The long-duration shots in digital games: borrowing from the cinema

Authors

  • Roberto Tietzmann PUCRS - Pontificia Universidade Catolica do Rio Grande do Sul - Faculdade de Comunicação Social, Programa de Pós Graduação em Comunicação Social, 90619-900, Porto Alegre - RS
  • André Fagundes Pase PUCRS - Pontificia Universidade Catolica do Rio Grande do Sul - Faculdade de Comunicação Social, Programa de Pós Graduação em Comunicação Social, 90619-900, Porto Alegre - RS

DOI:

https://doi.org/10.14591/aniki.v5n1.320

Keywords:

movies, digital games, forbidden montage, André Bazin, long duration

Abstract

The idea that a film is constituted from its editing is widely affirmed as one of the forces that gave form to the cinema. When films dispute space on home screens with digital games, it becomes evident that they often use extended shots to show the course of the level progression and the ludic activities developed, which seems to contradict the tradition of representation and narrative constituted in the cinema. In this text we suggest a look at the long duration present in the digital games proposing that this is a solution that consists of the meeting among loans of the cinema, the pre-digital games, the restrictions of the technologies of each stage of the new environment and as a rereading of the concepts of "forbidden montage” of André Bazin.

Author Biographies

Roberto Tietzmann, PUCRS - Pontificia Universidade Catolica do Rio Grande do Sul - Faculdade de Comunicação Social, Programa de Pós Graduação em Comunicação Social, 90619-900, Porto Alegre - RS

Roberto Tietzmann (rtietz@pucrs.br) is an Associate Professor and researcher in the Graduate Program in Social Communication at the School of Communication, Arts and Design, and in the Graduate Program in Creative Writing at the School of Humanities at the Pontifical Catholic University of Rio Grande do Sul (PUCRS).  He received his PhD in Social Communication in 2010 from PUCRS, studying visual effects and film narrative. He teaches filmmaking and postproduction narrative aspects for videogames, and design for film and television. He is the head of the ViDiCa research group, studying the interfaces among moving images, technology and digital culture.

André Fagundes Pase, PUCRS - Pontificia Universidade Catolica do Rio Grande do Sul - Faculdade de Comunicação Social, Programa de Pós Graduação em Comunicação Social, 90619-900, Porto Alegre - RS

André Fagundes Pase (afpase@pucrs.br) is an Associate Professor and researcher in the Graduate Program in Social Communication at the School of Communication, Arts and Design at the Pontifical Catholic University of Rio Grande do Sul (PUCRS).  He received his PhD in Social Communication in 2008 from PUCRS, studying aspects of digital video as anemerging mass medium. He holds a postdoctoral title from MIT´s Gambit Lab on Game Studies. Since 2010, he has coordinated the graduate course on Game Design in PUCRS. He is also a participant in the ViDiCa research group.

Published

2018-01-02