Jan 2, 2019 · 27m · a16z

a16z Podcast | Writing a New Language of Storytelling with Virtual Reality

Chris Milk · 16m spoken Chris Dixon · 6m spoken Michael Copeland · 32s spoken
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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 →

The host as informed peer 4.7 Guest teaching 2.9 Guest disagreement 1.0 The host pushing back 1.3
05100:0010:0020:000:37–3:08 · The host as informed peer 4/10 Developing the Grammar and Language of VR 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.3:08–5:35 · The host as informed peer 1/10 Empathetic Storytelling and United Nations VR Projects 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.5:35–10:34 · The host as informed peer 6/10 Motion Sickness, Camera Movement, and Creative Rule-Breaking 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.10:34–12:45 · The host as informed peer 6/10 Psychological Presence and VR as the Final Medium 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.12:45–15:30 · The host as informed peer 2/10 Solitary Viewing vs. Collective Social Experiences 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.15:30–20:19 · The host as informed peer 7/10 Social VR and Interactive Presence in Oculus Toybox 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.20:19–27:53 · The host as informed peer 7/10 VR Camera Technology and Production Constraints 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.0:37–3:08 · Guest teaching 3/10 Developing the Grammar and Language of VR 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.3:08–5:35 · Guest teaching 2/10 Empathetic Storytelling and United Nations VR Projects 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.5:35–10:34 · Guest teaching 3/10 Motion Sickness, Camera Movement, and Creative Rule-Breaking 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.10:34–12:45 · Guest teaching 2/10 Psychological Presence and VR as the Final Medium 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.12:45–15:30 · Guest teaching 5/10 Solitary Viewing vs. Collective Social Experiences 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.15:30–20:19 · Guest teaching 2/10 Social VR and Interactive Presence in Oculus Toybox 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.20:19–27:53 · Guest teaching 3/10 VR Camera Technology and Production Constraints 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.0:37–3:08 · Guest disagreement 1/10 Developing the Grammar and Language of VR 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.3:08–5:35 · Guest disagreement 0/10 Empathetic Storytelling and United Nations VR Projects 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.5:35–10:34 · Guest disagreement 1/10 Motion Sickness, Camera Movement, and Creative Rule-Breaking 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.10:34–12:45 · Guest disagreement 0/10 Psychological Presence and VR as the Final Medium 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.12:45–15:30 · Guest disagreement 3/10 Solitary Viewing vs. Collective Social Experiences 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.15:30–20:19 · Guest disagreement 0/10 Social VR and Interactive Presence in Oculus Toybox 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.20:19–27:53 · Guest disagreement 2/10 VR Camera Technology and Production Constraints 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.0:37–3:08 · The host pushing back 1/10 Developing the Grammar and Language of VR 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.3:08–5:35 · The host pushing back 0/10 Empathetic Storytelling and United Nations VR Projects 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.5:35–10:34 · The host pushing back 2/10 Motion Sickness, Camera Movement, and Creative Rule-Breaking 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.10:34–12:45 · The host pushing back 1/10 Psychological Presence and VR as the Final Medium 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.12:45–15:30 · The host pushing back 1/10 Solitary Viewing vs. Collective Social Experiences 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.15:30–20:19 · The host pushing back 1/10 Social VR and Interactive Presence in Oculus Toybox 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.20:19–27:53 · The host pushing back 3/10 VR Camera Technology and Production Constraints 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.

speaking balance: gold is the host, purple is the guest (3 minute bins)

0:00 · the host 0% · guest 100%0:00 · the host 0% · guest 100%3:00 · the host 0% · guest 100%3:00 · the host 0% · guest 100%6:00 · the host 0% · guest 100%6:00 · the host 0% · guest 100%9:00 · the host 0% · guest 100%9:00 · the host 0% · guest 100%12:00 · the host 0% · guest 100%12:00 · the host 0% · guest 100%15:00 · the host 0% · guest 100%15:00 · the host 0% · guest 100%18:00 · the host 0% · guest 100%18:00 · the host 0% · guest 100%21:00 · the host 0% · guest 100%21:00 · the host 0% · guest 100%24:00 · the host 0% · guest 100%24:00 · the host 0% · guest 100%27:00 · the host 0% · guest 100%27:00 · the host 0% · guest 100%
Sharpest disagreement ▶ 13:26 Rejecting Cinema Comparison Premise

