Nah, you can make a story interactive without giving story-altering power to the person interacting. More akin to choosing a character's name in a book than choosing which actions they take. There have been a few short VR animated shorts. Usually they have some element of interaction, if only to make sure the viewer is looking in the "correct" place when the next bit of animation plays, but are otherwise comparable to other forms of animation.
I'll grant you, it's a gray area. When does a story become a game? In my mind, once you reach a certain level of interaction, you are playing a game and not being told a story. As soon as you are thinking about what to do next, where to look, etc., you become active. It's about you. Reading a book or watching a film is a different experience. You are passive, a voyeur. You have no say in what happens or how you experience the story, what you see and when, etc. This is a huge distinction in my mind.
One relatively recent "game" I've enjoyed is "What Remains Of Edith Finch". The creators of the game are very much telling the story, even though I experience the story with some light interaction. Just like reading a book, I can choose my own pace.
Again, gray area. To me "light interaction" is light gaming.
Video games are already super popular compared with other mediums. There are also quite a few people who enjoy watching other people play games. Tens of millions. I've watched Twitch streams of people playing some of my favorite games, and I've had a "group experience" with them. I've also had that experience in person, but don't get the chance as often.
Tens of millions is really not that much when you think about how many people around the world go see a blockbuster movie. You're obviously a gamer and I won't argue that the gaming market is huge and very popular. That said, the general public is not particularly interested in gaming and never has been. Interactive stories, what I would call games, are not going to be VR's killer app, certainly not in the next several decades. The people who are already interested in that type of entertainment and storytelling are understandably excited about the potential, but the general public has always preferred linear storytelling and I don't think VR changes that.
On the other side of the equation, one of my hopes for VR is that in can help connect strangers and friends and family in creating stories. I've already collaborated with others in sculpting worlds in a VR sculpting app. The intuitiveness of the controls and the sense of being in the same space with others is unmatched (even by real life, in some ways... I can be a giant while 2 inch tall people hang glide around me).
That all sounds very cool and, frankly, nerdy. Again, the general public is not interested in sculpting VR worlds. Given how the metaverse concept is tanking, it's obvious they aren't interested in connecting with strangers in VR either. Do you know what connects strangers and friends? Going outside and talking to people, not strapping a headset to your face alone in your room.
I don't want VR or games to replace movies, and I don't want movies to replace books. They all have their unique strengths.
100% agree. They are unique mediums and quite different from each other. I believe that VR will remain relatively niche, no matter how good the hardware gets, because I think there are too many points of friction and it all feels a bit too "unnatural". Once we have a neural interface and the user no longer requires a headset and can experience physical sensations, touch, the cold air, etc., then VR will become hugely popular, but not until then.