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STORYTELLING FOR VIRTUAL REALITY - John Bucher
STORYTELLING FOR VIRTUAL REALITY - John Bucher
Virtual Reality
Storytelling for Virtual Reality serves as a bridge between students of new
media and professionals working in the emerging world of VR technology and
the art form of classical storytelling. Rather than examining purely the tech-
nical, the text focuses on the narrative and how stories can best be structured,
created, and then told in virtual immersive spaces. Author John Bucher
examines the timeless principles of storytelling and how they are being
applied, transformed, and transcended in Virtual Reality. Interviews, con-
versations, and case studies with both pioneers and innovators in VR story-
telling are featured, including industry leaders at LucasFilm, 20th Century
Fox, Oculus, Insomniac Games, and Google.
For more information about story, Virtual Reality, this book, and its author,
go to StorytellingforVR.com.
Storytelling for
Virtual Reality
Methods and Principles for Crafting
Immersive Narratives
John Bucher
First published 2018
by Routledge
711 Third Avenue, New York, NY 10017
and by Routledge
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Routledge is an imprint of the Taylor & Francis Group, an informa business
© 2018 Taylor & Francis
The right of John Bucher to be identified as the author of this work has been
asserted by him in accordance with sections 77 and 78 of the Copyright,
Designs and Patents Act 1988.
All rights reserved. No part of this book may be reprinted or reproduced or
utilised in any form or by any electronic, mechanical, or other means, now
known or hereafter invented, including photocopying and recording, or in
any information storage or retrieval system, without permission in writing
from the publishers.
Trademark notice: Product or corporate names may be trademarks or
registered trademarks, and are used only for identification and explanation
without intent to infringe.
Library of Congress Cataloging-in-Publication Data
Names: Bucher, John K., author.
Title: Storytelling for virtual reality : methods and principles for crafting
immersive narratives / John Bucher.
Description: New York and London : Routledge, Taylor & Francis Group,
2018. | Includes bibliographical references and index. | Identifiers: LCCN
2017005830 (print) | LCCN 2017022849 (ebook) | ISBN 9781315210308
(E-book) | ISBN 9781138629653 (hardback) | ISBN 9781138629660 (pbk.)
Subjects: LCSH: Mass media—Authorship. | Virtual reality. |
Narration (Rhetoric)
Classification: LCC P96.A86 (ebook) | LCC P96.A86 B835 2018 (print) |
DDC 808.06/6302—dc23
LC record available at https://lccn.loc.gov/2017005830
ISBN: 978-1-138-62965-3 (hbk)
ISBN: 978-1-138-62966-0 (pbk)
ISBN: 978-1-315-21030-8 (ebk)
Typeset in Warnock Pro
by Apex CoVantage, LLC
Visit the companion website: StorytellingforVR.com
Contents
Acknowledgments viii
Foreword ix
Ted Schilowitz
v
vi Contents
Glossary 309
Index 323
About the Author 333
Acknowledgments
My editors and the staff at Routledge, Emily McCloskey, Simon Jacobs, and
John Makowski for all their help and guidance and for believing in this proj-
ect. Thanks also to Jack Stenner at University of Florida, Michael Smith at
Pepperdine University, and Eric R. Williams at Ohio University for deep
insights about the organization, structure, and content of this book.
Dr. Kim Walker, Dave Anderson, Jim and Ashley Krueger, and all my friends
at Pacifica.
Special thanks to those who gave of their time to participate in the book . . .
Chris Milk, Tye Sheridan, Nikola Todorovic, Chris Edwards, Ted Schilowitz,
Angela Haddad, Rob Bredow at LucasFilm, Noah Nelson and the No Pro-
scenium Podcast, Annie Lesser, Keight Leighn, Mark Cordell Holmes, Larry
Rosenthal, Liz Markman, Jonathan Krusell and Brian Rose at Google, Paul
Debevec, Jessica Brillhart, Jess Shamash and Pete Billington at Oculus, Paul
Meyhoefer and Kevin Cruz at JK Imaging Ltd., Sarah Hill at StoryUp, Heather
Brenners, Matt Celia, Robert Watts, Steve Peters, Adam Orr, Brian Allgeier,
Dr. Carolina Cruz-Neira, Doug Liman, Melissa Wallack, Matt Thompson,
Robyn Tong Gray, Tai Crosby at SilVR Thread, and the entire crew at Jaunt VR.
viii
Foreword
We can reflect on every medium that has been created to tell stories
and see that people eventually settle on certain elements that they like,
and those elements then become the mainstream definition of what that
medium is. Novels, movies, video games, plays, and television shows all
have mainstream definitions based on the elements of those mediums
that have been successful and lasted. As a medium continues to grow
and explore new territory, you have departures and divergent paths off
the original idea and methods of that medium. The cinematic language
of VR is still developing. But it will only move forward and become more
advanced through experimentation and by increasing the volume of sto-
ries being told in its space.
