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Sliding Scale of Visuals Versus Dialogue

 Sliding Scale of Visuals Versus Dialogue
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 Sliding Scale of Visuals Versus Dialogue
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Sliding Scale of Visuals Versus Dialogue
 Sliding Scale of Visuals Versus Dialogue
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SlidingScaleOfVisualsVersusDialogue
 Sliding Scale of Visuals Versus Dialogue
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When confronted with the antics of the rest of the cast, does the Only Sane Man crack a wry comment or does he sigh and put on a long suffering look?
Does a work of fiction rely on gestures, sweeping shots and visuals to get the story moving, or does it have Walls of Text and loads of conversations?
Naturally, this scale is completely independent of the other sliding scales.
It is not completely dependent on the medium, either, though the medium affects how the balance is perceived. Sweeping shots and visuals in TV and film translate to descriptive paragraphs in text and radio.
The examples which focus on the visuals go on the top, and those that depend on dialogue go to the bottom.
 Sliding Scale of Visuals Versus Dialogue
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2024-04-27T14:03:45Z
 Sliding Scale of Visuals Versus Dialogue
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2024-04-27T14:03:45Z
 Sliding Scale of Visuals Versus Dialogue
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 Sliding Scale of Visuals Versus Dialogue
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 Sliding Scale of Visuals Versus Dialogue
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DBTropes
 Sliding Scale of Visuals Versus Dialogue / int_1869a077
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Sliding Scale of Visuals Versus Dialogue
 Sliding Scale of Visuals Versus Dialogue / int_1869a077
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Samurai Jack did many dialogue-less episodes, often conveying the story via minimalist animation.
 Sliding Scale of Visuals Versus Dialogue / int_1869a077
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 Sliding Scale of Visuals Versus Dialogue / int_21b21f35
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Sliding Scale of Visuals Versus Dialogue
 Sliding Scale of Visuals Versus Dialogue / int_21b21f35
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BoJack Horseman has two episodes that are on the two extreme polar opposites. "Fish out of water" is the Silence Is Golden example, which could easily be a modern-day setting Charles Chaplin film, with the visuals taking all the protagonism and no dialogue. On the Speech-Centric Work antithesis to this is the episode "Free churro" which literally consists of a long monologue Bojack gives during his mother's funeral. And of course with some Played for Laughs moments, just like you would expect in a stand-up comedy.
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Sliding Scale of Visuals Versus Dialogue
 Sliding Scale of Visuals Versus Dialogue / int_24853ff3
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Lamput is almost entirely lacking in dialogue save for Speaking Simlish, so its narratives unfold through the characters' actions.
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 Sliding Scale of Visuals Versus Dialogue / int_2bbcacd9
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Sliding Scale of Visuals Versus Dialogue
 Sliding Scale of Visuals Versus Dialogue / int_2bbcacd9
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The classic Looney Tunes cartoons could go anywhere on the scale. In general, Chuck Jones favored visuals while Robert McKimson favored dialogue; Friz Freleng was usually in the middle. As for specific examples, Wile E Coyote And The Roadrunner cartoons were entirely devoid of dialogue and relied on visual gags. Meanwhile, Foghorn Leghorn was a loudmouth, and as such his cartoons had heavy dialogue to reflect that. Also, the cartoons began to rely more and more on dialogue in later years, particularly the 60s, due to dwindling budgets (and, by extension, increasingly Limited Animation); that being said, exceptions like Now Hear This and Rabbit Stew and Rabbits, Too! (which completely lack dialogue) exist.
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Sliding Scale of Visuals Versus Dialogue
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Ever since dialogue was introduced into a Mario game starting with Super Mario 64, Super Mario Sunshine is actually the only game in the series since then to feature full voice acting. By Super Mario Galaxy, everyone's back to talking with dialogue boxes and Voice Grunting. And do you know why? Talking Bowser.
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Sliding Scale of Visuals Versus Dialogue
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Neon Genesis Evangelion. Visual metaphors abound, from the utterly alien design of the Angels to Mind Screwing religious symbols everywhere. One notable example is Gendo's Scary Shiny Glasses, which become steadily less scarily shiny as we get to know more about his motivations.
Then again, when it comes to personal backstory, motivations, and psychological trauma, the series is rather good when it comes to dialogue. When it comes to the notoriously difficult to comprehend plot, they either don't want to talk about it, or don't know anything anyway. Then again, the plot may just be an excuse to explain all the characters' overwhelmingly huge Freudian Excuses.
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Sagrada Reset: Most of the story is carried by exposition and internal monologues instead of visuals. The characters rarely emote and the dialogue just barely avoids being monotone and presents a good opportunity for Worldbuilding.
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Sliding Scale of Visuals Versus Dialogue
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While Homestuck is known for its flash animations and at times (mainly later in the story) some beautifully drawn art without dialogue, much of the plot is usually told through through Pesterlogs and Dialoglog note The in-game names for dialogue boxes, with even some of the more important moments being retold rather than shown.
