What are we after in VR, movies,
storytelling in general? At its best, storytelling is transformational. And a powerful way to that
transformation is the emotional charge of catharsis, built through an
escalation of emotional tension in the audience. But it is the experience of
the storytelling that gets you there, not experiencing the hero’s journey
personally as you would in VR.
The safety of cinematic peril
One reason for narrative fatigue
in VR products is that it is difficult to engage the viewer emotionally in the
same way the character is emotionally engaged. The inner conflict driving the character doesn’t exist in
the viewer—it’s not the viewer’s conflict—and they don’t want it to be. Safe, cinematic peril is fear and
safety all rolled into one and that’s what the audience wants.
In a 1986 article I discussed the
use of “safe cinematic peril” to elicit emotional audience responses. The simple version is audiences love
feeling the fear of death while intellectually and physically not having to
experience it. The gag is to
overwhelm the intellectual and physical with pure emotion. Audiences are delighted because they
know they are smart enough not be in danger, yet are fooled into a momentary
reaction. This is done through
projection of the audience onto the hero which is easier when they are
distanced from that character and their situation.
VR can still support a
storytelling roll, but how the audience follows and why, is certainly changing.
In VR it’s not just Tom Cruise
hanging over the street a hundred stories up—it’s Tom and you. And that’s not all—now there is confusion
as to who is the hero, you or Tom?
I’m using action as an example because the case is much more
foregrounded than a genre like drama.
The corollary to be aware of is: the more the audience feels “in the
scene” the less important the “hero” becomes—but the hero is functioning as the
character that makes the choice you would never make, thus giving you the
emotional charge without the danger.
Here’s the other thing: if Tom
jumps, so do you because Tom is driving the story. Will audiences jump off with him once they become accustomed
to not dying in VR, no matter what they do?
To experience those events along
with the character, might induce a heart attack at worst, at minimum the loss
of some sort of bodily fluid.
Furthermore, if the storytelling is good, the character who goes through
the action “for real” might only have a small cathartic release at the end,
while the audience’s catharsis is massive. How does one generate catharsis where death is at stake for the
character, but not the viewer, yet the viewer feels they are part of the moment?
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