In the world of flat-screen media, a movie theater can be anywhere you want
it to be, including on an airplane or in your hands. The one element that
ix
x Foreword
doesn’t translate well in those environments is the idea of true spatial sense.
With spatial storytelling, you get to move around, walk around, and activate.
The best and most intriguing attempts to do this thus far, using flat-screen
media, have been in the gaming world, where you use certain mechanics
to give the impression that you’re moving in space, but your body, mind,
and brain know that you’re looking at a flat screen. We have developed 3D
technology, which gives us a pseudo-illusion that there’s depth, but depth is
different than space. Virtual Reality is more than just adding depth to enter-
tainment, it’s adding actual spatial universes.
As someone who focuses on the future for a major movie studio, I reflect
into the past to see where the guiding lines and the divining rods are that
give us telltale signs to what is ahead. For years now, we’ve stared into
screens. We’re fooling our brain. We’re fooling our eyes into believing that
what we are seeing on the screen is real. But what if we start to wear the
screen? We can unbind the restrictions of the display. The creative starts
to say, “What could I do if I didn’t have to work within the restrictions of a
rectangular screen? What if you could literally strap a theme park to your
face?” Once we cracked the code of the rectangle, the technology afforded
the opportunity to build story all around us. Now we are finding different
and unique ways to do this and finding the boundaries that we thought we
used to have no longer exist.
The nature of storytelling will always remain the same. It’s now about how
intense of an experience you can create for your participant. These new
tools allow a new level of intensity, and the best storytellers will find ways to
tap into that intensity that we haven’t really even seen yet. I don’t think we’ve
seen the best of storytelling in VR at this point. I think that it’s going to come
from a generation that starts to embrace this technology in different ways
than we presently do because of our tendency to lean back into the past.
Foreword xi
We’re on the cusp of something that will be more powerful than perhaps any
medium we’ve experienced before. I can’t wait to see what the future holds
and the tales that storytellers will create as a result.
Ted Schilowitz
Futurist
20th Century Fox
Hollywood, CA
2016
1
A New Reality and
How We Got Here
For well over 100 years, audiences have looked into rectangular screens,
ignoring everything peripheral to the edges of the frame. But in recent
times, the edges of the screen have been removed. Narratives now have the
potential to play out anywhere we can crane our necks to glance or stare.
Like in life, any place we can walk to or journey toward becomes the screen
for a story. This breakthrough in storytelling is changing the way audiences
engage with the moving image as well as the ways we create content—and
this is only just the beginning. Virtual Reality (VR) is one of the latest devel-
opments in the remediation process that has come to define digital media.
According to theorists Bolter and Grusin, this process of remediation has
become integral to the ongoing progress of media, which is now constantly
commenting on, reproducing, and eventually replacing itself.1
1
2 A New Reality and How We Got Here
Media futurists such as Palmer Luckey, founder of Oculus VR, are out to
prove Catmull wrong, just as Pixar proved the industry wrong with its
1995 animated feature and cultural juggernaut Toy Story. Luckey hailed the
potential for VR films at the 2016 Web Conference, stating, “Telling stories
in Virtual Reality is very different than telling stories through traditional
films or even video games—it’s going to be a long time until Virtual Real-
ity storytelling is nearly as refined as film. Decades.”3 John Gaeta, creative
director at LucasFilm’s ILMxLAB, has agreed with Luckey’s sentiments, say-
ing, “Cinema is a master storyteller’s art form. Until recently, a “fourth wall”
has contained this form. Soon, however, we will break through this fourth
wall, and cinema will become a portal leading to new and immersive plat-
forms for expression. ILMxLAB is a platform for this expansion. We want
you to step inside our stories.”
