I’ve been happy with my 2016 HTPC, but the situation has changed, largely because of something I mentioned in passing back in November: The Xbox One and PS4 are effectively plain old
PCs, built on: Intel Atom class (aka slow) AMD 8-core x86 CPU 8 GB RAM AMD Radeon 77xx / 78xx GPUs cheap commodity…
This is the (long-overdue) last in a three-part blog post about telling stories using virtual reality. Read all of the
parts here.
For the first time in two decades, I’ve been playing with virtual reality. This time around, I’ve been using new and upcoming technologies like Google Cardboard and the Oculus Rift. I’m particularly interested in how these new experiences can be
used as a storytelling medium by content creators, and the lessons we’ll learn about immersive storytelling by experimenting with them.
It seems to me that the biggest questions that VR content creators will need to start thinking about as we collectively begin to explore this new (or newly-accessible) medium are:
How do we make intuitive user interfaces?
This question mostly relates to creators making “interactive” experiences. Superficially, VR gives user experience designers a running start because there’s little that’s as intuitive
as “turning your head to look around” (and, in fact, trying the technology out on a toddler convinced me that it’s adults – who already have an anticipation of what a computer interface
ought to be – who are the only ones who’ll find this challenging). On the other hand, most interactive experiences demand more user interaction than simply looking around, and
therein lies the challenge. Using a keyboard while you’re wearing a headset is close to impossible (trust me, I’ve tried), although the augmented-reality approach of the Hololens and potentially even the front-facing webcam that’s been added to the HTC Vive PRE
might be used to mitigate this. A gamepad is workable, but it’s slightly immersion-breaking in some experiences to hold your hands in a conventional “gamer pose”, as I discovered while
playing my Gone Home hackalong: this was the major reason I switched to using a Wiimote.
So far, I’ve seen a few attempts that don’t seem to work, though. The (otherwise) excellent educational solar system exploration tool Titans of Space makes players stare at on-screen buttons for a few seconds to “press” them, which is clunky and unintuitive: in the
real world, we don’t press buttons with our eyes! I understand why they’ve done this: they’re ensuring that their software has the absolute minimum interface requirement that’s shared
between the platforms that it supports, but that’s a concern too! If content creators plan to target two or more of the competing systems that will launch this year alone, will they
have to make usability compromises?
There’s also the question of how we provide ancillary information to players: the long-established paradigms of “health in the bottom left, ammo in the bottom right” don’t work so
obviously when they’re hidden in your peripheral vision. Games like Elite Dangerous have tackled this problem from their inception
by making a virtualised “real” user interface comprised of the “screens” in the spaceship around you, but it’s an ongoing challenge for titles that target both VR and conventional
platforms in future. Wareable made some great observations about these kinds of concerns, too.
How do we tell stories without forced visual framing?
In my previous blog post, I talked about a documentary that used 360° cameras to “place” the viewer among the protesters that formed the subject of the documentary. In order to provide
some context and to reduce the disorientation experienced by “jumping” from location to location, the creator opted to insert “title slides” between scenes with text explaining what
would be seen next. But title slides necessitate that the viewer is looking in a particular direction! In the case of this documentary and several other similar projects I’ve seen, the
solution was to put the title in four places – at each of the four cardinal directions – so that no matter which way you were looking you’ll probably be able to find one. But
title slides are only a small part of the picture.
Directors producing content – whether interactive or not – for virtual reality will have to think hard about the implications of the fact that their camera (whether a physical camera or
– slightly easier and indeed more-controllable – a simulated camera in a 3D-rendered world) can look in any direction. Sets must be designed to be all-encompassing, which poses
huge challenges for the traditional methods of producing film and television programmes. Characters’ exits and entrances must be through believable portals: they can’t simply walk off
to the left and stop. And, of course, the content creator must find a way to get the audience’s attention when they need it: watching the first few minutes of Backstage with an Elite Ballerina, for example, puts you in a spacious dance studio with a spritely ballerina to follow… but
there’s nothing to stop you looking the other way (perhaps by accident), and – if you do – you might miss some of the action or find it difficult to work out where you’re
supposed to be looking. Expand that to a complex, busy scene like, say… the ballroom scene in Labyrinth… and you might find yourself feeling completely lost within a matter of minutes (of course, a feeling of being
lost might be the emotional response that the director intends, and hey – VR is great for that!).
