Are short films the future of virtual reality? | Little White Lies

Are short films the future of vir­tu­al reality?

28 Mar 2019

Words by Justine Smith

Intricate mesh of glowing blue lines and dots against dark background, suggesting a complex network or data visualisation.
Intricate mesh of glowing blue lines and dots against dark background, suggesting a complex network or data visualisation.
As VR con­tin­ues to grow, short­form sto­ry­telling looks poised to re-enter main­stream cinema.

Past meets future in François Vautier’s vir­tu­al real­i­ty film, I Saw the Future. Using a 1964 BBC inter­view with famed sci­ence fic­tion writer Arthur C Clarke, a low-res­o­lu­tion video-taped clip is trans­formed into pix­els and stars. Clarke, who has been tasked with imag­in­ing the future, describes new cities, forms of com­mu­ni­ca­tion and how those tech­no­log­i­cal advances will change the world we live in. It makes us think of what the future may hold for us.

Vir­tu­al real­i­ty is a por­tal to the future, bring­ing us ever clos­er to the pop cul­tur­al real­i­ty sim­u­la­tors of Star Trek and Strange Days. As a grow­ing medi­um, VR has start­ed to ini­ti­ate a need for new kinds of films. For the first time since the old cin­e­mat­ic mod­el of show­cas­ing Warn­er Bros car­toons and stu­dio shorts before fea­ture film pre­sen­ta­tions, we might actu­al­ly be enter­ing a new era where short cin­e­ma enters the mainstream.

At the Regard film fes­ti­val in Sague­nay, Cana­da, where I saw the Future recent­ly screened, a tent was set up for VR expe­ri­ences. More and more film fes­ti­vals are set­ting aside areas for the pub­lic to engage with cin­e­ma, almost exclu­sive­ly short form, on pro­vid­ed vir­tu­al real­i­ty head­sets. Near­ly all the films show­cased, dis­rupt the tra­di­tion­al nar­ra­tive con­trol the film­mak­er usu­al­ly has. The view­er is not only free to look around, but sim­i­lar­ly has the abil­i­ty to change the tem­po­ral flow of the project, as the for­ward momen­tum of the sto­ry is often con­nect­ed to the viewer’s gaze or engagement.

For most peo­ple, VR is more close­ly asso­ci­at­ed with gam­ing than cin­e­ma, but that dis­tinc­tion might be increas­ing­ly worth­less. As many high-pro­file games search for increas­ing­ly real­is­tic and nat­u­ral­is­tic effects, they’ve reached to the tech­ni­cians of cin­e­ma to repli­cate real­i­ty. Cin­e­matog­ra­phers, in film and in games, are increas­ing­ly expect­ed to have knowl­edge of ani­ma­tion and VFX. It’s no longer about just cap­tur­ing light and our world, but recre­at­ing it with com­put­ers and algo­rithms. Cin­e­ma has adopt­ed many of the aes­thet­ic mark­ers of video games as well, fur­ther blur­ring the line between the arts.

VR cin­e­ma remains almost exclu­sive­ly a short form art. It’s hard to peer into the future to see if it will expand into a longer form but for now it is the domain of short film­mak­ers. While short film­mak­ers are often bur­dened with lack of resources, it is also allows them to be adven­tur­ous in form and nar­ra­tive. Uncon­strained by the pres­sures of huge invest­ments and rarely capa­ble of gen­er­at­ing rev­enue, short films exist beyond obvi­ous cap­i­tal­ist mod­els and film­mak­ers are imbued with a spe­cial kind of freedom.

The expe­ri­en­tial nature of VR has been espe­cial­ly use­ful for doc­u­men­tary and polit­i­cal film­mak­ers, allow­ing them new and immer­sive ways of con­nect­ing audi­ences with ideas and sub­jects. Even news­pa­pers like the Guardian and The New York Times have exper­i­ment­ed with the pos­si­bil­i­ties offered by the new medi­um to cre­ate new inter­ac­tive stories.

As vir­tu­al real­i­ty head­sets become more acces­si­ble, it is con­ceiv­able that a demand grows for orig­i­nal short form nar­ra­tive cin­e­ma. More so than fea­ture-length film­mak­ing, bur­dened by con­ven­tion and high bud­gets, film­mak­ers work­ing with­in the realm of short film­mak­ing will be able to push things to its lim­its, espe­cial­ly in this stage of tran­si­tion, as larg­er stu­dios have yet to sweep in to take over the mar­ket. With very lit­tle inter­fer­ence and no clear rules, it’s pos­si­ble we might be on the precipice of a new cin­e­mat­ic lan­guage and rad­i­cal­ly, it might be swing­ing back into the realm of short form.

Great short cin­e­ma is often guid­ed by a sin­gle idea, and the best vir­tu­al real­i­ty is sim­i­lar­ly focused. As VR remains large­ly a nov­el­ty for new audi­ences, cre­at­ing a great vir­tu­al real­i­ty film has to take into account the viewer’s desire to look around. In cas­es like, Notes on Blind­ness, which sim­u­lates the expe­ri­ence of blind­ness and allows sound to cre­ate images, the audi­ence is guid­ed by audio rather than image. In many oth­ers, just the process on stick­ing with a sin­gle idea or goal is enough to sus­tain audi­ence focus or attention.

The ques­tion remains if VR will catch on as a cin­e­ma medi­um or be com­plete­ly dom­i­nat­ed by video gam­ing. Will the sto­ry­tellers of cin­e­ma jump ship to help craft bet­ter games, or will a new kind of cin­e­ma emerge? It’s hard to imag­ine a world where the nov­el­ty of vir­tu­al real­i­ty has worn off, but who knows what the future holds.

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