Enter the POV.

True POV camera work is a relative staple in video games.  These games, often of the FPS (first person shooter) variety, imply a world as scene by the lead character, which by way of controller, is you, the player.

Similar to the field of vision of humans, we see exactly as the character does.  Some other information might be provided by the GUI (such as maps, weapons, etc), but essentially, you see the world through your eyes.  

Movies have used POV shoots as a supplementary technique for many years.  But, whereas it was a very difficult thing to achieve in Orson Welles world, it is easier to do in Gasper Noe's time.  The gear has gotten smaller.  The apparatus has changed.

In video games set pieces, we can move from a wide, to a follow, straight to a POV all in one movement.  

This camera flexibility and movement is the new norm in most Hollywood films.  In essence, the building of shot structure in a movie like BATMAN is rendered first in a computer.  It borrows heavily from video games.  But, a real world camera with real world actors can never be as flexible as the camera in a computer world.    

Now, here in lies a thought.  If, after all these years video games tried to be more like movies, what happens when movies try to be more like video games?

What happens when the story lines, graphics, writing gets as good or better than the movie version?  I'm sure many kids will argue that it already has.  

So, what now?  Its telling to note that the cost of the top tier tentpole video games cost as much or more then tentpole Hollywood films.  

At some point, the kids will stick to a world where there POV is in control, with options and feedback that a passive form like Hollywood movies cannot provide.  2 hours of passive entertainment versus 60+ hours of active entertainment.  You can argue that they are two different things, but, when both try to emulate one another, it becomes very hard to differentiate.

We need to get out of the passive.  We need to trust our audience a little more.  The short term gains from the sequel syndrome will have huge consequences in a few years.