amok: stage controll - how do you make people look where you want them to look
Very important point, that one.
I remember from a few years back
(when VR was still the talk of the town), somebody here in the forum dreaming about VR-cinemas, where everyone in the audience is wearing a headset, and then gets immersed into the movie like never before.
And it sounds nice, right?
However: like you say - if there's not something drawing the viewers attention to certain focus points in the movie - every audience member will experience a
(more or less) different film.
When I bought my PSVR, it came with a "demo" disc, and one of the "demos" had you siiting in a basement, tied to a chair.
Then - out of the blue - someone would pop up in front of you.
Classical jump scare, right?
Only - when that someone popped up "in front" of me, I was looking aside, on the lookout for something to continue the scene.
So, that jump scare happened without me noticing.
Now imagine a movie in cinema, where only half of the audience looks straight ahead, to where the
(important) action takes place, while the other half of the audience is looking left, right, up or down.
And the same goes for different parts of the audience and for every single scene in the movie.
If you asked that audience afterwards, what they think of the movie, you'll get answers that range from "absolutely amazing"
(from those looking at ALL the right places) to "absolute boring shit"
(from those who missed (some/many/most of the)
important bits, because they looked elsewhere in those moments).
And while the same may be true
(to some extent) for every movie that exists...here it would be a much higher percentage of disappointed viewers - but not necessarily due to actual flaws of the movie itself - but simply due to people, who are looking at different directions, than the director intended.
Sure, one might say: "well, simply make it crystal clear, to everyone, where to put their focus, at these key moments!"
Or even go one massive step further and make it technically so, that these scenes are automatically in the audience's focus
(no matter where the individual person turns their head to).
But...where would that leave VR's USP?