The potential for VR in some kinds of stories is immense, though. How about a murder mystery story played out in front of you in a dollhouse (showing VR content “in minature” can help
with the motion sickness some people feel if they’re “dragged” from scene to scene): you can move your head to peep in to any room and witness the conversations going on, but the murder
itself happens during a power cut or otherwise out-of-sight and the surviving characters are left to deduce the clues. In such a (non-interactive) experience the spectator has the
option to follow the action in whatever way they like, and perhaps even differently on different playthroughs, putting the focus on the rooms and characters and clues that interest them
most… which might affect whether or not they agree with the detective’s assertions at the end…
What new storytelling mechanisms can this medium provide?
As I mentioned in the previous blog post, we’ve already seen the evolution of storytelling media on several occasions, such as the jump from theatre to cinema and the opportunities that
this change eventually provided. Early screenwriters couldn’t have conceived of some of the tools used in modern films, like the use of long flowing takes for establishing shots or the
use of fragmented hand-held shots to add an excited energy to fight scenes. It wasn’t for lack of imagination (Georges
Méliès realised back in the nineteenth century that timelapse photography could be used to produce special effects not possible in theatre) but rather a lack of the
technology and more-importantly a lack of the maturity of the field. There’s an ongoing artistic process whereby storytellers find new ways to manage their medium from one another:
Romeo Must Die may have made clever use of a “zoom-to-X-ray” when a combatant’s bones were broken, but it wouldn’t
have been possible if The Matrix hadn’t shown the potential for “bullet time” the previous year. And if we’re going down
that road: have you seen the bullet time scene in Zotz!, a film
that’s older than the Wachowskis themselves?
Clearly, we’re going to discover new ways of telling stories that aren’t possible with traditional “flat screen” media nor with more-immersive traditional theatre: that’s what
makes VR as a storytelling tool so exciting.
Of course, we don’t yet know what storytelling tools we’ll find in this medium, but some ideas I’ve been thinking about are:
Triggering empathetic responses by encouraging the audience to more-closely relate to the situation of characters by putting them more-directly “in their shoes”.
That Dragon, Cancer, an autobiographical game about the experience of a child’s terminal cancer, is an incredibly emotive
experience… but only begins to touch upon the emotional journeys possible through virtual reality: what’s it really like to be close to somebody who’s terminally ill?
Allowing spectators to spectate a story in their own way, or from a perspective that they choose and control. We’ve already begun to explore this as a concept with
the (little-used) multi-angle feature on DVDs: for example, if you’ve got the special edition of Die Hard then you can
rewatch certain scenes and flick between different cameras as you watch. But that’s nothing on the potential for future animated films to allow you to walk or fly around and watch
from any angle… or in the case of interactive experiences, to influence the direction that the story takes by your actions or even just by your presence: how about a heist story in
which the burglars will only carry out their plan if they can’t tell that you’re watching them, forcing you to be surreptitious in your glances over to
see what they’re up to?
Combining VR with motion simulation: Alton Towers is leading the way here, with their announcement that they’re going to re-engineer the Air rollercoaster into Galactica, upon which the ride gives the sensation of motion while a
Samsung Gear VR headset simulates an otherwise-impossible spacefaring experience, and I’m hugely excited about
the prospect. But a more-adaptable and economical way to achieve a similar result would be to repurpose a motion simulator: the good ones can provide the sensation of g-forces on
almost any vector for an extended period of time; the really good ones can provide short bursts of g-forces at levels other than that provided by Earth’s gravity (usually by flinging
the carriage around on a programmable shuttle arm, although weightlessness is still unfeasible while you remain on the ground). If you didn’t think that 2013’s Gravity was nauseating enough when it was merely in 3D, wait until you try a similar experience in motion-assisted virtual
reality.
