There's something interesting about how Hitchcock makes us, the audience, watch all these scenes, and then to watch Jimmy Stewart watching them too, and forming judgements about him for watching the same things we've just watched.
As a game developer im trying to apply this concept to game development and I think it tracks pretty much 1:1 really. A cutscene to a videogame, is what dialogue in a film is. And of course, a cutscene is essentially a videogame taking time to be a film. So really, a videogame's LAST RESORT should be dialogue. Depending on genre obviously, visual novels are known for being mostly dialogue. But as a general principle. Like lets look at something specific in games; tutorials; a tutorial is known to be best if you dont have to explain the mechanics to the player, rather, set up a situation in which the player will intuitively learn the mechanics. (assuming they know the controls) again, exceptions to every rule. If a game has particularly complex controls its going to be hard to get across the mechanics without some prompting, but the idea is to keep it as minimal as possible. Essentially the way im internalizing what this video is teaching is by imagining what if you had control over the camera, just how fast it pans, these principles would still apply. Framing, composition, pacing, symbolism.
Is Hunger Games an interesting broader example of this? We’re repulsed by the people in the capital watching HG for entertainment, and yet it forces the viewer to consider what we watch for entertainment…