VR Storytelling: Can It Work?
People are drawn to stories. It’s how we make sense of the world and connect with others. But storytelling in virtual reality challenges the traditional narrative flow. Can it work? What gets lost—and what new techniques are born—in immersive formats?
In 2015, Oculus Story Studio released Henry, a virtual reality short film created using Unreal Engine 4 and narrated by Elijah Wood. It was a charming, animated tale about a hedgehog who just wants a hug. When it debuted, it drew interest—but also unease. Viewers described a new kind of FOMO: what if you looked the wrong way and missed a crucial plot point? Unlike traditional films, which guide the audience shot-by-shot with a director’s eye, VR leaves your gaze (and attention) up to you.
That can be liberating—or exhausting. In fact, storytelling in VR often requires more mental energy. Many viewers want a story to wash over them, not demand constant decisions. Passive consumption is comforting. Active immersion, while exciting, risks cognitive fatigue—especially for those new to the format.
Passive vs Participatory: Can VR Tell a Story?
Movies use framing, focus, and cuts to direct the viewer’s attention. VR, by design, removes those tools. That forces creators to invent new methods of directing attention—like lighting, sound cues, and environmental movement.
Some VR narratives trigger key moments only when the viewer looks in a certain direction or enters a specific zone. Others, like the Oscar-nominated short Pearl by Google, lean on narration and sound design to create emotional depth without requiring the viewer to hunt for meaning.
Meanwhile, Henry won an Emmy for Best Outstanding Original Interactive Program—one of the first acknowledgments of the new narrative form. The director, Ramiro Lopez Dau, described the film as “a step into the unknown world of making an emotional VR movie.”
Recent advances further push these boundaries:
- The Midnight Walk: A Tim Burton–inspired horror VR experience for PS VR2 that uses eye-blink tracking as a mechanic to unfold the story.
- Batman: Arkham Shadow and Asgard’s Wrath 2: Deep narrative VR games combining cinematic pacing with interactivity.
- Elsewhere Electric: An asymmetric narrative puzzle experience where mobile and VR users collaborate to advance the story.
- ConnectVR: A no-code VR authoring tool allowing creators to set triggers and paths that enable branching or adaptive stories.
Narrative Design: Lessons from Games, Cities, and Theater
One potential solution? Strategically designed chaos.
Game designers already craft environments that feel alive while subtly guiding player movement. Good VR stories borrow from this—layering cues and “narrative gravity” into the world so viewers explore naturally but don’t miss what matters.
A great analogy is urban design. New York City is mostly a grid, but not a monotonous one. The quirks, surprises, and uneven edges are what make it compelling. Likewise, a VR story world can have structure and serendipity. That balance creates organic-feeling stories that don’t force viewer agency to conflict with narrative flow.
VR also invites a stage-like format, similar to immersive theater. Instead of jumping between cuts and locations, the world unfolds around the audience in real time. Think of it like standing in the middle of a play, surrounded by performers whose actions may shift depending on your position.
Personalized Plots and AI Architects
Unlike film, VR has the potential to offer different outcomes based on viewer behavior. If you gravitate toward one character, your arc might center them more deeply. If another viewer is drawn to a different interaction, their story diverges.
This is where AI comes in. Future VR storytelling might rely on latent space models to dynamically shape plot, dialogue, or even world details in response to your personality or emotional state. Imagine a story that changes its pacing or tension depending on your heartbeat or gaze.
Short Stories for Short Attention Spans
So far, VR storytelling has worked best in short-form. The headset format (and physical strain of wearing one) makes long sessions difficult. Six to fifteen minutes seems to be the sweet spot for most cinematic experiences.
That doesn’t mean longer narratives are impossible—but they’ll likely need chapter-like pacing and high comfort design. Larger titles like Asgard’s Wrath 2 and Assassin’s Creed Nexus suggest we’re getting closer.
Sound: The Unsung Director
Without camera angles or zooms, sound becomes a director in VR. Voiceover, background music, ambient cues—they all shape emotional tone and help focus attention. In many VR shorts, it’s the voice acting and audio landscape that carry the story more than any visual twist.
New experiments in spatial audio allow for even more refined audience guidance. Sound now functions as a spotlight.
What Might the Future Hold?
- Branching narratives: Viewers co-write the story through their actions.
- Narrative tourism: Explore fictional cities or timelines with no pressure to follow a plot.
- AI storytellers: Dynamic characters who adapt to you in real time.
- Social co-viewing: Experiencing VR films with others around a virtual campfire.
- Imagine360 and Anansi the Spider VR: AI tools enabling viewers to co-create settings and characters that reflect cultural nuance and personal connection.
- Immersive theater hybrids: XR meets live performance—like The Door in Question—showing the power of blending physical and digital storytelling.
Final Thoughts
VR storytelling is still a fledgling art. But even in its rough patches, it opens new doors. It lets us step into the story—sometimes literally. With the right blend of design, AI, spatial sound, and emotional pacing, the medium may not replace traditional cinema, but it could build something just as powerful.
The question isn’t just can VR tell stories. It’s what kinds of stories can only be told in VR?
