a16z Podcast - a16z Podcast: Writing a New Language of Storytelling with Virtual Reality
Episode Date: December 18, 2015Chris Milk calls virtual reality the “ultimate empathy machine.” The filmmaker and founder of VR shop Vrse talks with a16z’s Chris Dixon about how virtual reality can connect with people in ways... no other medium can. Milk describes the ways virtual reality production veers from the traditional techniques of filmmaking, and why the results can transport people to places and feelings that we’ve never experienced -- except in the real world. The discussion happened as part of a16z’s 2015 Academic Roundtable. The views expressed here are those of the individual AH Capital Management, L.L.C. (“a16z”) personnel quoted and are not the views of a16z or its affiliates. Certain information contained in here has been obtained from third-party sources, including from portfolio companies of funds managed by a16z. While taken from sources believed to be reliable, a16z has not independently verified such information and makes no representations about the enduring accuracy of the information or its appropriateness for a given situation. This content is provided for informational purposes only, and should not be relied upon as legal, business, investment, or tax advice. You should consult your own advisers as to those matters. References to any securities or digital assets are for illustrative purposes only, and do not constitute an investment recommendation or offer to provide investment advisory services. Furthermore, this content is not directed at nor intended for use by any investors or prospective investors, and may not under any circumstances be relied upon when making a decision to invest in any fund managed by a16z. (An offering to invest in an a16z fund will be made only by the private placement memorandum, subscription agreement, and other relevant documentation of any such fund and should be read in their entirety.) Any investments or portfolio companies mentioned, referred to, or described are not representative of all investments in vehicles managed by a16z, and there can be no assurance that the investments will be profitable or that other investments made in the future will have similar characteristics or results. A list of investments made by funds managed by Andreessen Horowitz (excluding investments and certain publicly traded cryptocurrencies/ digital assets for which the issuer has not provided permission for a16z to disclose publicly) is available at https://a16z.com/investments/. Charts and graphs provided within are for informational purposes solely and should not be relied upon when making any investment decision. Past performance is not indicative of future results. The content speaks only as of the date indicated. Any projections, estimates, forecasts, targets, prospects, and/or opinions expressed in these materials are subject to change without notice and may differ or be contrary to opinions expressed by others. Please see https://a16z.com/disclosures for additional important information.
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Welcome to the A16Z podcast. I'm Michael Copeland.
Chris Milk calls virtual reality the ultimate empathy machine.
The filmmaker and founder of VR Shop Verse, that's VRSE, talks with A16Z's Chris Dixon
about how virtual reality can connect with people in ways no other medium can.
Milk describes the way as virtual reality production veers from the traditional techniques of filmmaking
and why the results can transport people to places and feelings that we've never experienced, except in the real world.
Chris Dixon starts things off.
So now we have Chris Milk.
Maybe if you could tell people what you're working on.
We're sort of a media technology company that's building the tech to serve the evolving language of storytelling in virtual reality.
I can go deeper into that.
You've talked about, I mean, I've written about and talked about the sort of idea that there's a new grammar to virtual reality and how the default state is belief and not disbelief.
Can you talk about that and how, and maybe some of the lessons you've learned so far?
I think we're still figuring out how to make things in VR, but...
Yeah.
I mean, grammar is a good word, because I talk about, I talk about, like, how we're writing this new language of storytelling in what is a new,
medium and I would say like at this point we're we're just like figuring out how to sound
out words like it's not even grammar at this point I think like in my take just doing using a lot
of VR myself like everyone originally thought it would be first person games and it turned out
to be actually very bad in VR yeah and they actually you know because if you think about it you're
now in the body of that person and and all of these things we've built like people shooting at you
which in the world of rectangles,
you needed this intensity
because you were sitting far away from it
but now once you're inside of it
it's like, whoa, someone shooting at me.
It turns out, at least in my experience,
much calmer, third person
or steadier and less violent experiences
work a lot better.
