Your Definitive Guide to VR Storytelling People have been telling stories for as long as humans have had language. But it’s been quite a while since storytelling changed so fundamentally as it has with the advent, and increasing popularity, of Virtual Reality or VR. VR storytelling is one where the storyteller provides a setting and a loose plot, and the listener becomes the character and largely directs how the story plays out. Experiencing a Virtual Space “The core of VR storytelling is presence. Basically, the incredible feeling of immersion of VR is what makes it so unique. It’s also what makes VR storytelling so interesting,” explains Harlan Lower, writer at Eliteassignmenthelp.com. Rather than reading, or watching a character navigate a space, you do it yourself. Say goodbye to viewing just as a neutral observer; you’re right in this thing and it’s up to you to make some big decisions. The user feels a much heavier sense of responsibility. Because of this, the best VR story is one that has a real sense of direction, i.e. you’re on a quest, you’re rescuing someone, you’re searching for the lost something or other, you get the picture. Your story should provide the player things to find, stumble upon, and get ambushed by. Environment In VR storytelling, you tell your story with the environment you create. The setting your user is going to traverse is as important to the story as the plot. So, when you’re writing, be constantly thinking of how the environment is going to look and feel. How the character interacts with it, and how it interacts with the character. These environments are not just static settings, they’re not painted sets that just look nice. Your background needs to be dynamic and create a mood for what’s happening. Plot VR storytelling is different and more difficult than traditional storytelling. Why? Because your player chooses what to look at, so things aren’t as linear as a normal story. They can turn their head, or even walk away from something you’re trying to show them. So, while you do need a strong plot, something the user is after, you almost must realize that a lot of the time what’s driving your character is the things they discover as they explore the environment that you’ve created for them. Perhaps, for example, your overall plot is saving the princess from the castle, but what’s motivating and intriguing your player, most of the time, are the smaller bits and pieces; things they come across that demand their attention, things they look at and try to solve. Things Have Changed