While Catmull, Luckey, and Gaeta lean toward the philosophical, others are
making large financial investments that someone will figure out compelling
ways to tell stories with VR technology. Investment researchers Piper Jaffray
have forecasted that VR will be a major mega tech theme through 2030. “We
A New Reality and How We Got Here 3
liken the state of virtual and augmented reality today as similar to the state
of mobile phones 15 years ago. It likely will take a decade before mainstream
adoption as necessary improvements in displays and applications as well as
lower pricing are needed to drive demand,” the company stated in 2015.4
There’s little debate that VR technology is here to stay despite the disagree-
ments about if and how stories can be told with the medium, and it will only
gain more traction as time goes on. As with any new medium, experimen-
tation and creative thinking are what will push the tools to deeper depths
of storytelling. New possibilities and perspectives will continue to arise as
filmmakers forge the path ahead and find innovative ways to connect with
their audiences.
In the 1930s, science fiction author Stanley Weinbaum wrote a story called
“Pygmalion’s Spectacles” and seemed to foretell the VR we experience
4 A New Reality and How We Got Here
today. French poet and playwright Anton Artaud discussed how the props
and characters in a play could be seen as la réalité virtuelle (Virtual Reality
in English) in Le Théâtre et son double, a collection of essays he wrote about
drama and the theater in 1938.
In the early 1990s, VR machines began to turn up in some pop culture con-
versations. Brainstorm and The Lawnmower Man introduced a generation
of moviegoers to the concept of VR. Video game arcades offered VR expe-
riences, though many were short lived because of low latency, which often
caused nausea. Later in the 1990s, both Sega and Nintendo announced VR
technologies for their gaming systems. Both were racked with problems and
quickly discontinued. Apple introduced QuickTime VR in 1994, a product
that was widely available but never quite caught on. However, the end of the
decade brought philosophical ideas about VR to the forefront of culture in
the immensely popular film series The Matrix.
In 2012, the Oculus Rift prototype was developed, and story conversations
began. Smart glasses from Moverio and Google advanced conversations
about Augmented Reality (AR) possibilities and affected the conversation
surrounding VR as well. In 2014, Google Cardboard entered the public con-
versation around VR and offered an extremely inexpensive way for the aver-
age person to have a VR experience. Samsung, HTC, and Sony all released
products that capitalized on VR’s progress and made it more desirable and
affordable. However, that year is most significantly remembered as the year
that Facebook purchased the VR startup, Oculus, for $2 billion. This acqui-
sition is considered to have ushered VR into the mainstream market.
Technological advances that have led to greater and greater levels of immer-
sion in VR tend to eliminate the evidence of a mediated experience, though
one could argue there is an even greater level of mediation actually at work
behind the scenes. Viewers in virtual experiences often respond as though
they are having the immediacy experienced outside of the virtual world,
6 A New Reality and How We Got Here
suggesting that these virtual experiences have lowered the evidence of the
mediated experience to levels almost indistinguishable from those they
engage in without an HMD.
Further, Bolter and Grusin state that within a mediated experience, the
meaning itself is not immediate. In order for it to be so, the viewer must
be able to ignore the medium’s representational function. This most often
occurs when the viewer encounters something from their world outside
the virtual space, as opposed to something abstract. Since representational
media such as film tend to rely on concepts, participants, and objects from
outside virtual space rather than abstractions, such as those that might be
found in fine art, it should be no surprise that cinematic VR—the combining
of film techniques and principles with immersive media—creates an even
greater sense of an unmediated experience and more immediate meanings
for the viewer.
CHANGES IN PERSPECTIVE
For decades now, filmmakers have thrown themselves into film schools
and other training venues to learn how to tell visual stories. With emerg-
ing technologies like VR, however, many of the concrete rules everyone has
learned and spent time perfecting go out the window. For example, since
the inception of film, we have forced a viewer’s perspective on our story by
placing and moving the camera where we wanted it. This allowed us to use
the edges of the frame to craft a window into the world we were creating
for the audience. With 360-degree cameras, the field of vision is opened up
to a dimension we’ve never had to deal with before. In essence, we’ve lost
the edges of the frame and thus the traditional way we’ve manipulated the
viewer’s perspective. We’ve also used lighting and lenses to further direct
an audience’s attention toward who our protagonist is and what he or she is
trying to accomplish.
