ABSTRACT

Screenwriting and playwrighting software often run at cross purposes with the vision of a cine-Virtual Reality (VR) experience. The software does not adhere to the form. The ways in which people capture cine-VR content continue to evolve at a rapid pace. Flipping that concept on its head, Hollywood studios are already leveraging virtual reality technology to make traditional films. Creating the most tension filled, engaging cine-VR content imaginable won't impact many people without wide distribution, the Achilles heel of VR and cine-VR as well. Desktops and laptops simply aren't compelling ways to consume cine-VR content. Cine-VR needs a lot of processing, and the files are rather large compared to traditional video or animated video game content. An interactive narrative will eventually become its own, more pronounced, specialization of cine-VR. The usefulness of any media label seems to be two-fold: its usefulness to the audience and its usefulness to the content creators.