 Sliding Scale of Visuals Versus Dialogue / int_50bcf7a6
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 Sliding Scale of Visuals Versus Dialogue / int_54e5ea4b
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The only "character" in The Legend of Lobo who speaks is Rex Allen as the narrator, explaining to us what the cast is thinking and what their individual personalities are. While this is understandable due to most of the cast being animals, there are also two human cattlemen who serve as the villains of the move, and they don't make so much as a peep either.
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The Order of the Stick, being a stick figure webcomic, relies on its characters' banter to set up its jokes and distribute its plot coupons. Sometimes a victim of Walls of Text
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Sonichu. The author claims it's to preserve marker ink.
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The The X-Files episode "Rm9sbG93ZXJz" contains very little dialogue, largely because Mulder and Scully are the only human characters until the denouement and they spend much of the episode apart.
 Sliding Scale of Visuals Versus Dialogue / int_691be369
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Many Sin City stories tend to have few captions and word balloons spread along "widescreen" panels. The Yellow Bastard is one such example where you have entire pages with only a few words.
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The Arrival by Shaun Tan, is a beautifully illustrated graphic novel. With heavy emphasis on the "graphic" part. As in, there are NO recognizeable letters or words anywhere within the body of the story.
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Transformers: More than Meets the Eye can be very wordy at times. The series has included multiple roll call sheets in one issue, a full-page excerpt from an essay, and has had a post-issue prose story on more than one occasion.
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None of The Sims has any proper dialog, as they all talks simslish. You still can know what they are talking about thanks to the images in the talking bubble and their gestures.
 Sliding Scale of Visuals Versus Dialogue / int_6f76d71a
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Star Trek: The Motion Picture featured large stretches wherein characters would react silently to special effects sequences.
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Death Note. It's got pages of Wall of Text, and most of the story is characters monologuing their mind games to themselves or the group.
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The videogame adaptation of The Death Gate Cycle is heavily on the dialogue side. It's not so much that there aren't enough graphical depictions or whatever, it's just that there's just so much text in this game. Fortunately, it's very good text, and the voice acting on the dialogue is top-notch.
Legend Entertainment also did several other book-to-game adaptations in the same style.
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Next to no dialogue is spoken in Super Smash Bros. Brawl: The Subspace Emissary; the characters' actions and facial expressions do all the talking. Since a fair number of them are Heroic Mimes in their signature franchises (Mario, Link, Samus, Yoshi, etc.) this makes sense in context. However, it enters Fridge Logic territory when Snake joins the brawl... and jumps to Fridge Brilliance when Sonic does.
Snake does have one line ("Kept you waiting, huh?") when he first appears, and is also a regular chatterbox in the normal modes if you activate his Codec.
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Sliding Scale of Visuals Versus Dialogue
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Bambi was iconic for being one of Disney's most visual heavy pieces, the characters speak less than 900 words of dialogue throughout the entire film, and many shots are focused entirely on scenery and backdrops. It's Midquel, Bambi II has relatively far more extensive conversation scenes, though retains a larger amount of quiet, visual heavy moments than a standard Disney film.
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The first half of WALL•E has little to no dialogue.
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Sliding Scale of Visuals Versus Dialogue
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ICO. Most of what little dialog there was wasn't translated in the NTSC version.
Also, it's Spiritual Successor or prequel, Shadow of the Colossus. The very little dialog that there is, is spoken in simlish. Without subtitles you wouldn't know what the characters are saying, not that it is needed to understand the story.
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The comic version of 300 used two or three double-spread panels per page with few word balloons or captions. This allowed for Frank Miller's gorgeous art, colored by his wife Lynn Varely, to tell the story.
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One could believe that Amazon spent over $500 million (for the first season alone) for The Lord of the Rings: The Rings of Power just to have breath-taking Scenery Porn visuals on par with the Avatar movies. The reveal of capital city of Armenelos and the eruption of Orodruin leading to its turn into the Mount Doom are both iconic scenes. But in the same time, the show is also known for its slow scenes, and having dialogue full of Aphorisms and characters talking Flowery Elizabethan English.
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minus. probably falls somewhere around here.
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Warhammer 40,000, although it does use the occasional mind blowingly gothic drawing to set the mood, 40k relies mostly on quotations and snippets of fluff to set the plot pieces. Good thing it's one of the most quotable pieces of fiction out there.
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Primal - Twenty minutes of expository cutscenes before the player gets to do more than just walk through the large, empty Nexus.
The trend continues with each new world and situation.
In between (and during) the cutscenes are mind-blowing Scenery Porn, though. Puts this kind of in the middle.
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Dinosaur Comics' entire gimmick is that it always has the same crappy clip art images. Fortunately, the dialogue is hilarious.
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My Dinner with Andre is just dialogue and little to nothing else.
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The following is a list of statements referring to the current page from other pages.

 Sliding Scale of Visuals Versus Dialogue
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Laws and Formulas
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Sorting Algorithm of Tropes
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