Cinema’s journey began with much less promise than VR holds. Voices
from Vaudeville and the more established theater community combined
with objections of prominent technologists such as Edison opposed early
cinematic storytelling, preferring to keep it confined to the realm of science.
Experimentation with the film camera and the projectors that allowed its
product to be shown for large groups eventually pushed through the oppo-
sition and created a new visual language for communicating, entertain-
ing, and crafting narratives. It would take decades of innovations in both
8 A New Reality and How We Got Here
technology and creativity before cinema would arrive fully as the storytell-
ing medium it is today. Sound, color, realistic special effects, and even the
ability to edit would not become available until later.
Jessica Brillhart joined Google’s Creative Lab in 2009, where she spear-
headed numerous award-winning shorts and documentaries before
joining the VR team in 2015. Since directing WORLD TOUR— the
first VR film made with the Jump ecosystem—Brillhart has continued
traveling the world, filming, and experimenting, all in an effort to bet-
ter understand and help inform others about VR technology. She is
currently the principal filmmaker for VR at Google.
John Bucher: I’d love to start with a bit about probabilistic expe-
riential editing in VR, which is a concept a lot of
people won’t be familiar with. You’ve spoken about
that before, and I’m curious to know how you feel
like that affects story design, as creators are begin-
ning to try and sell stories?
Jessica Brillhart: A lot of it has to do with understanding how a vis-
itor engages with the world that she’s in. It’s the
first step in getting an understanding of how it was
more of a dialogue and a dance with someone that
was in the space instead of it being something that
I wanted or I was going to force a person to expe-
rience. It embraces the fact that we each have our
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A New Reality and How We Got Here 9
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You must determine what you want the viewer’s role to be in the
virtual world and then communicate that to them somehow.
In many ways, the edges of the frame have been convenient tools for film-
makers to rely on, knowing that they can hide what’s “behind the scenes” in
the story they are telling. As the camera moves in a fashion motivated by
the story, the viewer’s eyes and attention move along with it. The peripheral
world to the edges of the frame is not visible and thus not important in the
viewer’s mind.
Early efforts in video games resemble the structural and static nature
of paintings more than that of great cinematic art. However, as gaming
continued to develop, the technical rules experientially crafted by film-
makers began to appear more often. Eventually, games gave the player real-
istic first-person challenges. The user’s sense of presence and immersion
increased as interactivity increased. The ability to control space inside a
virtual world had not previously been experienced in any technology. This
technique has proved to be important in the development of VR, as many
early immersive experiences have duplicated the style and language of video
games. VR experiences in gaming continue to be one of the most popular
and effective uses of the technology, providing a canvas for storytelling that
is still advanced beyond what can be achieved with cameras at this point in
our technological development.
John Bucher: Tell us a little about yourself and how you fit into
the world of VR.
Paul Meyhoefer: JK Imaging is who we are. We are a company that
was formed just after Kodak had basically filed for
Chapter Eleven in their digital camera business.
The company was created with the idea of creat-
ing a license for the Kodak brand. We had a rela-
tionship with the ODM manufacturer of digital
cameras and the idea was to pick up on the Kodak
brand and create digital point-and-shoot cameras.
Everything from $59 to $350-type cameras. The
company was formed and actually the negotiations
worked out with Kodak that we are actually now
the sole licensee for all digital cameras for Kodak
worldwide. That’s JK Imaging.
Over the past few years, the digital camera busi-
ness actually decreased at a much more rapid pace
than we expected before. We knew it was declin-
ing but we also thought at the entry-level position,
with a lot of retail customers, we’d be able to sus-
tain, maybe it’s double-digit declines but then it
went flat. Early on, we were very interested in the
video side of things. We were very interested in
what GoPro was doing. We’ve watched them from
day one. The expertise that we had was really the
optical lens. What could we do to create the next
generation of video that’s just not point and shoot?
The obvious things were there. Wider aspect ratio,
4K resolution, higher frame rates, all those kinds
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author that VR holds the potential for providing a platform for recreating
them. Early mythologies were surrounded by rituals. These rituals had last-
ing impact because they provided those involved with experiences that not
only resembled real-life mysteries and events but seemed to offer some con-
nection to them that transcended the verbal languages people had come to
rely on. The effect these rituals, and thus mythologies, had was visceral. It is
entertaining to watch YouTube videos of those experiencing VR for the first
time. The reactions could easily be described with the same term—visceral.
