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How To Talk About Videogames$
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Ian Bogost

Print publication date: 2015

Print ISBN-13: 9780816699117

Published to Minnesota Scholarship Online: May 2016

DOI: 10.5749/minnesota/9780816699117.001.0001

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The Long Shot

The Long Shot

Chapter:
(p.96) 12 The Long Shot
Source:
How To Talk About Videogames
Author(s):

Ian Bogost

Publisher:
University of Minnesota Press
DOI:10.5749/minnesota/9780816699117.003.0012

This chapter talks about how the game Heavy Rain shows why games must overturn the conventions of film if they hope to realize the dream of interactive cinema. It argues that the most important feature of Heavy Rain, the design choice that makes it more important than any other game in separating from rather than drawing games toward film, is its rejection of editing in favor of prolonging. It also examines the impact of mise-en-scène in the game. It argues that Heavy Rain does not embracefilmmaking but rebuffs it by inviting the player to do what Hollywood cinema can never offer: to linger on the mundane instead of cutting to the consequential.

Keywords:   Heavy Rain, film, game, editing, prolonging, mise-en-scène, linger, mundane

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