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!