Yeah, so the trivial example, I guess,
but yeah, so the stuff that seems to work,
like the stuff that I see
in its kind of raw, unmoded form,
having that spark inside,
of people when they feel it that goes beyond just the wow factor of like oh my gosh it's virtual
reality is feeling transported to a place and feeling connected to the people inside of that
place that you find yourself in and there's a real there's there's a really interesting human
connection that's happening um with the audience and the and the and the subject matter and the and the
characters inside of inside of the virtual reality world so you're building and there's a lot of
And I talk about this, and I did a pet talk about this whole topic.
It's like, I'm saying virtual reality is like, it is the ultimate empathy machine.
You see people feel, feeling, resonating with these people in these worlds that you never, ever would see in five minutes.
So can you talk about some of the examples, like the, I think the refugee camp?
Yeah, so we did, we started really quickly.
I got connected with the United Nations and started making virtual reality films,
with them. We are doing all kinds of things. We're making horror films. We're doing
comedies. But I really wanted to do something with like a higher purpose right off
the bat. So we got with the United Nations and what we're doing is we're making
this series of films where we essentially bringing you to a place of people in need somewhere
in the world and letting you understand their situation and their daily existence. And we're
not just showing it to people on the streets, raising money, which we are doing, but we're also
specifically targeting world leaders, both in the United Nations and places like Davos and
World Economic Forum, the people that can actually affect change from the top down, and showing
them these films where they would, we might not find themselves in a Syrian refugee camp,
which was the first film that we shot in Jordan. And that one, we tell the story of a, of a 12-year-old
girl named Cedra, who's been living there a year and a half. She fled through the desert with her
family and ended up in this camp. And then we just did another one in Liberia where we tell
the story of this woman that survived Ebola, contracted it, survived it, and now is immune to it
and is helping the community, educating the community and helping others in the community
because there's a real stigma for orphans of those that have died of Ebola and they're
sort of outcast and she's taking care of them. But they're very, they're very transportive
So we see those sort of non-fiction things working incredibly well.
That's going to work well in narrative, but narrative is, you know,
where when it's non-fiction, you sort of understand as an audience instantly,
I am the perspective of a camera.
This is something that's happened in time that I'm existing within.
Whereas when you start telling narratives that are more like movies,
there's what your perspective represents when you're inside a bedroom and there's a couple talking in bed
it's different than when it's on the rectangle because now you're not just a witness to it through a window
you're actually in the bedroom with them so what does that mean and can audience become comfortable with that
there's also i mean the things that that we're seeing don't work um there's a lot of things with
camera movements and the way that you you treat the camera um that can make you
nauseous.
So the way that
the big reason that you get
nauseous in virtual reality is
your
brain is constantly checking
what your eyes are telling it
and what your interphistibular system is telling it.
And if they don't match up, you get nauseous.
The reason that is
is because your caveman
ancestor when he ate the bad
woolly mammoth or the poisonous mushrooms
and he saw the world moving like this
and his body made him throw up
so that he didn't die, he survived, that's, you know, that's your, that's your ancestor.
So we have that now when you're in virtual reality and the move, the world moves in a way
that your physical head is not moving, you get nauseous.
So the first, like, best rule of practices out from Oculus was the camera never moves.
So the first thing that we did was move the camera.
And what we found was that you can move the camera if you keep it at a constant,
motion. It's acceleration, not
velocity. Acceleration and de-aceleration.
And because you're in a... This is what a lot of the games
are, like, if you try, like, Lucky's
tail and things, like, they have this sort of
like steady camera following a character.
Right, right. That seems to be what
people are converging on. Right. So your
intervisibilist system doesn't sense
constant motion like it does
acceleration to acceleration. That's why when you're on a
plane, you don't feel like you're flying at
100 miles per hour. So
we can do linear.
Linear is better, too, than not
curving, but we're working with
curving, and we think there's ways to do that.
But
what's interesting is, so
now we figured out, okay, that works,
that doesn't work. Now what we're
working on is, how
do you break the rule just like a little bit to
actually four creative results, right?
So if you look at cinema,
you go to film school, what
they'll tell you on day one is
you have to learn the rules. You have to go through
four years of film school and learn. And just for those of us
who aren't film, like,
Like, we're all used to now, like, so, for example, an establishing shot, right?
