Virtual reality presents a new medium for artists and writers to transport their audiences to new worlds. However, whereas previously viewers were only able to be immersed to a certain level due to being able to see the real world beyond and surrounding the screen, their reality can now become completely provided by the technology.
By fully surrounding a player in
a world, they can get the sense that they are truly there. Combining video
games with virtual reality technology that both places them in the 3D world and
gives them the sense that they are handling a sword or other equipment takes
gaming to another level.
Yet video games are just that-
games and the player should be aware that it is just a fabricated environment
while they are playing. Turning the game situation into something so realistic
it feels like it is actually occurring could take games too far. With the amount
of destruction and killing players commit in-game- which is perfectly fine as
it is clearly just a game- it might be a good idea to consider just how much of
a realistic experience to make killing people. Controllers that replicate the
force and pressure of weaponry alongside equipment that allows the player to
physically run in order to travel around the game may be better suited to
simulations that prepare people in training- such as in the army or police
force- for the real events they will undertake. The moral grounds and
implications of this should be considered when games are being produced for
virtual reality systems.
Yet despite the potential issues
this presents, video games combined the concept of moving images with
interactivity, making virtual reality a step further into the immersion of a
different world constructed by artists. The main difference between games and
films is that the protagonist of a film is set on a path directed by the
story-writers. Yet while the story of a gamer's character is certainly
restricted to some degree by the writers, the player is given the opportunity
experience the world in their way, maneuvering around the problems the
environment presents and ultimately taking the story in their choice of
direction.
Interestingly put by Ramiro
Lopez Dau on the LA Times, “A movie is the closest name because it’s the most
familiar. But if we keep adding layers of complexity, we’ll come up with a new
one.”
The uses for virtual reality are
still being explored, with each technique having a different effect. While
playing a movie or pre-rendered footage may allow a viewer to experience it
better, calling this virtual reality may be a stretch. The term 'virtual
reality' implies a fabricated world that one can feel is true and that they are
actually involved in. In reality people not only can move around and interact
with things and people but make choices that have an effect on the environment.
The techniques used and amount of control given to the player will dictate
their level of immersion in the scenario. There is a significant difference
between merely witnessing a character move around a world and being that
character, looking at things and figuring out problems. Placing the audience in
a new environment that they can physically gaze around at, with choices to make
and objects to interact with, truly creates a new reality and one that is quite
different to a film.
On Motiongrapher.com, Justin
Cone stated, 'This “argument” is simply a failure to understand that VR is not
a new vehicle for old experiences (i.e. films) — it is a new medium entirely'.
Virtual reality is new tool for
artists- such as filmmakers and game designers alike- to communicate their work
and convey stories. While images on a screen in front of the viewer can be
skillfully crafted and lit to create a compelling atmosphere and give them the
sense that they can feel the space portrayed, virtual reality surrounds the
audience with that location. By eliminating any other view of their true
surroundings, the sense that they are in this new world comes to life.
Yet in order for virtual reality
to be explored and discoveries about what works and what doesn't uncovered, it
needs to be tested by large numbers of people. Once companies developing it
release it for public purchase, the question of whether it catches on to become
a popular piece of hardware is raised. Ultimately the point of virtual reality
is to have people experience it and for this to occur the physical difficulties
of the hardware- such as weight, audio output and controllers- must be
addressed. The pricing of this is also a large consideration. Purchasing it
all, especially the individual controllers on top of the headset, may be too
expensive at first for the majority of consumers. As a result this may
therefore take a while to catch on as only the most dedicated of fans will have
the funds to put towards this. Yet as the technology is developed further, its
decreasing price and updated designs will make it available to more people and
the audience will expand.
Another factor that impacts on
the distribution of virtual reality gear is the computing power required to run
the graphics. Unless players have a high end computer to game with, it could
take a while for virtual reality to become a reality for some players. In this
case systems that work with existing consoles such as the Xbox and PlayStation
which already populate a large amount of houses, will make this platform accessible
to more gamers.
Merely scratched upon is the
surface of the uses for virtual reality technology. As more artists and
developers explore this medium, its capabilities and the places it can go shall
be revealed to movie watchers and gamers alike.
References-
Cone, J 2015, 'Virtual reality is not filmmaking', Motionographer,
3 August 2015.
Murphy, D
2014, 'Oculus Unveils Third-Generation Headset Prototype: Crescent Bay', PCMag,
21 September 2014.
Zeitchik, S
2015, 'With 'Henry,' a cinematic leap into world of virtual reality', Los
Angeles Times, 28 July 2015.