D storytelling, so the bar's already pretty high.
I don't think that VR is going to lead to humanity being enslaved in the matrix or letting the world crumble around us. I think it's going to end up being a great technology that brings closer people together, that allows for better communication, that reduces a lot of environmental waste that we're currently doing in the real world.
VR is so immersive, and when it works, it draws you into the story in a way that is truly unique and powerful.
We look at Sony as someone who's jumping into the space to help evangelize and build out VR. They're very centered around a console experience.
At its very core, virtual reality is about being freed from the limitations of actual reality. Carrying your virtual reality with you, and being able to jump into it whenever and wherever you want, qualitatively changes the experience for the better. Experiencing mobile VR is like when you first tried a decent desktop VR experience.
VR should be more emotionally involving, but that doesn't happen automatically by just taking a VR camera and sticking it onto what would be a traditionally blocked scene for 2D.
I'm really familiar with what Cardboard's doing; it's not a novel concept. Cardboard is in many ways a direct ripoff of FOV2GO, a project I helped work on when I was at ICT, and it was fairly well known in the academic VR community.
When it became clear that I wasn't going to have the opportunity to do any work on VR while at id software, I decided to not renew my contract.
Locomotion can be uncomfortable in VR, but a number of developers have figured out how to do some subtle locomotion.
There's going to be all different price points, and you get what you pay for. There's certainly low things made of cardboard that you don't put on your head, you just hold up little viewers that give you this glimmer of what VR could be.
When you have more people investing in VR games, whether it's us or Sony or someone else, that means a greater pool of VR developers out there who know how to make VR games.
Now, a lot of early VR worlds or universes that are coming online take inspiration from 'Ready Player One.' It's just the coolest thing ever.
Any real virtual reality enthusiast can look back at VR science fiction. It's not about playing games... 'The Matrix,' 'Snow Crash,' all this fiction was not about sitting in a room playing video games. It's about being in a parallel digital world that exists alongside our own, communicating with other people, playing with other people.
All of my fellow directors, I think, would agree that in whatever medium you are working, the challenges and obstacles push them to be more creative. That's the case with VR.
I'm surprised that VR has come about so quickly. It's lucky I just happened to write a book imagining virtual reality right on the cusp of it actually happening.
I think people have an appetite for VR at $200, $300, $400. It's something so new and improves so quickly, people do have an appetite to buy that. If people are getting a new VR headset every two or three years that's incredibly improved, you want to go do that.
The whole thing with VR is that it doesn't matter, local versus networked gaming. The goal in virtual reality isn't to have people sit in the same room with headsets on.
What's really astounding to me is a lot of the guys at Oculus VR and other companies who were creating VR tell me that 'Ready Player One' is one of their primary inspirations in getting into virtual reality.
To be honest, when I started watching VR content, I was mostly disappointed and thought people could do better - not that different from when I set out to make 'Swingers' and thought, 'There's a better way to make an independent film.' Which is why 'Swingers' ended up being so much less expensive than anything like it.
My interest in Virtual Reality (VR) films began for me when I began a fellowship with MIT's Open Documentary Lab. It was a profound experience to be on MIT's campus one day a week and to enter a new world of storytelling where breaking convention and traditional methods were expected. This was deeply challenging and inspiring.
Given the kind of filmmaker I am, the kind of experiences I've been trying to give audiences, I was drawn to the potential of VR before I even tried watching anything in VR.