In Virtual-Virtual Reality, a satirical Google Daydream VR game released today, a melting slab of butter orders you to smear toast on his unctuous body. When he demands more toast, 32 toasters appear. Toast is burning, popping out onto the floor. The butter is unhappy; he yells at you to âcover his butter body,â but itâs impossible to rub all of the toast on him in time.
âThis was only a modicum of indulgence,â butter later writes in his three-star review of your services. âThe attendant clearly displayed human deficiency in coordination competence.â When you take off the in-game VR headset, referred to as a âvirtual labor access point,â youâre in a sterile, white room and your boss is very disappointed in you.
V-VR is a two-hour virtual reality game by Danny Cannizzaro and Samantha Gorman, a developer whose nearly 15 years working with VR uniquely positions her laugh at it. In V-VR, players perform âvirtual laborâ for the gameâs âidiosyncraticâ clients, ranging from pinwheels to artichokes. In a future where robots do most human jobs, human labor has become an artisanal service, which the in-game startup Activitude has monetized. Players access and serve Activitudeâs AI clients, like butter, through âvirtual labor access points,â in-game VR headsets, which you remove with a full-armed flip of the Google Daydream controller
Itâs a game with a lot of layers. The deeper in you go, the more impossible tasks youâre given; and the more âimmersedâ you get in V-VR âs virtual service tasks, the more your ratings drop. You feel alienated by the gap between what services you can provide and whatâs being asked of you, and, consequently, from the VR technology. Thatâs when youâre contacted by a human labor unionâfitting for when you miss human reality most.
âWeâre always searching for more satisfying immersion,â Gorman told me. âI feel like every technology, even the precursors to VR, is just people wanting to be more immersed. Our tagline is âMust go deeper.ââ
Gorman and Cannizzaroâs studio, Tender Claws, is both an artistâs collective and an indie games studio. In 2002, when she started working with early projector-based VR environments, Gorman wasnât sure VR was headed toward the mass adoption startups are placing chips on today. With V-VR, Gorman wanted to comment on the inflated VR industry, on virtual labor and escapism, and wanted to take full advantage of how humans move in VR to do it. In V-VR, the medium is the subject matter.
âWe wanted to do something with the play of layers of reality, drawing attention to the medium itself as a funny way of navigating it.â Gorman said. âIt goes back to the cultural desire to go deeper and keep putting on devices, to keep putting on things that will augment our vision to get more immersed.â
A little ironically, Google was thrilled about Tender Clawsâ satirical take on a technology theyâve invested millions in, Gorman says. She only interfaced with a few Google representatives, which helped Gorman appreciate Google as a collection of individuals more than the sort of corporate VR behemoth V-VR is satirizing. But Gorman also sees V-VR as an âinterventionâ in VR hype cycle, âboth a love letter and a way to get more critical with the medium.â
V-VR nails its mockery of corporate VR and the âimmersionâ buzzword so well that the only medium capable of conveying its many themes is VR itself. Itâs more felt than perceived, a lovingly cheeky response to artistsâ early hopes for the medium and the strange, bloated fever dream VR has become.