You show the outside of a building, and then you, and then you show the scene inside of the building.
But that took a long time for filmmakers to understand, right?
Isn't it if you go back, like, the old Charlie Chaplin movie, they show, like, five minutes of people just going in and out of Grand Central Station.
Yeah, you know, like, and they don't, I mean, or close-ups or, I don't know, you tell me, right?
But didn't it take a long time to figure these things out?
So, yes.
I mean, it took a while to figure that out.
Editing was the first big thing where they realized, like, you could cut from a wide shot.
to a close-up, and that there was a language to understand there.
And people, you know, at the beginning of cinema, it was just a bunch of newsreels,
and they were shooting plays from the back of the theater.
They didn't understand what the construction of a feature film was, and we're in the
same position now in virtual reality.
We don't know it's not going to be about making a movie in virtual reality.
It's about figuring out what the equivalent of a movie is, what a movie is to cinema
or film, what is the equivalent.
equivalent of that in virtual reality. And that will take years to figure out. But we have to
also, if you look, if you just look back at other mediums, they had to figure out the pieces
of the language before they figured out what the encapsulated storytelling vessel was. And
in film editing was a big one, being able to move the camera. So they tell you these things
in film school, like you need to learn the rules before you can break the rules. And great
filmmakers break the rules for creative reasons and what we've started to do now and it's early days
but we've started breaking the rules for creative reasons of virtual reality so there's a film that we have
the film that it's called evolution averse where the train comes out of you and there's a moment of that
where you you rise up off the ground and this is a film that I made as a filmmaker and I can make the
camera go from zero to 60 in one frame and you won't feel you won't feel a sensation
in your body, you'll just see yourself rising.
I mean, you'll see yourself now traveling up.
And what I did was I built an acceleration
into the move at the beginning
because I actually want you,
I want you to feel it in the pit of your stomach
when you start traveling up.
The same way that you feel it in the pit of your stomach
when you start traveling up in an elevator.
It's actually the same, it's the same thing.
So that's a tool.
That's 100% of creative tool that we,
and it's a tool that we've never had
any other medium because
I'm like I'm actually getting
inside of you and tweaking your
physical biology
and making you feel
like something on an emotional standpoint
from like technology to
physiology to like emotion
that's that's
incredibly exciting
special. Did you read you know the
Michael Abras stuff you did evolve the studies they did
did you see this stuff so like they did these studies where
people would
look down in different
virtual like they're standing in the room obviously but there's like they look down and it as if
they're seeing a cliff yeah and they've done it a hundred times and they know it's not a cliff
and yet they are unable their legs just buckle like they're unable like the the when you get the
what they call in the in the business presence like this feeling of truly tricking your brain it
happens like the computer analogies it happens sort of a low level system beneath your conscious
brain and you literally cannot you know your lizard brain has decided there's a cliff there
and it will not let your legs move regardless of
of the fact that you've done that a hundred times
and you're trained, like this is one of the really astonishing,
and to me at least was one of the really astonishing results,
sort of how deeply it does sort of trick your.
Yeah, well, that's why, your mind.
I mean, what's happening there, so to speak to the,
like, the question of like, is this a new medium?
And I talk about how this is the last medium.
And the reason that is is because it is the first,
It's the first medium where the technology actually allows the jump from it being like an observable technology to being a human interface where the technology is not observable.
And that's because essentially what it's doing is it's mirroring, currently it's mirroring two of your senses so closely that you experience it as your lizard brain experiences the real world.
And what's incredible about it is that even in its rawest first iteration form,
or not first iteration, but first consumer iteration,
which is like a cell phone on a piece of plastic with some lenses
or a piece of cardboard and some lenses.
And you feel it on your face and like you see the pixels and it's not full field of view.
You still have that feeling where you can't take a step forward off a clip
that doesn't look anything like a realistic clip.
I know it's dramatically better in the next couple of years, too.
Yeah.
Any questions?
One of the things that we wind up giving up, I guess, if we're, you know,
putting these glasses on and enjoying a movie or music video,
is the kind of shared experience that we have when we go to a movie theater.
