Pacing and Rhythm During Long Takes

My latest blog post on gamasutra tackles the design problem of how we can bring shot variarion into gameplay sequences that are primarily built along a visual continuum such as a long uncut shot. In contrast to cinema that can make use of the cut as a transition device, many game designer refrain from using this method because it is in conflict with the player’s need for control over her actions. In my article I try to address a few methods of rhythm and pacing that do not require such tertiary motion types.

Read here! Thank you!

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