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Interview

a16z Podcast | Building Worlds with VR, Art, and Narrative

  • Plans to work on Avatar for four and a half years following inspiration from James Cameron's concept of floating mountains.
  • Expects to change careers approximately every five years throughout his professional life.
  • Anticipates rapid technological advances enabling users to walk within and enter the world of Pandora, with viewing system fidelity and game engines improving over time.
  • Predicts the implementation of a motion rating system similar to G, PG, or color codes to indicate experiences that may cause motion sickness.
  • Foresees a floodgate of storytellers entering VR once a compelling, emotional "killer story" with real actors is established.
  • Anticipates an explosion of visual effects and CG work driven by creatives and technical minds uniting, mirroring the shift in early computer graphics.
  • Plans to be platform agnostic and align marketing and business plans with future market adoption over a three-year horizon.
  • Expects the VR business model to evolve into a Netflix-like subscription service once sufficient content exists to sustain it.
  • Predicts the realistic emergence of 30 to 40-seat theaters featuring motion-based seats synchronized to the experience.
  • Notes the current "chicken egg" problem where hardware adoption requires content and content requires hardware, expecting more focus on compelling content in the next year.
  • Plans to develop branching narratives allowing users to take different paths based on where they look, creating a "true choose your own adventure" format.
  • Intends to write stories with character arcs and multiplicities that form one broad narrative without one story holding more authority than another.
  • Expects to sustain longer narrative formats in VR, moving beyond four-minute pieces to feature-length films.
  • Plans to reinvent the intermission as a narrative tool to divide stories into "before and after" segments while providing viewers a pause point.
  • Believes VR will alter socialization patterns, potentially becoming more social than current computing models.
  • Expects the VR ecosystem to experience both successes and failures during its development.
  • Predicts eventual home market adoption of VR similar to current television setups.