Luciferjones

new cinema thinking

Archive for May, 2006

Gaming, space and dramatic pacing

Central not just to notions of montage but to cinematic form across techniques and styles is the the forging by directors and editors of distinct dramatic pacing; the deliberate construction of pace, speed, pause and velocity out of the temporal nature of cinema as a time-based medium. Of course editing - the duration of shots, the sequence of shots, the speed at which shots are changed - is central to the construction of pacing.

But what about pacing in gaming, particularly first-person shooter genre games where there is no traditional editing but rather a singular long-take (aside form periodic chapter delinated, non-interactive cut-scenes)?

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