Point-of-view framing: this paradigm has always been at least a little unsatisfying in regular movies. I mean, it might have been the best moment in Doom, but that’s more to do with how apalling that film was than how good the technique is! But the potential for stepping
in to the viewpoint of another human and being able to look around has great potential for immersion-building without allowing the participant to stray too-far from the main
storyline. Something that people who haven’t yet experienced VR don’t often appreciate is that a few little things can really improve the experience of immersion… things like being
able to move your head, even just being a few degrees, make you feel like you’re “there”. There are some big challenges to overcome with this, of course, such as how to make the
movement of the camera not make the watcher feel ‘dragged along’, especially if their experience is of moving sideways… but these are challenges that will probably be solved for us
quickly by the porn industry, who’re working very hard on making this kind of experience seamless.
Just like the leaps and bounds we took with streaming video, yet again technology will get to thank peoples’ love of porn for advancing what home computers are capable of.
Exploring therapeutic experiences: until I really started trying out different VR gear, I didn’t think that it would be sufficiently engaging to be able to trigger a
strong enough response to be useful in a therapeutic capacity. But after the first time I came out of a 10-minute game of Caaaaardboard! feeling genuinely wobbly at the knees in the same way
as after my first parachute jump, I realised that modern VR really can produce an experience that results in a
psychosomatic response. And that’s really important, because it provides a whole new medium in which we can treat (and, I suppose, study), for example, phobias in a controlled and
‘escapable’ environment. Of course, that raises other questions too, such as: is it possible to cause disorders like PTSD with virtual reality? If it’s simply the case that optimally-made VR is more-immersive than the best possible “flat screen” experiences
and that it’s this that can improve its therapeutic potential, then surely it can be more-traumatic, too: I know enough people that were emotionally-scarred by Bambi‘s
mother’s death, E.T.‘s almost-death, or that one scene from Watership Down that gave me nightmares for years: how much more (potentially)-damaging could a VR
experience be? Whether or not it’s truly the case, it’ll only take one or two media circuses about murderous psychopaths who are unable to differentiate their virtual reality from the
real kind before people start getting asked these kind of questions.
As I’m sure I’ve given away these last three blog posts, I’m really interested in the storytelling potential of VR, and you can bet I’ll be bothering you all again with updates of the
things I get to play with later this year (and, in fact, some of the cool technologies I’ve managed to get access to just while I’ve been writing up these blog posts).
If you haven’t had a chance to play with contemporary VR, get yourself a cardboard. It’s dirt-cheap and it’s (relatively) low-tech and it’s nowhere near as awesome as “real” hardware
solutions… but it’s still a great introduction to what I’m talking about and it’s absolutely worth doing. And if you have, I’d love to hear your thoughts on storytelling using
virtual reality, too.
This is the second in a three-part blog post about telling stories using virtual reality. Read all of the parts
here.
I’m still waiting to get in on the Oculus Rift and HTC Vive magic when they’re made
generally-available, later this year. But for the meantime, I’m enjoying quite how hackable VR technologies are. I chucked my Samsung Galaxy S6 edge into an I Am Cardboard DSCVR, paired it with a gaming PC using TrinusVR, used GlovePIE to hook up a Wii remote (playing games with a keyboard or even a gamepad is challenging if your headset doesn’t have a
headstrap, so a one-handed control is needed), and played a game of Gone Home. It’s a cheap and simple way to jump into VR
gaming, especially if – like me – you already own the electronic components: the phone, PC, and Wiimote.
While the media seems to mostly fixate on the value of VR in “action” gaming – shoot-’em-ups, flight simulators, etc. – I actually think there’s possibly greater value in it more
story-driven genres. I chose Gone Home for my experiment, above, because it’s an adventure that you play at your own pace, where the amount you get out of it as a story depends
on your level of attention to detail, not how quickly you can pull a trigger. Especially on this kind of highly-affordable VR gear, “twitchy” experiences that require rapid head turning
are particularly unsatisfying, not-least because the response time of even the fastest screens is always going to be significantly slower than that of real life. But as a storytelling
medium (especially in an affordable form) it’s got incredible potential.
