The interactive VR movie is about to get a piece of the popular IP.

- Jan 12, 2018-

The interactive VR movie is about to get a piece of the popular IP.


On the road to VR cash, people are increasingly targeting a new channel: cashing in with cinemas.  

The tripartite appeal gave birth to the popularity of VR cinema.

On December 5, at the launch of the company, the potential of VR cinema market was discussed. Chen xin, CEO of the VR interactive studio, said:

"A sci-fi movie has a box office of 5 to 1.5 billion, with nearly 20 million to 50 million moviegoers. If you can convert 10 percent to VR, that translates to 2 million to 5 million. According to the VR studio, the ticket price is three times that of the ordinary movie, and if all the changes are made, it will bring 30 percent of the box office increase.

In Chen xin's opinion, to do the VR cinema line, it will work.

Cinemas themselves, on the other hand, are generating such demand.


In 2016, the number of screen cinemas are up 17%, the box office only rose by 4%, suggesting that the growth of the theaters has more than the growth of the audience, a growing number of cinemas began to appear the problem of idle resources.

In order to live more idle resources, the cinema itself also began to pursue diversification?

On the one hand, the film and television side also has a strong desire.

For film and television companies, IP is the biggest cash cow.

VR films, which are more immersive or interactive, bring more possibilities for the reactivation of IP.

IP has, the site has, the view of the overall solution of the solution, the business model of the three parties.

In this way, the stage is set up, only waiting for the main character to play, open throat appearance.

Interactive VR movies are booming.

It was the production side of the VR film, of course.

Generally speaking, according to the current form of VR film, it can be divided into two categories:

Non-interactive VR movies, and interactive VR movies (also interactive VR movies).

The so-called non-interactive VR movie refers to a film made by a panoramic camera in advance. The audience can sit and wear a helmet to watch.

Non-interactive VR movies, it is similar to traditional way of watching movie, but is not the same, see a film this kind of VR, the audience can freely left see right after, to find their favorite viewing Angle, as if place oneself in the scene.  

Because this kind of non interactive VR film producers mainly comes from the traditional film production team, so on the film devices, mostly still stays in the traditional film narrative, and explore the uniqueness of VR on, little progress.


So people are starting to look at the new vents -- interactive VR movies. In this way, the interactive film of the main producer of the game began to rise gradually.

In the upcoming three original big-space VR films, which are released recently, none of them are not interactive VR movies.

When watching such films, the audience is not sitting, but standing, needing to move around in a large space, playing a role in the movie and interacting with others.

"This kind of VR film, which is like a movie and a movie, has more game elements than movies and more movie scenes than games. That's interesting." Xie fei, CEO of the interactive VR film business trip, said. "Business travel" has just been selected as a head film by the star.

Xie fei is a game producer with rich experience, and he has the gene interaction of VR game company. "How to integrate the interaction of the game with the story of the movie" is the question he has been thinking most recently.

Three features of interactive VR movies.

So what is an interactive VR movie?

Compared to non-interactive VR movies, interactive movies have these features:

1. The plot is not fixed vs. fixed plot.

2. Early rendering VS real-time rendering.

3. Active interaction vs. passive viewing.

Among them, "the plot is not fixed" means that the film will be carried out simultaneously by multiple parallel lines, and the audience can depend on the changes of the plot according to their own preferences.

"Sometimes when we watch a movie, we hate a character, and we expect the character to die. But the director just kept him out of logic. No way, traditional movie, you can't change the plot. "If I had a choice, I'd let the annoying character die," said xie fei, founder of gene interaction. So, this is the 2.0 phase of the movie, and you can change the direction of the story.

The second feature: real-time rendering, which means that as the audience moves, the pictures he sees are different, not only in different angles, but also far and near.

"So you can really get in, and you're really in the scene of the movie." "Don't underestimate the interactivity," xie explained. "it's getting as close to the movie as possible."

And the third characteristic, active interaction. This means that the audience can actually interact with the characters and the environment in the movie scene.

"With interaction, it's really much better than sitting in that movie. For example, in the movie scene, there are fish in the sea, so you can actually stand on the beach and tease these fish. "Xie fei said.

As for the imagination of the interactive VR movie, there are practitioners who have come to this wonderful description:

"When you enter the scene, Tom Hanks or Anne hathaway may be right next to you, and maybe even nodding to you.

A firefly comes and you can interact with it with your finger.

You might be flying over a forest like a paraglider, or you might be in the middle of a gunshot, or you might miss a great white shark on the bottom of the ocean.

