History Main / Minimalism

12th Aug '17 11:24:23 AM nombretomado
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Many works of fiction try to be as epic as possible. A new work will try to [[{{Bigger Is Better}} top the ones that came before it]], and [[{{SequelEscalation}} the sequels try to top their predecessors]].

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Many works of fiction try to be as epic as possible. A new work will try to [[{{Bigger Is Better}} [[BiggerIsBetter top the ones that came before it]], and [[{{SequelEscalation}} [[SequelEscalation the sequels try to top their predecessors]].



The reasons for a minimalistic approach to a work can vary greatly. For example, the author of the work may be trying to do a "back to basics" approach to a sequel, as the previous entry in the franchise had gotten too "over the top". Perhaps if the movie spends less time on grand action scenes involving hundreds of extras, the film can spend more time with dialogue, improving character development. Perhaps if the TV show only has [[{{Big Bad}} one villain]] instead of [[MonsterOfTheWeek many]], more time can be spent developing that character in order to make him seem more intimidating. Maybe if the book only uses [[{{Beige Prose}} short, non-descriptive sentences]] instead of [[{{Purple Prose}} paragraphs of exposition]], the book will read at a more dramatic pace. It's possible that if the film has one SpecialEffects scene instead of a hundred, more time and money will go into that one scene, improving the quality of the effect. Perhaps a horror movie believes that if they hide the monster off screen instead of showing it in its full glory, it will leave the details of the creature to audiences imagination, [[NothingIsScarier making it scarier]]. There is no real singular reason as to why, it's just a creative choice.

Minimalism is essentially the exact opposite of the {{Bigger Is Better}} trope. Here bigger isn't better, ''smaller'' is better.

Wiki/{{The Other Wiki}} has an [[http://en.wikipedia.org/wiki/Minimalism article about this]].

to:

The reasons for a minimalistic approach to a work can vary greatly. For example, the author of the work may be trying to do a "back to basics" approach to a sequel, as the previous entry in the franchise had gotten too "over the top". Perhaps if the movie spends less time on grand action scenes involving hundreds of extras, the film can spend more time with dialogue, improving character development. Perhaps if the TV show only has [[{{Big Bad}} [[BigBad one villain]] instead of [[MonsterOfTheWeek many]], more time can be spent developing that character in order to make him seem more intimidating. Maybe if the book only uses [[{{Beige Prose}} [[BeigeProse short, non-descriptive sentences]] instead of [[{{Purple Prose}} [[PurpleProse paragraphs of exposition]], the book will read at a more dramatic pace. It's possible that if the film has one SpecialEffects scene instead of a hundred, more time and money will go into that one scene, improving the quality of the effect. Perhaps a horror movie believes that if they hide the monster off screen instead of showing it in its full glory, it will leave the details of the creature to audiences imagination, [[NothingIsScarier making it scarier]]. There is no real singular reason as to why, it's just a creative choice.

Minimalism is essentially the exact opposite of the {{Bigger Is Better}} BiggerIsBetter trope. Here bigger isn't better, ''smaller'' is better.

Wiki/{{The Other Wiki}} Wiki/TheOtherWiki has an [[http://en.wikipedia.org/wiki/Minimalism article about this]].



* The 2010 Spanish film ''Film/{{Buried}}'', which has RyanReynolds as a U.S. truck driver working in Iraq, who gets buried alive. The whole movie takes place inside the coffin, with Reynolds' character being the only person we actually see in the flesh (all other performances are either voiceovers or on his cell phone.) Still, the film never repeats a shot.

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* The 2010 Spanish film ''Film/{{Buried}}'', which has RyanReynolds Creator/RyanReynolds as a U.S. truck driver working in Iraq, who gets buried alive. The whole movie takes place inside the coffin, with Reynolds' character being the only person we actually see in the flesh (all other performances are either voiceovers or on his cell phone.) Still, the film never repeats a shot.
2nd Jul '17 12:16:41 PM nombretomado
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{{The Other Wiki}} has an [[http://en.wikipedia.org/wiki/Minimalism article about this]].

to:

{{The Wiki/{{The Other Wiki}} has an [[http://en.wikipedia.org/wiki/Minimalism article about this]].
2nd Jul '17 12:10:27 PM nombretomado
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* TheOtherWiki cites the design of ''VideoGame/QuakeIIIArena'' to be minimalistic (compared to [[VideoGame/UnrealTournament its competitor, at least]]).

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* TheOtherWiki Wiki/TheOtherWiki cites the design of ''VideoGame/QuakeIIIArena'' to be minimalistic (compared to [[VideoGame/UnrealTournament its competitor, at least]]).
29th Apr '17 5:56:14 AM LucaEarlgrey
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Added DiffLines:

* ''VideoGame/{{beatmania}}''[='=]s "EX score" system does this with RhythmGame scoring systems. Instead of PinballScoring coupled with complicated multipliers and bonuses that [[GuideDangIt are not officially documented for players]], scoring simply boils down to: 2 points for a P-Great, 1 point for a Great, and 0 points for everything else.
17th Nov '16 12:27:16 AM PaulA
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** The same is true for many [[{{Absurdism}} absurdist]] playwrights. Eugene Ionesco comes to mind in particular.

