VR’s moment
VR – Virtual Reality – is having its “moment” right now,
thanks to the various launches of new hardware like Oculus Rift and similar
systems. The attention is well-deserved – VR experiences, even at this early
stage in its development, are mind-blowing.
Over the past year, I've been privileged to be given the opportunity to preview a
number of the systems, and while I agree with what many critics say about the
hardware not yet being perfected, the big breakthrough that will take VR
mainstream (and beyond) will come in software.
By software, I’m not talking about the coding, though
obviously that’s evolving. We don’t really know what the VR experience can be.
It’s an art form whose artists haven’t yet arrived. Think movies around the
time of Edison and the Great Train Robbery. Think Pong in the game world. The
dreamers are still learning to dream.
What’s available now, and what will be available over the
next year or so, will be mostly “ports” – in some cases literally – from two-dimensional
media, be it games, video, or news stories (the NY Times began experimenting
with the form late last year). Most of these are very cool, but they’re not really
using the medium yet. Technical limitations aside, playing a first-person
shooter is still basically the same as playing it on a screen.
I’m very excited about the medium; it has vast potential.
But I expect that in the near term the common reaction will be one akin to a
let-down as the hype wears off. The cost of gear will go down, the technology
will vastly improve, and then suddenly the first great VR experience will come
out of left field as some Matisse or maybe Edison manages to think about the
possibilities in a way no one else saw coming.
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