I was really pleased to discover that some content creators are already experimenting with the storytelling potential of immersive VR experiences. An example would be the video
Hong Kong Unrest – a 360° Virtual Reality Documentary, freely-available on YouTube. Standing his camera (presumably a
Jump camera rig, or something similar) amongst the crowds of the 2014 Hong Kong protests, the creator of this documentary gives us a great opportunity to feel as though we’re standing
right there with the protesters. The sense of immersion of being “with” the protesters is, in itself, a storytelling statement that shows the filmmaker’s bias: you’re encouraged to
empathise with the disenfranchised Hong Kong voters, to feel like you’re not only with them in a virtual sense, but emotionally with them in support of their situation. I’m afraid that
watching the click-and-drag version of the video doesn’t do it justice: strap a Cardboard to your head to get the full experience.
But aside from the opportunities it presents, Virtual Reality brings huge new challenges for content creators, too. Consider that iconic spaghetti western The Good, The Bad, And The Ugly. The opening scene drops us right into one of the artistic themes of the film –
the balance of wide and close-up shots – when it initially shows us a wide open expanse but then quickly fills the frame with the face of Tuco (“The Ugly”), giving us the experience of
feeling suddenly cornered and trapped by this dangerous man. That’s a hugely valuable shot (and a director’s wet dream), but it represents something that we simply don’t have a way of
translating into an immersive VR setting! Aside from the obvious fact that the viewer could simply turn their head and ruin the surprise of the shot, it’s just not possible to fill the
frame with the actor’s face in this kind of way without forcing the focal depth to shift uncomfortably.
That’s not to say that there exist stories that we can’t tell using virtual reality… just that we’re only just beginning to find out feet with this new medium. When stage directors took
their first steps into filmography in the early years of the 20th century, they originally tried to shoot films “as if” they were theatre (albeit, initially, silent theatre): static
cameras shooting an entire production from a single angle. Later, they discovered ways in which this new medium could provide new ways to tell stories: using title cards to set the
scene, close-ups to show actors’ faces more-clearly, panning shots, and so on.
Similarly: so long as we treat the current generation of VR as something different from the faltering steps we took two and a half decades ago, we’re in frontier territory and feeling
our way in VR, too. Do you remember when smartphone gaming first became a thing and nobody knew how to make proper user interfaces for it? Often your tiny mobile screen would simply try
to emulate classic controllers, with a “d-pad” and “buttons” in the corners of the screen, and it was awful… but nowadays, we better-understand the relationship that people have with
their phones and have adapted accordingly (perhaps the ultimate example of this, in my opinion, is the addictive One More Line, a minimalist game with a single-action “press anywhere” interface).
I borrowed an Oculus Rift DK2 from a co-worker’s partner (have I mentioned lately that I have the most awesome co-workers?) to get a little experience with it, and it’s honestly one of
the coolest bits of technology I’ve ever had the priviledge of playing with: the graphics, comfort, and responsiveness blows Cardboard out of the water. One of my first adventures –
Crytek’s tech demo Back to Dinosaur Island – was a visual spectacle even despite my apparently-underpowered
computer (I’d hooked the kit up to Gina, my two-month old 4K-capable media centre/gaming PC: I suspect that Cosmo, my multi-GPU watercooled beast might have fared
better). But I’ll have more to say about that – and the lessons I’ve learned – in the final part of this blog post.
This is the first in a three-part blog post about telling stories using virtual reality. Read all of the parts
here.
As part of my work at the Bodleian… but to a greater extent “just for fun”… I’ve spent the last few weeks playing with virtual reality. But
first, a history lesson.