And it's not just the shared seeing exactly the same thing as people sitting next to you,
but also the social experiment of, like, smelling the popcorn and, you know,
going on in a specific time is there an analog to how that may happen almost like in a same
common place um where people go to what was once a movie theater and now it's a bunch of you know
pods that give you access to the best technology of the day yeah okay so i'm gonna i'm gonna
answer your question one way and then i'm going to contradict myself okay so the first the first thing is
that you come to, I hear this question a lot
and you come to that thought process by comparing it to
cinema, which is a natural thing to do.
So we all sat in the darkened theater and this doesn't work that way.
And it doesn't work that way because fundamentally it's taking over
the senses that give you that shared experience that you have in the movie theater
right now.
I think that the first thing I realize is that
it is a completely different medium
and it's going to have its own set of
rules, its own set of pluses and minuses
and people don't talk about books
not being a worthwhile, valid medium
because you can't sit in a room with
100 other people and read them together and have that
shared experience. Every medium
is different. Okay, now I'll contradict myself.
So having said that, I don't
want to make a world where everybody
is sitting in the dark,
or sitting in their own living room
by themselves, having this experience.
I think there is great power in virtual reality
for the viewer to connect to the person inside of the film,
or if we call it a film,
and I think that there is also potentially the great power
for the audience to connect to others
to have a shared collective experience.
I don't think it's converted movie theaters.
I don't think it's pop.
And we're actually working on a number of different ways to accomplish this where, I mean, what you want it to be is you don't want, I mean, this is a, this is a, this is a technological virtual world that shouldn't, you shouldn't need to be, to feel like you have to go to a place and drive your car and park in a parking garage and pay $20 and sit in this room and then drive all the way home.
Have you tried toy box?
No, I'm trying it.
Okay, so this is a great demo where, which, okay, it's, and I think they're talking about it publicly.
But it's one of the Oculus demos they've just done, and it's, you're with, you're basically interacting in this virtual world with another person who obviously can be, like, in this case, it was another room in the building, but they could be just anywhere on the internet.
And it's interesting because it's sort of a symbolic representation of their face, like it's sort of a, I don't know how you describe it, and then, like, their hands.
Like an avatar.
But the sense of presence is very, very strong.
I felt like it was a very
That's why it was a pretty
It was one of the best
To me it was like
As a big leap forward as
You know and it also by the way
They have full hand motion basically now
With this new thing Oculus Touch
Which made another big leap
In this case you're grabbing
What you're doing is you're in this virtual world's other person
And you have these toys all over
And you can grab these like guns
And play ping pong and shoot each other
And smash a ball and you're in outer space
And shoot the guy and he shrinks
And his voice sounds different
and you're chatting and you're high-fiving and you just feel like you're there and you're
and the hand thing you just lose I mean it's not perfect but it's good enough that your brain is
you're there I don't know yeah can I just sort of ask I think it will be very social in the end I mean
I think not initially I think the and look I think it's one of these things my own view is that you know
it's the the delta between kind of how the images look you know there's like tumblers of everyone
like staring and you know men staring at oculus or whatever you know joking about how
antisocial it looks, the delta between how it looks and how it experiences is wider than any
other technology in my view. Like, you experience something completely different than how silly
you look, right? So it's helpful to hear the kind of views on the social part of it, but I'm also
interested in sort of the technological part of it in a sense that, you know, when movies
first started, sooner ever started, people would go there because they didn't have TVs. And now
then people started going to movies because, you know, that was the place you could do 3D
and I could do it in your house. Is there a moment in time now?
where to do something you really want to do as a filmmaker
would require very expensive technology to be the viewer.
That's not the kind of level of technology
that individuals would want to buy,
but they would actually need to go to a shared place
so you could leverage,
you know, I'll make something,
and something cost $100,000 to have one of these viewing experiences.
Yeah.
Which people aren't going to be buying for a long time in their house.
So there's something,
there's a thing in Utah called The Void,
which is a sort of a large scale, virtual reality,
interactive, kind of, like,
I don't know how you describe it.
Do you know what I'm talking about?
