I thought it was one of the most inspiring things I have played in a long time. The way it was cut together and the way scenes were made really made me think that almost any game of a reasonable pace could be incredibly improved by jump-cutting. I even think that a traditional game, such as Half Life 2, could be improved with jumping between different scenes, in and out of combat, in and out of the car... and it would all be more snappy.
It even offers a solution to the Death Problem that shows in horror games; the moment the monster has almost mauled you, one could jump cut to an unrelated (but complimenting) scene and later jump back, contriving that the monster has not actually caught you. That way you can even turn death into exposition and get rid of things which 'were shown but did not happen'.
What I think Thirty Flights of Loving made me see was that games have been making films in the traditional 'show everything' way, minutely opening doors, crossing the threshold, closing the door - whereas, really, it would be so much more impressive if we got rid of the 'must make sense as one continued experience' stick and gave it a bit of flair. Adding some cross-fades, jump cuts, time cuts, throwing around the story. All, of course, outside of cutscenes.
The airport sequence is brilliant, as is the party, for rapidly jumping forward through time. Suddenly I feel that
really making the player descend all those stairs again is not just unimaginative, it is also plain lazy and lacking in aesthetic judgement to make the player suffer through some childish hanging-on-to of 'since conscious moment' acting. Seeing cutting happen makes me feel that
not cutting is the strange choice, and suddenly it makes no sense we have not been cutting for so many years.
I am incredibly excited, which is exciting in itself by now