VR Short Lesson 4: Designing
VR experiences
How would you tell a story in VR?
The same story
is told differently in each media, both its content and its intensity. The story
of Batman can be experienced through books, comics, movies, videogames and who
knows if also in theatre. And we experience it differently each time because each
media has its own way of telling.
In VR, this is
even most pronounced. The distinction between spectator and actor tends to
zero. The role of the VR user is “active” in terms of interaction, opposing to “passive”
roles assumed in classic narrative media. Now you are spectator and narrator.
The story depends on you and is happening because you are there.
Cinema
|
Literature
|
Theatre
|
Virtual Reality
| |
Narrative representation
|
Visual
|
Mental
|
Visual
|
Visual
|
Presence
|
Not physical
|
Not physical
|
Physical
|
Immersive
|
Interaction
|
No
|
No
|
No
|
Yes
|
In cinema, the camera
is under author’s control, but in VR the camera is under user’s control. What
does this mean from author’s point of view? The standard rules of storytelling
are no longer valid!
The complete scenario
has 360º, that is clear. But as viewers, we can’t pay attention to all spaces
at the same time. If we are watching a comedy, the main action should take
place in a master scenario, avoiding have to move our head all the time form
left to right, front to rear to follow the argument. Lateral secondary
scenarios are being used to introduce new actors/characters, while rear
scenario is used for minor actions.
These best
practices apply for narrative stories, not for VR emotional experiences. In
this kind of videos, action takes place at all scenarios at the same time, encouraging
the viewer to pay attention to whatever he or she may prefer. Most likely, several
views will be needed to enjoy the whole experience!
Felix and Paul
Studios are considered by many the best cinematic VR directors. Check how they
use both techniques in of the most famous 360º videos. VR features available only in Chrome
or Firefox!
These are only few brushstrokes about designing VR experiences, depending on what authors want to show, requirements and style change drastically. We will go further in future lessons, so stay tuned!
These are only few brushstrokes about designing VR experiences, depending on what authors want to show, requirements and style change drastically. We will go further in future lessons, so stay tuned!
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