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Hey, everybody.
Jamin here from "Game/Show."
I'm here at the office.
And I just got back from San Francisco,
where I was at the Game Developers Conference.
It's really cool.
If you ever get a chance to check it out,
you absolutely should go.
One of the things that I heard that was really interesting
was a talk by John Carmack, who-- I'm sure a lot of you
know-- is the creator of "Doom."
He's a very famous technical director
who recently took a post running all the technology
for the Oculus Rift, which is a company that
was acquired by Facebook.
They're doing virtual reality technology.
And he gave, gosh, an hour long plus
talk just sort of walking through his vision of what
virtual reality ostensibly will be like.
I think there are a couple really interesting takeaways
from the talk, a lot which is incredibly technical
and definitely over my head.
But there are two things I thought that was really, really
interesting in terms of framing how we should
think about virtual reality.
I think the first was, he had sort of made this point that--
and this is really strange for someone who had basically
cut his teeth as being the god of PC games
and being known as someone who's always pushing technology
forward.
He made this really strong case that, in order for technology
like virtual reality to really make a significant debt,
it would have to reach essentially
a billion people, which is roughly the size of Facebook's
audience.
And the reason why is because, in order for a technology
to really take cold, it has to be
in the hands of as many people as possible.
And that sort of reminded me that, as popular
as virtual reality ostensibly has been amongst people
who play games-- obviously in technical communities--
most people haven't really tried it yet.
And I think until it's in the hands of everyday people
like your mom, for example, it's going
to be really hard to tell whether or not
virtual reality is the roaring success that it is.
And I think the big revelation for me
was that this idea that, for him, he
was thinking of the future of VR experiences
was going to be these much smaller contained
bite-sized experiences, not necessarily
these like big AAA type things that you might be accustomed
to.
So the future is, again, for this guy who's
responsible for games like "Doom," for him to essentially
suggest that games like "Flappy Bird"
or things like that or going to be
pushing virtual reality forward is certainly a big concession.
I think the second big thing that they really dawned on
me actually came after I had a chance to try two
different Oculus experiences.
One was created by Weta, who did a lot of the visuals effects
for movies like "The Hobbit," for example.
And I tried an experience that they
did that was tied to the Smaug narrative from "The Hobbit."
It was really crazy.
And another one I did was one from Oculus Story Studio.
It was a short called "Lost," which
is about a hand that's lost in the forest.
I think that that made it pretty apparent that cinema
is going to be one of the big technologies driving
virtual reality forward in the future.
This idea, I think, before we're going
to get to a place to have interactive experiences,
I think we just need to have these passive "being
in a world" experience.
And again, these are not experiences that are yet
available to the public.
But I'll link to them in description.
One last thing, I think, before I go.
I think one of my big concerns, certainly
on the virtual reality side, is that there
are a wide variety of different players right now
who are in the space.
Gosh, there's so many.
There's Oculus.
And then HTC and Valve just announced the new one.
And there's an open source VR project.
Sony has Project Morpheus that's coming out.
Apple has filed patents for VR.
I think for creators, until there's
a single technology that's really unified
for all different types of creators to use,
I think it's going to be really, really tough to really see
things before.
I think a really good analogy is the early days
of the web, when there were a variety of different browsers.
And for a lot of you, you probably don't remember this.
And it certainly before my time as well.
There was a moment in time for the history of the web where
there was concern that each individual browser would
have its own set of standards.
So if you have "The New York Times," for example,
you'd have to make your web page differently
if it showed up on Internet Explorer, versus if it showed
up on Netscape.
And there was this big meeting, a web standards summit,
where they made these decisions about, what is the technology?
How are websites going to be displayed across all browsers?
I think, until virtual reality reaches
a similar type of consensus about how things are made
and how old they're ultimately distributed,
I think it's going to be quite some time
before we really start to see the technology take off.
But, hey, I could be wrong.
Anyway, that's all for now.
Obviously very excited about all the things
that are happening in the world of VR.
And yeah.
I'll see you all next week.