Yeah, yeah, there's a couple people doing like arcades,
experiences, amusement parks, whatever you want to call them.
There's the void, there's a few others that have come to us.
You see you're on a spaceship and you walk up to the screen
and then you press the things on the screen
and there's an actual piece of glass that you're physically.
touching that's been placed there that's tracked into this world that you're in.
That's something conceivably could do.
You could add other senses.
Basically, what you're doing is adding up.
Have you tried the Game of Thrones one?
Yeah.
Okay.
Yeah.
So the big thing is like eyes and ears.
Yes.
Eyes and ears.
Like Oculus is going to be the state of the art eyes and ears.
But the other senses is what they'll do.
And I have to say, I was very skeptical of the other senses.
I thought they sounded gimmicky.
Now I've tried all the demos and actually does add something to it.
It's very effective.
Yeah, like your brain and ears are already tricked, and suddenly you have wind,
and in one case there was, like, water splashing and, like, mist and wind, and, like, one of the
demos is you're in, I don't know if you watch Game of Thrones, but this, the elevator
that takes you up the great wall or whatever, and it's, like, shaking, and you can hear the
noise, and you feel the wind, and I actually thought it was going to, I was not expecting much,
and I was actually pretty impressed by how, like, the whole thing worked for me, I don't know.
Yeah, we had a funny experience at Sundance where we were showing this Vice News piece
that we did where we went to one of the protests in New York, one of the big marches around
police brutality, and we had a steady cam going through with the marchers and a vice news
reporter reporting, and we were showing it at the New Frontier section in Sundance, which
is a gallery space, and there's lots of people crowded, and everyone has headsets on,
and people are bumping into you, and we put people in, and it's like six minutes long,
and they'd be in there, and we'd see people who go, oh, oh, oh, and they'd come out, and
how was it and they'd be like it was how did you know like to hit me when that guy with the with the orange hat was right next to me like that with his elbow out and it's your brain automatically just starts connecting the senses together if it believes two of them so you don't even have to get it that close to to make it really feel something do you ever feel like with the current camera technology you're limited in what you can do as a filmmaker or like
How much better do you think it needs to get for you to artistically accomplish maybe what you want to do?
Or is that just not a limitation?
It's, I mean, you build your own cameras.
Yeah, we build our own cameras only because we have to.
I mean, we think that's not a business that we're trying to get into.
I mean, there's going to, there will be off-the-shelf solutions eventually, shortly from me.
We had Google here yesterday, like Steve.
who runs the jump project is an example.
I think that's great.
And the main thing is camera, a camera looking out, in looking out.
So it's a ball looking out, right?
Which means when you're inside of the experience,
you're essentially inhabiting the place where the ball of cameras was.
And we can move the camera around and bring you on rails to different experiences.
And we're doing a lot of that, and we're having great results.
All right, last question.
Actually, I had two quick questions.
First of all, just could you share with us your guest for the timeline?
Like, when do you think a major movie, a major Hollywood studio will start producing these movies?
They'll be available to the public.
First quick question.
Second question is more technical on how big are these files?
Steve from Google Jump was saying that it's like gigabytes of data per minute.
How big are your movies?
Where do you host them?
Do you see Netflix actually storing these things?
I mean, they're going to have a major explosion in data warehousing that they're going to need to solve.
So how do you see the technical problem being solved?
Okay, so first question, when major studios getting in?
I mean, so we are working in partnership with all of the major studios right now.
The main thing that they're doing is marketing for existing properties that are coming out.
So they're creating VR sort of.
marketing experience, you know, like two-minute things to...
Right.
Not so much trailers, but standalone experiences.
Like this Game of Thrones thing I described, which, you know,
and Ready Player One, they're doing some stuff, right?
Because, you know, Ready Player One's a very famous VR book,
which is now Steve Spielberg's making to a movie, and I think they're going to,
I don't know, I've heard, I'm not getting it from you, I've heard just rumors
that they're doing a lot of promos around that with VR, obviously.
Pacific Rim, they had one.
There's like a tornado movie that they have one.
They'll show it at Comic-Con.
And they'll put it out, I think Godzilla maybe has one,
they'll release it to the public as well.
