Path: utzoo!utgpu!news-server.csri.toronto.edu!cs.utexas.edu!samsung!dali.cs.montana.edu!milton!mbutts@mentor.com From: mbutts@mentor.com (Mike Butts) Newsgroups: sci.virtual-worlds Subject: Re: The VR Entertainment Industry Message-ID: <9007172028.AA03530@case.MENTOR.COM> Date: 17 Jul 90 20:27:32 GMT Sender: hlab@milton.u.washington.edu Lines: 32 Approved: hitl@hardy.u.washington.edu >From article <9007160320.AA21126@aic.hrl.hac.com>, by yamauchi@aic.hrl.hac.com: >>Well, personally I think it's just too irrisistible a toy to pass >>up, but that's not really a valid reason. Not one you could make >>obsene amounts of money from anyway. ...> > Personally, I believe that in 20-30 years the VR entertainment > industry is going to make both the movie and TV industries look like > small potatoes -- if they're still around at all. > I recently spent a week at Disney World in Florida, and came away with the impression that it is mostly a *very* elaborate mechanically-induced artificial experience. In other words, it does brute-force through rides, audio- animatronics, etc., what will eventually be done in the arcade and the home through virtual reality. Star Tours is the latest hot ride, and it's distinctive because it provides a more intense experience for fewer people (a few dozen) at a time. Indicative of a trend. How soon will we see such rides spin outside of the parks? Also look at the convergence of theme parks with the movie business. I imagine that once virtual reality systems are really perfected and widespread, that the 20th century theme park will seem as quaint and clumsy as a 19th century circus side show seems to us today. Wonder how many people Disney has working on VR??? -- Michael Butts, Research Engineer KC7IT 503-626-1302(fax:1282) Mentor Graphics Corporation, 8500 SW Creekside Place, Beaverton, Oregon 97005 !{ogicse,sequent,tessi,apollo}!mntgfx!mbutts mbutts@pdx.MENTOR.COM Any opinions are my own, and aren't necessarily shared by Mentor Graphics Corp.