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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.
  • Demon Pond - Crossing the wide rope bridge.
  • 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.
transport.txt · Last modified: 2024/06/19 23:51 by rjt