Jan 2, 2019 · 27m · a16z
a16z Podcast | Writing a New Language of Storytelling with Virtual Reality
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In this a16z podcast episode, Vrse founder Chris Milk and Andreessen Horowitz partner Chris Dixon explore how virtual reality is emerging as a revolutionary storytelling medium. They discuss the new narrative grammar of VR, its power to induce empathy and psychological presence, technical hurdles like motion sickness, and the long-term timeline for social VR and industry adoption.
How this conversation actually went
Every chapter scored 0–10 on four independent dynamics. Hover any point for the reasoning behind the score. How this is scored →
speaking balance: gold is the host, purple is the guest (3 minute bins)
Milk directly pushes back against the panelist's assumption that VR is deficient because it lacks cinema socialization, pointing out that books are solitary without being considered flawed.
Hardest push from the host ▶ 23:57 Refocusing Dan's Multi-Part QuestionDixon interjects to re-frame and sharpen the panelist's lengthy technical question into a precise question about when VR will become a mass medium.
Biggest teaching moment ▶ 13:35 Explaining Unique Medium RulesMilk educates the panelist on media theory, demonstrating why forcing VR into the historical molds of cinema misinterprets how new storytelling technologies function.
The host holds their own ▶ 10:34 Citing Valve's Abrash Presence ResearchDixon exhibits deep industry expertise by detailing Michael Abrash's cliff experiments at Valve and explaining the neurological mechanics of presence.
the scores for every segment, with the reasoning behind each
| Chapter | Topic | The host as informed peer | Guest teaching | Guest disagreement | The host pushing back | Why |
|---|---|---|---|---|---|---|
| Developing the Grammar and Language of VR | 4 | 3 | 1 | 1 | Chris Dixon shares his own observations about first-person versus third-person game mechanics in VR, explaining why calmer experiences work better. Milk gently reframes Dixon's grammar metaphor into sounding out words. | |
| Empathetic Storytelling and United Nations VR Projects | 1 | 2 | 0 | 0 | Dixon asks a brief prompt about VR projects, and Milk gives a lengthy monologue explaining his work with the UN on empathy-driven VR documentaries. Dixon remains in purely receptive listening mode. | |
| Motion Sickness, Camera Movement, and Creative Rule-Breaking | 6 | 3 | 1 | 2 | Dixon demonstrates strong technical grasp by pointing out that vestibular sickness relates to acceleration rather than constant velocity, and draws parallels to early film history such as Charlie Chaplin films. Milk validates Dixon's points and expands on breaking rules creatively. | |
| Psychological Presence and VR as the Final Medium | 6 | 2 | 0 | 1 | Dixon cites technical research from Michael Abrash at Valve regarding psychological presence and how VR tricks the lizard brain. Milk enthusiastically builds on this premise to argue VR is the final medium. | |
| Solitary Viewing vs. Collective Social Experiences | 2 | 5 | 3 | 1 | When a panelist asks about losing the shared movie theater experience, Milk challenges the premise, noting that no one criticizes books for being solitary. Milk playfully points out he will answer and then contradict himself. | |
| Social VR and Interactive Presence in Oculus Toybox | 7 | 2 | 0 | 1 | Dixon leads the segment with detailed firsthand descriptions of cutting-edge demos like Oculus Toybox and environmental sensory feedback in Game of Thrones demos. Milk agrees with Dixon's observations on sensory integration. | |
| VR Camera Technology and Production Constraints | 7 | 3 | 2 | 3 | Dixon reframes a multi-part audience question into a clear inquiry on mass market adoption timelines, then provides an authoritative historical parallel comparing VR flywheels to the evolution of mobile tech from 1993 to the iPhone. Milk outlines current technical constraints around file sizes and cloud infrastructure. |