====== Transport ====== I like work---especially longform, immersive things like films---that take some time to move you into them, that give you time to shift from whatever you were doing into the space and tempo of the work. The example I always think of is the driving scene in //[[Solaris]]//, where you're smoothly travelling on a road and through big tunnels, but things like opening credits can have a similar effect. I'm surprised videogames don't do this more deliberately. ===== Examples ===== * //Solaris// * //Star Wars// - Those rolls of story text. * [[Neo-geo]] games kinda do this with their screens that show you what the buttons do. Could be better though. * I worked on this 2-D boat game (that I never finished) where you could drive about on the title screen, and when you entered a whirlpool thing would fall down a hole into the game proper. I think for videogames it's good to include button pressing in the //transport//. * //[[lb>demon-pond-1979|Demon Pond]]// - Crossing the wide rope bridge. * //[[lb>pacific-club|Pacific Club]]// - Vector graphics, descending into the underground club the doco is about. Reminds me a bit of— * that vectory highway bit in //[[kentucky route zero]]//. {{tag>film list pattern videogames}}