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 Question

Dixon 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 Rules

Milk 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 Research

Dixon 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
ChapterTopicThe host as informed peerGuest teachingGuest disagreementThe host pushing backWhy
Developing the Grammar and Language of VR 4311 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 1200 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 6312 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 6201 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 2531 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 7201 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 7323 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.

Statements from this episode (13)

Insight
Dixon: First-person shooter games perform poorly in virtual reality
“Everyone originally thought it would be first person games, and those turned out to be actually very bad in VR. And they actually, you know, because if you think about it, you're now in the body of that person, and all of these things we've built, like, people…”
Chris Dixon Jan 2, 2019 ▶ 1:35
Opinion
Milk: Virtual reality is the ultimate empathy machine
“With the audience, and the subject matter, and the characters inside of the virtual reality worlds that you're building, and there's a lot of, and I talk about this, and I did a pet talk about this whole topic, is like, I'm saying virtual reality is like, it i…”
Chris Milk Jan 2, 2019 ▶ 2:42
Disclosure
Milk: Vrse targets world leaders at Davos with UN VR documentaries
“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 the World Economic Forum, the people that can actually affect change…”
Chris Milk Jan 2, 2019 ▶ 3:50
Insight
Milk: VR camera movement avoids nausea if kept at constant velocity
“What we found was that you can move the camera if you keep it at a constant motion.”
Chris Milk Jan 2, 2019 ▶ 6:39
Prediction Not checkable as stated
Milk: Discovering the VR equivalent of a movie will take years
“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 of that in virtual reality, and that will take years to figure out”
Chris Milk Jan 2, 2019 ▶ 8:34
Insight
Milk: VR uniquely drives emotion by directly manipulating viewer physical biology
“That's a hundred percent a creative tool that we, and it's a tool that we've never had in 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 fr…”
Chris Milk Jan 2, 2019 ▶ 10:05
Assertion Supported
Dixon: Valve VR research shows virtual cliffs trigger involuntary physical reactions
“They did these studies where people would look down into virtual, like, they're standing in a room, obviously, but there's, like, they look down as if they're seeing a cliff, and they've done it a hundred times, and they know it's not a cliff, and yet they are…”
Chris Dixon Jan 2, 2019 ▶ 10:39
Insight
Milk: Virtual reality is the final storytelling medium in human history
“This is the last medium and the reason that is, is because it's the, 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 obser…”
Chris Milk Jan 2, 2019 ▶ 11:25
Insight
Milk: VR is a distinct medium whose solitary nature resembles reading
“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, you know, a worthwhile, valid medium because you can't sit in a room with a hundred other people a…”
Chris Milk Jan 2, 2019 ▶ 14:07
Prediction Not checkable as stated
Milk: Shared VR experiences will not rely on theaters or physical pods
“I don't think it's converted movie theaters. I don't think it's pods and we're actually working on a number of different ways to accomplish this”
Chris Milk Jan 2, 2019 ▶ 15:01
Opinion
Dixon: VR's perception gap between outside observer and user is unprecedented
“The delta between how it looks and how it experiences is wider than any other technology in my view.”
Chris Dixon Jan 2, 2019 ▶ 17:01
Insight
Milk: Convincing VR audio-visuals lead brains to accept imprecise physical feedback
“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 make it really feel something.”
Chris Milk Jan 2, 2019 ▶ 19:58
Assertion Not checkable as stated
Milk: A $100M VR Movie Cannot Recoup Its Budget Today
“You're not going to make a hundred million dollar movie right now because you're never going to make a hundred million dollars back from your VR movie because there's not a hundred, there's not a marketplace to make it.”
Chris Milk Jan 2, 2019 ▶ 24:38
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