Niclas wrote:

>Maybe transitions is the poor author's
>tool to tightening up a discontinous story? Maybe it's just storytelling
>make-up?
    'fraid I disagree pretty vehemently.  Unless your story takes 
place all in one room, it requires transitions.
    I would define a transition as any method of getting from one 
setting to another.  Some transitions are simple and straightforward: 
walk through this door into another room.  Over fast and easy; you 
can do that in realtime.
    Some transitions are slower and more complex: maybe you walk 
across street, maybe you supposed to be hit by car to make story 
proceed.  Can't just fade out/fade in across street; gotta make 
interactor leave building, walk across street.
    At the far end of the scale are transitions just don't make sense 
to do in realtime.  You want a prologue that takes place fifty years 
before?  You gotta have transition to main action, 'less you want 
interactors to sit through fifty years of dull story.  (For that 
matter, how you gonna handle flashbacks without transition?)  Say 
you're doing a Western, and the character starts out in Cheyenne. 
You could make interactor play through every grimy dusty step of the 
long trail to Dodge City, but if your story don't really start 'til 
they get there and find out the Sheriff's been killed, why bother 
playing through travel time?
    To put it in the terms you were using, a transition satisfies the 
sub-goal of putting a character at a particular place and/or time. 
That's an essential sub-goal of any story that happens in more than 
one place and/or time.
    (In Myst and Journeyman Project, there's a transition between 
every node of the graph and the next; every time you move, you go 
through a transition in which you can't control the character's 
actions.  It's pretty to watch, but frustrating at times.)
    Now, to get back to Miriam's ideas, I actually think that the 
jump-cut (perhaps with establishing shot) is often a perfectly 
adequate transition.  Most people've been watching movies (and TV) 
all their lives; they're used to the language of (American) cinema. 
There's room for lots of different kinds of transitions, of course: 
from tracking shots to fades to wipes.  But if you're playing a VR 
game and someone says "You better get over to the old Same place 
right away," and you touch/click the door handle, and the screen goes 
blank and then you find yourself standing in the corn starch outside 
a mansion, you'll probably understand what happened.
    As often, there's an analogous situation in roleplaying games, and 
I admit that it's sometimes a problem there.  For short distances and 
time jumps (let's call those local transitions), it's not so much of 
a problem: the player says "Okay, let's go over to the old abandoned 
brewery and check out these rumors of ghosts," and the GM says "It's 
dusk when you arrive; shadows are stealing across the empty lots; the 
kids are being called in to dinner from stickball games.  There's 
broken glass in the street."  (Assuming the GM doesn't have an 
incident planned to happen en route.  And many GMs will take any 
outdoors transition as an opportunity for a randomly generated 
encounter that may or may not be relevant to any sub-goals.  But the 
ones that aren't relevant are generally thrown in as artificial 
obstacles, or sometimes to get the characters paranoid and/or worn 
out by the time they arrive.)  But for non-local transitions, you've 
got a problem: nobody wants to play out the three-day walk to the 
next town in detail, and yet three days is a lot of time for a group 
of people to spend together (especially if, as is often true in RPGs, 
the characters have just met and don't know each other well yet), and 
they're likely to spend some of that time talking with each other, so 
skipping over the details of the transition means cheating the 
characters out of interaction time.  I usually compromise: play 
through a couple of in-character conversations that happen along the 
way, and just tell them in general terms what happens for the rest of 
it.  "You trudge along the winding path through the woods.  For more 
of the first day the ground is flat and the air is still; you can 
hear forest creatures out there somewhere, but none of them bother 
you.  You talk about home, and you sing songs to help pass the time. 
Early on the second day the path begins to rise, and you find 
yourself weaving through wooded hills..."  And so on.  A lot harder 
to do that in a visual setting, though again we can steal from the 
language of cinema and use montage.
    ...Anyway, a lot of the problem with that situation in an RPG is 
that part of the point of the game (for many of us) is interacting 
with other characters in-character.  In the near term, VR games are 
likely to be fairly limited in that respect; you're unlikely to want 
to spend an hour engaging in banter and chit-chat in character with a 
computer-controlled character.  So skipping through the long hours of 
travel may not be such a bad thing.
    One other point while I'm thinking of it: if you're going to use a 
jump-cut transition, you do have to be careful to make sure you know 
what the interactor intends.  If they click the doorknob by accident, 
you don't want to jump-cut to an hour later at the mansion outside of 
time -- they can't easily recover from that without losing a lot of 
in-game time.  (They click the car to go back to their place -- but 
now it's two hours later than it was before the accidental click.) 
Perhaps some sort of undo mechanism is in order?  Or a confirmation 
query?  ("You are about to spend an hour driving to the old Same 
place.  Do you really want to do this?")  Or do a fade or montage or 
other sequence that takes a small amount of time, with a Cancel 
button prominently displayed during that sequence, so you have a few 
seconds to change your mind...
    Gotta run.

--jed

Jed Hartman
Fiction Editor
Strange Horizons
http://www.strangehorizons.com/

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