This isn’t the first time I’ve used virtual reality. The first time, for me, was in the early 1990s, at the Future Entertainment
Show, where I queued for a shot at Grid Busters on a Virtuality 1000-CS. The Virtuality 1000 was powered by an
“Expality”: functionally an Amiga 3000 with specially-written software for reading the (electromagnetically-sensed) facing of the
headset and the accompanying “space joystick”… and providing output via a pair of graphics cards (one for each eye) to LCD screens. The screens were embedded in chunky bits on the sides
of the helmet and projected towards mirrors and lenses at the far end – this apparently being an effort to reduce how “front-heavy” it felt, but I can tell you that in practice a
Virtuality headset felt weighty on your neck, even for its era!
Nonetheless, the experience stuck with me: I returned to school and became the envy of my friends (the nerdy ones, at least) when I told them about my VR adventure, and – not least
thanks to programs like Tomorrow’s World and, of course, the episode of Bad Influence that reminded
me quite how badly I wanted to get myself down to Nottingham for a go at Legend Quest – I was genuinely filled with optimism that within the decade, playing a VR game would
have gone from the fringes of science fiction to being something where everybody-knew-somebody who did it routinely.
I never managed to get to play Legend Quest, and that first “VR revolution” swiftly fell flat. My generation was promised all of the hi-tech science, immersion, and magical
experience of The Lawnmower Man, but all we were left with was the overblown promises, expensive effects, and ill-considered user experience of, well… The Lawnmower
Man. I discovered Virtuality machines in arcades once or twice, but they seemed to be out-of-order more often than not, and they quickly disappeared. You can’t really blame the
owners of arcades: if a machine costs you in the region of £40,000 to buy and you can charge, say, £1 for a 3-minute go on it (bear in mind that even the most-expensive digital arcade
machines tended to charge only around 30p, at this time, and most were 10p or 20p), and it needs supervision, and it can’t be maintained by your regular guy… well, that swiftly begins
to feel like a bad investment.
Plus, the fifth generation of games consoles came along: the (original) Sony PlayStation, the
Nintendo N64, and – if you really wanted the highest-technology system (with the absolute least imaginative developers) – the Sega Saturn. These consoles came at price points that made
them suitable Christmas gifts for the good boys and girls of middle-class parents and sported 3D polygon graphics of the type that had previously only been seen in arcades, and the slow
decline of the video arcade accelerated dramatically. But home buyers couldn’t afford five-figure (still moderately-experimental) VR systems, and the market for VR dried up in a matter
of years. Nowadays, if you want to play on a Virtuality machine like the one I did, you need to find a collector (you might start with this guy from
Leicester, whose website was so useful in jogging my memory while I wrote this blog post).
2016 is the year in which this might change. The need for ubiquitous cheap computing has made RAM and even processors so economical that we throw them away when we’re done with
them. The demands of modern gaming computers and consoles has given us fast but affordable graphics rendering hardware. And the battle for the hottest new smartphones each year has
helped to produce light, bright, high-resolution screens no bigger than the palm of your hand.
In fact, smartphones are now the simplest and cheapest way to play with VR. Under the assumption that you’ve already got a smartphone, you’re only a couple of cheap
plastic lenses and a bit of cardboard away from doing it for yourself. So that’s how my team and I started out playing: with the wonderfully-named Google Cardboard. I know that Google Cardboard is old-hat now and all the early adopters have even got their grandmothers using it now, but
it’s still a beautiful example of how economical VR threatens to become if this second “VR revolution” takes hold. Even if you didn’t already own a compatible
smartphone, you could buy a second-hand one on eBay for as little as £30: that’s an enormous difference from the £40K Virtuality machines of my youth, which had only a fraction of the
power.
I’m going somewhere with this, I promise: but I wanted to have a jumping-off point from which to talk about virtual reality more-broadly first and it felt like I’d be overstretching if
I jumped right in at the middle. Y’know, like the second act of The Lawnmower Man. In the next part of this series, I’d like to talk about the storytelling opportunities that
modern VR offers us, and some of the challenges that come with it, and share my experience of playing with some “proper” modern hardware – an Oculus Rift.
