Forgive me blog-gods for it has been a year since my last
post (almost an eon in blog years).
I thought the VR Expo event in Los Angeles warranted comment.
Ghost of VR Past
I was introduced to virtual reality due to a chance meeting 30 years ago with Scott Fisher and the headset/data glove he developed for NASA
AMES. He was creating a
control system for robots working in space to do certain tasks and thus avoid
dangerous and expensive human spacewalks.
All this was pretty cool in the 80’s, but also very
crude tech compared to today.
Fisher was using some HP 3000 computer the size of a mini-bar
refrigerator with a whole 8MB of RAM.
All I saw were simple wireframe renderings. But it was VR.
Everyone was very excited. There were artists claiming to be working in VR, although I
was never really convinced.
Academics were studying it. My master’s thesis considered ontology and VR.
And then . . . not much happened.
Ghost of VR Future
Although it was clear VR would replace 2D mediums such as
photography and film, as both spaces to create in and experience, it was not
clear when. 30 years later we are
still waiting, but getting much closer.
At the point when the cost of a simple VR headset is low
enough that it can be given away with your smartphone purchase, there will be a
redesign of the OS for those phones to use a VR GUI. There will then be a crushing demand for 360 experiences at
minimum for everything from advertising to scripted production.
2D entertainment will begin an accelerated decline into oddity,
then relic, “that old, retro, 20th century tech”. This will happen soon. Nothing drives tech like consumer
demand. Television will stay around—radio is still alive and
kicking—but all visual production will have to be geared for VR, even if only
in 2D.
For example, imagine watching your favorite 2D television
re-run in a VR room and television appropriate to the time period. Or as a producer, you could purchase a
pre-fab VR drive-in environment for your no-budget 2D horror feature distribution
package.
A continuum of product will develop from consumer-produced
2D only at the low end to complex, interactive, live and scripted entertainment
at the expensive high-end.
Ghost of VR Present
When it comes to revenue the product will generate, that
continuum will not be a smooth curve.
There will be a massive amount of production out there—most of it bad
and done for free or minimal pay.
And face it, audiences like it. Ask this question in the present: How much time do people already
spend consuming expensive scripted entertainment versus on Snapchat watching
free video of their friend vacationing at Venice Beach? There will very quickly develop two
tiers of production—the very high-end, involving only a few players making
90-95% of the industry income, and everyone else, struggling at bottom dollar
rates, regardless of visual quality.
This began happening in the music industry in the 1980’s,
then photography in the 1990’s, and is now happening to 2D production.
In 1975, 29 different music acts held the number one hit slot. Digital home recording was “studio
quality” by 1980 and got cheaper—and better. By 1995, only 10 acts had number one hits. In 2015 it was 8
acts—and yet there are far more bands with high-quality recordings out there
than ever before.
Photography as a profession is now almost impossible. Editorial day rates are half what they
were when I quit commercial shooting in the late 1980’s—in real dollars. At the same time, the cost of
professional camera gear/tech is far beyond what it used to be, forcing
everyone into keeping up with the new tech. I used my $800 Nikon F3 rig professionally for over a decade
and no client thought anything of it.
If you were to show up today at a commercial shoot with camera and
computer from a decade ago, you would be fired.
Most filmmakers who actually get a project completed and out
there are still “one and out” players due to either being unable to raise the
funds for a second project, or the second project is a failure and loses money. Storytelling is a time consuming
process, no matter how good you are at it. And you need to get paid for your time or you will be forced
to do something else.
Twenty-somethings already know it is challenging to earn a
living producing content, and not likely to get easier.
VR Reality
One thing is for certain if you are doing production: you
need to include VR in your planning, at least. For a time, the tech to do VR at the high-end will be
expensive, especially design and integration of interactivity. But all of that will drop in price and/or
become part of production software.
My phone already shoots 4k video. Phones are taking advantage of the fact that there is a camera
on both sides, creating 360 views.
Most clients for still advertising shoots also require video
documentation; soon a VR component will be added.
The bottom line: if you are doing production, get on board
with VR or risk becoming irrelevant.
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