Why VR “Storytelling” does not currently work. And can it ever work?

I think you make some great points here, and I’ve been wrestling with some of the same ideas. My thinking is this: from our perspective here at the medium’s infancy, some of the pains of transition from more mature modes of storytelling can feel like deal-breaking, intractable problems.

But it might not be so bad as all that. It took decades for the languages of editing and framing to shape film cinematography and storytelling as we know it, to train an audience to understand eye lines and juxtapositions in adjacent shots, to develop to the point where color can be used as a motif and signifier of meaning to a savvy audience, and so on.

VR is in its infancy, and ‘storytelling’, as a term and as a concept, is mature and freighted with all of our current preconceptions about its possibilities and limitations.

Give it some time.

One clap, two clap, three clap, forty?

By clapping more or less, you can signal to us which stories really stand out.