I’ve been a huge fan of the “hacker game” ever since I first played 1985’s Hacker on my Amstrad CPC: I’m pretty hardened to the genre, and I can confidently say that not since Uplink
has anything broken through my firewall like Hacknet did. If you’re looking for an easy-to-pick up and compelling puzzle game in a cyberpunk theme, it’s a clear winner: I got 6 hours of
thoroughly enjoyable playtime out of it, and I’m sure I’ll go back and get the same again when I find the chance to go and explore deeper.
Rust, a 2013 indie survival game from Facepunch Studios, plays like a
cross between Minecraft and Grand Theft Auto. Players find themselves “born” into a mysterious wilderness, naked and alone, forced to forage for resources and to craft
clothing, supplies and shelter for themselves. They must contend with starvation, hypothermia and animal attacks, but by far the most dangerous threat comes from other players who
roam the island.
When the game was first opened up, all players were given the same default avatar: a bald white man. With the most recent update, Rust’s lead developer, Garry Newman, introduced
different avatars of different racial origins into the mix. However, they did so with a twist — unlike typical massively multiplayer online role-playing games, Rust does not
allow players to choose the race of their avatar. Instead, they are assigned one at random. Newman
explained the change in a blog post…
You know the way that everybody plays Grand Theft Auto (at least, 1 through 3) or Saints Row at least once? That is: they ignore the plot and just zip around blowing stuff up? Well:
Just Cause 2 is a game that you’re supposed to play like that. Sure, there’s a plot (and it’s as stupid as it is zany, all the way from pulling statues over with tractors
through to the climactic fistfight on the back of a cruise missile), but who cares: you’ll spend your time using a hookshot to pull soldiers out of aircraft, steal the aircraft, fly the
aircraft into a radio tour while you jump away with your parachute, all the while shooting, hacking, and slashing anybody that gets in your way.
It’s completely silly, the voice acting is almost as appalling as the scriptwriting, and the plot makes no sense. But that doesn’t mean it isn’t one of the most-awesome games ever. Play
an hour or play 5 minutes: this game’s great for “dropping into” when you need a few minutes of quick destruction as much as it’s great when you want to execute a thought-out mission.
And nowadays, it’s cheap, too – no excuse not to give it a go.
The original X-COM series (Enemy Unknown, Terror from the Deep, and even Apocalypse) were among the most-immersive, deeply-strategic, and thematically-beautiful games of the 1990s.
2012’s reboot was fun, but it failed to capture the sophistication and complexity of the original: it lacked the ability to perform micro-customisation upon your soldiers (Want a strong
guy whose job is just to carry ammo for everybody else? That’s fine!), bases (“Science” base at a secret location, surrounded by interceptor bases? No problem!), or mission strategy
(Plan to fight a retreat back to the dropship, dragging the bodies of the stunned aliens with you for later research, losing the battle but advancing the war? Go on then!). And it
suffered, for it.
Xenonauts, however, takes the genre back where it belongs: gritty, strategic, and with every game completely unique. More-impressively, it does so in a world that’s subtly-different
from that of the original series: starting deep in the Cold War, and with aliens whose motivation and strategy is innovative and new, even to fans of the original series.
It’s not perfect: you’ll read science reports that make reference to weapons you haven’t yet invented, because you’re doing things in the “wrong” order… but at least the game lets you
do things in the order that makes most-sense to you! I’d have enjoyed being able to use alien psionics against them, as you can in the original series (and even in the reboot), but
(unless I simply missed out on the appropriate research opportunities), that’s sadly absent. And there are a few bugs, although I didn’t come across any game-breaking ones.
But what Xenonauts is is one of the best strategy games I’ve seen in recent years. Whether you loved the original X-COM series, or the reboot, or didn’t play either… it’s got something
for you to enjoy. Go play it, Commander.
Fun, beautiful first-person-shooter. I disliked Bioshock and I hated Bioshock 2, so I was glad to discover that Bioshock Infinite is not terribly like either of them, but is something
else – something more fun – entirely. Playtime was a little shorter than I’d have expected for a game of its price, but it was still worth having.
If you haven’t played it, you should. Or failing that; wait for it to be on sale.