The Web and similar digital spaces have to be “places” in order to provide satisfying experiences. This presentation will focus on techniques that traditional media use to make the audience be “elsewhere”. We will look at examples from Medieval and Renaissance paintings, early and recent movies, as well as videogames. We will try to derive design rules for the location of the subject and the action, suggested space and time, as well as frame of reference and narrative that allow for successful place-making, in and out of the Web.