The donning of an HMD headset and waving one’s hands about, reaching
for objects that simply aren’t there, would certainly have appeared to be
ritualistic, even cultic activity to the ancients.
Entering virtual space through a VR headset is not unlike a trip to the under-
ground. The virtual world holds possibilities beyond our natural landscape.
It very well may make achievements possible that would never have been
conceived in previous eras. Its dangers are equally real. Like Persephone,
there may be those who begin to prefer the new world to the old, causing
problems we can only imagine at this point. Still, virtual experiences may
hold answers beyond those we’ve been able to grasp thus far in human devel-
opment. VR has allowed scientists to view data in ways that have unleashed
fresh insights and interpretations. The technology has allowed disabled vet-
erans to visit war memorials, allowing emotional experiences they would
26 A New Reality and How We Got Here
have never had otherwise. The wonder seen embodied in those experienc-
ing VR for the first time is reminiscent of the ecstasy those early rituals and
mythological experiences provided according to ancient writings.
The myth of Demeter and Persephone allowed the Greeks to explain why
seasons on the earth mysteriously came and went. It allowed them to make
better sense of the world around them. It allowed them to have deeper
insight into what it meant to be a human being on this earth. These are
the things mythologies are capable of providing. Could there be any greater
hope for what VR might offer us? Immersive experiences will not lead us
to mythological insights about who we are unless they are accompanied by
stories. Stories allow us to work in the language of metaphor, not necessarily
allowing us to articulate the nuances of life as much as allowing us to experi-
ence insights into them in ways that seem to transcend language. But before
we can transcend the language of VR storytelling, we must understand what
others have discovered about it and how to speak it ourselves.
NOTES
1 Bolter, Jay David and Richard Grusin. Remediation: Understanding New Media.
Cambridge, MA: MIT Press, 2000. p. 55. Print.
2 Stuart Dredge, Pixar co-founder warns virtual-reality moviemakers: “It’s not
storytelling.” www.theguardian.com/technology/2015/dec/03/pixar-virtual-rea
lity-storytelling-ed-catmull
3 Stuart Dredge, Oculus VR: “Classrooms are broken. Kids don’t learn the best
by reading books.” www.theguardian.com/technology/2015/nov/03/oculus-vr-
founder-classrooms-are-broken
4 Munster, Gene, Travis Jakel, Doug Clinton, and Erinn Murphy. “Next Mega
Tech Theme is Virtual Reality.” https://piper2.bluematrix.com/sellside/Email
DocViewer?encrypt=052665f6-3484-40b7-b972-bf9f38a57149&mime=pdf&co=
Piper&id=reseqonly@pjc.com&source=mail
5 Munster, Gene, Travis Jakel, Doug Clinton, and Erinn Murphy. “Next Mega
Tech Theme Is Virtual Reality.” https://piper2.bluematrix.com/sellside/Email
DocViewer?encrypt=052665f6-3484-40b7-b972-bf9f38a57149&mime=pdf&co=
Piper&id=reseqonly@pjc.com&source=mail
6 The Virtual Reality Society in the UK. www.vrs.org.uk/virtual-reality/history.html
7 Voynar, Kim. “Future Tense: Sifting Through the Patterns of VR Storytelling at
Sundance.” www.indiewire.com/article/future-tense-sifting-through-the-patterns-
of-vr-storytelling-at-sundance-20160201
8 Ibid.
9 Falconer, Caroline, J., Aitor Rovira, John A. King, Paul Gilbert, Angus Antley, Pasco
Fearon, Neil Ralph, Mel Slater, Chris R. Brewin. “Embodying self-compassion
A New Reality and How We Got Here 27
within virtual reality and its effects on patients with depression.” http://bjpo.
rcpsych.org/content/2/1/74
10 “Chris Milk: How virtual reality can create the ultimate empathy machine.” www.
youtube.com/watch?v=iXHil1TPxvA
11 Ibid.
12 Hill, Jessica. “Eying the future of storytelling using virtual reality.” www.then
ational.ae/arts-life/film/eyeing-the-future-of-storytelling-using-virtual-reality