After VR waves swept the field of science and technology, this year finally began to invade the field of film and television. Although the VR industry has the highest exposure of the Big Three and their game masterpieces, expensive prices, scarce content, and complicated operations have deterred many players. In contrast, more avant-garde and niche VR movies, because of the more targeted use of VR features, are slowly gaining popularity.

Compared to expensive game masterpieces, more avant-garde and niche VR movies are slowly gaining popularity

Some time ago, Huace, Ray, LeTV and other major film and television giants laid out VR one after another. Zhang Yimou, Gao Qunshu, Huang Xiaoming and other film and television giants also expressed that they wanted to make VR film and television works. Even Spielberg expressed his participation in a VR project. At the just-concluded star-studded Shanghai Film Festival, VR Paradise, a “creation/viewing discipline,” was set up, and many films were exhibited, attracting many people to queue up for viewing. Recently, Jia Zhangke, who has been focusing on the art film, also announced that he will take a VR romantic movie and formally enter the VR film and television field.

However, when many people finish reading it, they can only express "I rely on, cool, Niubi" and can't say why. Today, let me take you back and see how to comment on a VR movie.

The story is the foundation. It is the most critical to tell the story first.

Now VR film and television creators generally pay attention to the interactivity of VR videos and have made many attempts in this area. Admittedly, interactivity is an important sign that distinguishes VR films from traditional films. However, at present, I want to achieve interaction. I want to let the audience freely choose the story and interact with the characters in the movie.

The first is the immaturity of technology.

Today's hardware, software, and network data transmission capabilities are not enough to support complex interactions in movies.

The second is the immature way of narrative.

VR film and television is a brand-new art form. Under the 360 ​​degree panorama, the narrative logic and narrative language of traditional film and television will no longer be applicable. However, there is no mature model for how to tell stories in VR films. If we add interactions to the film, the complexity of the plot will definitely increase to a geometric multiple, which is a big challenge for creators and viewers.

For VR film and television creators, in the case of single-structured stories that do not yet know how to speak, it is imaginable to talk about multi-structured stories. For the audience, VR film and television is a kind of new thing. When many people watch it, they often turn around and don't know where to look, so as to get out of the main plot. The story is a bit more complicated, and they often fail to understand. I don't know what the movie is talking about, let alone a more complex interactive storyline.

At present, interaction may give them a certain freshness, but for the time being it is difficult to form a real attraction for them.

To say this, the author is not opposed to the increased interactivity in VR film and television. On the contrary, I believe that interaction and interaction will be an indispensable part of VR film and television in the future.

But now, in the early stages of the development of VR film and television, interactions and stories are even more important, and are still issues that need to be discussed. Perhaps the two are not contradictory, or even complementary, but if, like many creators, the basic story is not well-stated, and only the interaction as a gimmick to attract the audience, in my opinion, it is still very dangerous of.

After all, for the movie, the story is the foundation, and VR movie is no exception. If the audience can't read your story, if your story can't impress the audience, then even if the technology is renewed, it's very difficult to stand it. The development of VR film and television is also unfavorable.

The real interaction should be a kind of active emotional choice.

In VR, the relationship between movies and games is getting closer. Many people advocate the gamification of VR movies and TV, thinking that this is an inevitable trend for the development of VR movies and television. In this regard, the author is not absolutely opposed, but it is absolutely not afraid to agree.

There are indeed many common places in movies and games, and in the development of VR film and television, it may indeed draw some factors from the game, so that they will have more similarities. However, after all, games and film and television are two different forms of art. There is a gap that cannot be crossed. It cannot be confused.

Although both are pursuing picture quality and presence, the game focuses on human-computer interaction and experience, and the core of film and television is always the story and emotion. Although interaction is a must-have attribute for a true VR movie, its interaction and interaction with the game should also be differentiated.

The true interaction should be a kind of active emotional choice rather than simply passive acceptance.

One person walks on the road and there are two roads in front. Choosing a different road will lead to a different story and different results. Which one should he choose? This is a gamified interaction, only focusing on experience, not involving emotions. Question: After the earthquake, one person ran downstairs and saw a small girl who had sprained her foot and fell down by the stairs. At this moment, he faced two options to stop and save her, but he might not have enough time to escape. Injured or dead, not saved, but faced with moral torture, then in the end how to choose it - this should be the interaction of film and television, is an emotional choice.

The greatest attraction of VR film and television is the immersion that 360-degree images bring.

Some people think that VR video does not require 360-degree video, only 180 degrees or 90 degrees on it. Because people's vision is limited, when the audience looks at the scene behind them, they may miss the main storyline in front of them, which may bring difficulties in understanding. In this regard, the author does not agree.

What's the most attractive aspect of VR film and television is its immersive sense of 360-degree images.

And if it is 180 degrees or 90 degrees, it will greatly weaken this immersion, or even not feel it, so that losing will lose its greatest charm. Although “how to let the audience go along with the story logic set by the creators” in the VR film and television is still an unsolved industrial problem, this can be handed over to the creators to overcome it, and it cannot be denied that 360-degree images are used in film and television creation. Great disruption and new horizons.

At present, topics such as convulsions, criminal investigations, secret rooms, and suspense are more suitable for VR.

In the past two months, the development of the VR film and television market has been in full swing. VR dramas, VR movies, VR variety arts, VR live broadcasts and other kinds of film and television content springing up after the rains on the major VR platforms, making people dazzled, a big blowout trend.

The question is, what kind of content is suitable for VR?

As already mentioned above, VR film and television is still in the early stages of development. Narrative methods, lens language, and director logic are still in the stage of exploration and have not formed a unified model.

In this case, the recording method of the actual theme may be more suitable, such as VR variety live, VR news, etc., which may bring more real immersion to the audience. From the perspective of film and television content, works such as panic, criminal investigation, secret room, suspense and other topics will be more suitable for VR content. Can form a series of works, criminal investigation drama will be a major category.

In fact, limited by various factors, VR film and television works in the market can only be regarded as pseudo-VR. The disadvantages of low resolution, poor immersiveness, lack of storylines, lack of interaction, and length of time seriously affect the viewing experience of the audience. From the author's point of view, the real VR film and television should be able to make the audience achieve the unity of sight, hearing, touch and smell. It is an immersive, interactive, and 360-degree panoramic view that fully integrates. Although the current VR film and television market is booming, we still have a long way to go in many aspects such as content production, technology research and development, platform popularization, user education, and commercialization.

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