So that's the thing, is like,
it's not about making a movie in virtual reality.
Like, you can't, like, having a two-hour movie,
it's like, that's like, when is the first play going to come out in cinema?
When is the first book going to come out in radio?
So you don't think it'll be a two-hour thing.
It'll be.
I think some, I think people will try to make a movie
because that's what we always do
is when we find a new medium,
we try to copy the previous medium into the new medium.
So there will be movies made.
I can't tell you whether they'll be good.
Right now, if you told me that there was a movie
in virtual reality that was two hours long
and had to sit there with a thing on my face,
I'd watch it, but I'd know that I probably
wouldn't be that comfortable in it by the end.
And we don't have the language,
like just even telling that the three-extructor
two-hour thing in virtual reality,
what does a camera do?
like where you can't you're not going to cut like the way that you cut a movie is you have a
wide shot and then you cut to a white shot maybe another way of asking what dan says is when will
this be a mass medium is that fair and like like when will just you know it'll be just like
millions of people every week go and use VR yeah I mean that that that is that is that is a that's
the big question is how fast that's somewhere between one and 10 years yeah so how fast adoption
And no one knows.
There's a lot of different factors.
There's a, we now have, the thing that's moving the fastest is actually the hardware technology.
We have all the major manufacturers building the consumer available headsets.
There seems to be a lot of excitement and demand.
The thing that's actually the least developed is the content side.
You will see, there's a sort of like wait and see from the, like, you're not going to make a $100 million movie right now because you're never going to make $100 million.
back from your VR movie because there's not a hundred there's not there's not there's not
there's not there's not there's not there's not there's not a marketplace to make it's really
going to be this sort of what happens right is these these these these these these hopefully these
virtuous cycles kick in where you get enough headsets out there and then developers come and
then that makes it better and then more people come and those in my experience those flywheels
are the hardest thing to predict in terms of the timing like we think it's going to happen
and it feels very much like it's going to happen and it certainly helps that companies like
Facebook are investing a lot of money in it um but
it's sort of like will it be
you know like I think you could imagine next year
half a million people buying headsets
you could imagine many million buying
I don't know so
they're going to be expensive initially they're going to have
some issues there's going to be not that
not a ton of content so it's going to be
you know
but the trajectory seems pretty clear
I don't know I mean eventually it's happening
it's going to happen it's just a matter of how quickly it happens
I think it's like mobile like
you know
95, you would have thought, you know, if you were telling it really, it really, I, my view is
mobile didn't start until the iPhone, for real, like, you know, 2007-8 or something, 2006, 7-8,
whatever, you know, in 1993, you probably would have thought it would have happened sooner.
You know, you wouldn't have expected it was 13 years later.
On the flip side, when it does happen, it really happens.
Like, look what happened with the smartphone stuff.
I mean, this is just everything now, in our world at least, like every website, every product,
everything's focused on this now.
It's just replaced computers for the most part.
I mean, desktop computers.
So the internet is another good one where it kind of like
it kind of went along, went along, it was academia,
and then suddenly boom, right?
I don't know.
So on the file size of the tech part of it.
I mean, we use Amazon AWS.
They aren't that huge right now, right?
Because I've downloaded your movies on my iPhone.
They're not that huge right now.
They're not that huge.
So, and we're about to come out with a streaming solution, you know, being a sort of like, we are a creative-driven technology company.
So we build the technology to serve the creative, and in that process, it's like, I can, you know, a month ago, we could bring our file sizes down to make it load very quickly, but then the quality sucks.
So we want to have, like, the premium experience that you're getting the best quality, the filmmakers want to come to us to have their experience.
on our platform because they know it will look great.
But what's important to understand is we're dealing with version one of cinematic VR right now,
which is a spherical video player with stereo vision and directionally changing binaural audio.
That's version one, but there's going to be many, many versions after that.
And version one basically is under a gigabyte for pieces that are like five to seven minutes long, generally.
that's like sort of at the maximum compression that I'm willing to do with what we can do currently.
Okay. Great. Thank you. Thanks. Thanks, Chris.