Jump to ContentJump to Main Navigation
How To Talk About Videogames$
Users without a subscription are not able to see the full content.

Ian Bogost

Print publication date: 2015

Print ISBN-13: 9780816699117

Published to Minnesota Scholarship Online: May 2016

DOI: 10.5749/minnesota/9780816699117.001.0001

Show Summary Details
Page of

PRINTED FROM MINNESOTA SCHOLARSHIP ONLINE (www.minnesota.universitypressscholarship.com). (c) Copyright University of Minnesota Press, 2019. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in MNSO for personal use.date: 20 October 2019

The Long Shot

The Long Shot

(p.96) 12 The Long Shot
How To Talk About Videogames

Ian Bogost

University of Minnesota Press

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

Minnesota Scholarship Online requires a subscription or purchase to access the full text of books within the service. Public users can however freely search the site and view the abstracts and keywords for each book and chapter.

Please, subscribe or login to access full text content.

If you think you should have access to this title, please contact your librarian.

To troubleshoot, please check our FAQs, and if you can't find the answer there, please contact us.