You may be standing at a fork in the road and choosing where to go will determine the story you see.

Ideal is full... But the reality is very skeletal.

To really do an interactive VR movie, do not shed a few layers of skin, not even the door to touch; Even the slough of the skin, the half open the door of the rhythm, want to continue into the inside, still have to draw the ribs.

This has to say that the interactive VR film has encountered four difficulties in the production.

The four difficulties of interactive VR filmmaking.

Specifically, the four major difficulties of such VR films include:

1. The script

2. Audience guidance.

3. Interaction.

4. Time

Let's look at the first question, the script.

To sum up, the script of the traditional film is difficult to play in the script of the non-interactive VR movie.

Form determines content.

Traditional films are presented in two dimensions, and non-interactive VR films are presented in three dimensions, while interactive VR films are three-dimensional + interactive.

Therefore, the difficulty of interactive VR movie script mainly comes from the three aspects of the interaction between three peacekeeping forces.

For example:

The traditional film is divided into mirrors, and the director can decide whether the film is a close-up or a vision. But VR movies are panoramic, and there's no such thing as a close-up or a vision. What should a script do? No one knows.

Look at the interaction:

When watching a traditional movie, 10 minutes and 20 seconds, everyone sees the same scene, the same characters and the same plot.

Interactive VR movies are different. The audience can choose to go into different rooms, or turn right at the crossroads instead of turning left. In this way, the audience will not see the same content.

In this case, what about the script and the plot? How to design a different story line? This is a whole new problem for people who write scripts, not just the problems that gamers can solve.

Therefore, in the early stage of the planning of such films, more will start from the planning Angle of the combination of game and film, rather than a single film plan.

Second question, audience guidance.

"In a story, you need to be alert to the audience, but you can't give him the feeling of a play, which requires proper guidance, but it's really not easy. A little detail, we all have to go back and forth." Xie fei has a headache for the interactive movie audience.

According to his explanation, because in the VR big space, the audience's attention is dispersive, perhaps left to see, right see, but the plot keep moving forward, cannot stop, how to do? This requires guidance. But it is not easy to be integrated and able to control the audience's attention.

"At first, we tried to put a little doll on each person's head to guide it, and it didn't work very well. After that, we tried the dolby sound system, but in a given environment, the acoustics could not make everyone one, and the unified sound of the cinema would affect the experience of others. After that, we changed to the objects in the scene; Fortunately, I finally found a better solution."

In addition, the interaction in xie fei seems more difficult.

The third question is how to interact naturally.

"Talking about interaction now is like holding something in your hand. It's not. What the interaction really needs to think about is how much you really need to do, how to avoid unusable pseudo-interactions, and design real interactions that enhance the audience's sensory satisfaction. "Another level of interaction," says xie, "is the relationship between you and the scene, like when you look at something, something moves, you don't see it, he doesn't move. This is also true.

In addition, there is one problem that needs to be addressed in terms of interaction -- no interaction.

For example, the audience has been slow to interact, the plot should not continue, do you want to push the audience to move forward?

And the fourth problem, the control of time, is also a big problem.

Considering the production cost of interactive VR films, the turnover rate of the cinema and the psychological feelings of the audience, the average time of interactive VR films is about 20 minutes.

How long does the story take and how much time does it take to interact? These are more questions than traditional movies.

"If you want to take all the points into consideration, you have to be comfortable. Well, that's not easy." Shepherd says, "all of us work overtime, there are still a lot of room for improvement. In the end of the movie is expected in 20 minutes or so, to put the time to improve even more."

"But it's really the wife's excitement, Amazing!

"At least I think it's something worth trying." "I'm very optimistic about this new movie opportunity," xie said.

Guangzhou Easyfun Animation Technology Co., Ltd  is a professional manufacturer of 4D/5D/7D/XD cinema, 9D VR (9D virtual reality) cinema equipment, a series of VR simulators, outdoor parent-child playground rides, indoor arcade game machines and other amusement park equipment.

EASYFUN was founded in 2008 and located in Panyu District, Guangzhou - the center of China’s animation industry. Easyfun is an integrated company focusing on R&D, production, sales and marketing management. During the past over 10 years, Easyfun devoted itself to the most advanced technology in the world, and created lots of well-reputed 9D VR simulator products and popular arcade game machines. Base on global market, Easyfun already exported its products to more than 100 Countries.

Now Easyfun already set up a branch company in Indonesia, and also we have exchange and cooperation with USA team, Australia Team and Korea Team. Our aim to be a great internationalized company in entertainment industry.