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** The same is true for many [[{{Absurdism}} absurdist]] playwrights. Eugene Ionesco Creator/EugeneIonesco comes to mind in particular.
24th Oct '16 9:55:23 PM Tallens
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Added DiffLines:

[[folder:Live Action TV]]
* ''Series/BabylonFive'' is a SpaceOpera show with a grand MythArc built up over several seasons, with many scenes of epic space battles and drama, and then we come to the season 4 episode "Intersections in Real Time"; Sheridan is in prison, the only other person there for the majority of the episode the the man interrogating him, it's comprised almost entirely of dialogue, and all takes place in a featureless black room.
[[/folder]]
5th Oct '16 6:17:35 PM Luigifan
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The reasons for a minimalistic approach to a work can vary greatly. For example, the author of the work may be trying to do a "back to basics" approach to a sequel, as the previous entry in the franchise had gotten too "over the top". Perhaps if the movie spends less time on grand action scenes involving hundreds of extras, the film can spend more time with dialogue, improving character development. Perhaps if the TV show only has [[{{Big Bad}} one villain]] instead of [[MonsterOfTheWeek many]], more time can be spent developing that character in order to make him seem more intimidating. Maybe if the book only uses [[{{Beige Prose}} short, non-descriptive sentences]] instead of [[{{Purple Prose}} paragraphs of exposition]], the book will read at a more dramatic pace. It's possible that if the film has one SpecialEffects scene instead of a hundred, more time and money will go into that one scene, improving the quality of the effect. Perhaps a horror movie believes that if they hide the monster off screen instead of showing it in its full glory, it will leave the details of the creature to audiences imagination, making it scarier. There is no real singular reason as to why, it's just a creative choice.

to:

The reasons for a minimalistic approach to a work can vary greatly. For example, the author of the work may be trying to do a "back to basics" approach to a sequel, as the previous entry in the franchise had gotten too "over the top". Perhaps if the movie spends less time on grand action scenes involving hundreds of extras, the film can spend more time with dialogue, improving character development. Perhaps if the TV show only has [[{{Big Bad}} one villain]] instead of [[MonsterOfTheWeek many]], more time can be spent developing that character in order to make him seem more intimidating. Maybe if the book only uses [[{{Beige Prose}} short, non-descriptive sentences]] instead of [[{{Purple Prose}} paragraphs of exposition]], the book will read at a more dramatic pace. It's possible that if the film has one SpecialEffects scene instead of a hundred, more time and money will go into that one scene, improving the quality of the effect. Perhaps a horror movie believes that if they hide the monster off screen instead of showing it in its full glory, it will leave the details of the creature to audiences imagination, [[NothingIsScarier making it scarier.scarier]]. There is no real singular reason as to why, it's just a creative choice.
27th Jul '16 5:56:33 PM nombretomado
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* {{UPA}} (United Productions of America) rebelled against the elaborate visuals and pictorial realism of the Disney studio by making films that went in the opposite direction, with [[LimitedAnimation streamlined designs, abstract backgrounds and simplified movement]]. Most of their innovations were co-opted by television as a way of making shows inexpensively, but they also inspired more artistic minded studios like the Zagreb School and the NationalFilmBoardOfCanada.

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* {{UPA}} [[Creator/ColumbiaCartoons UPA]] (United Productions of America) rebelled against the elaborate visuals and pictorial realism of the Disney studio by making films that went in the opposite direction, with [[LimitedAnimation streamlined designs, abstract backgrounds and simplified movement]]. Most of their innovations were co-opted by television as a way of making shows inexpensively, but they also inspired more artistic minded studios like the Zagreb School and the NationalFilmBoardOfCanada.
1st Jun '16 1:31:05 PM LucaEarlgrey
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* ''VideoGame/MarsMatrix'' does this for ShootEmUp control schemes. Instead of a variety of buttons with different functions, you get one button that does different things depending on how you press it: tapping after a short delay fires a powerful short-range Piercing Cannon, tapping continously fires your standard shot, holding down creates a bullet scoop for firing bullets back at enemies, and holding down long enough unleashes a SmartBomb.

to:

* ''VideoGame/MarsMatrix'' does this for ShootEmUp control schemes. Instead of a variety of buttons with different functions, you get one button that does different things depending on how you press it: it (tapping after a delay, tapping after a short delay fires a powerful short-range Piercing Cannon, tapping continously fires your standard shot, continously, holding down creates a bullet scoop for firing bullets back at enemies, and holding down long enough unleashes a SmartBomb.down, etc.)
1st Jun '16 1:30:30 PM LucaEarlgrey
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Added DiffLines:

* ''VideoGame/MarsMatrix'' does this for ShootEmUp control schemes. Instead of a variety of buttons with different functions, you get one button that does different things depending on how you press it: tapping after a short delay fires a powerful short-range Piercing Cannon, tapping continously fires your standard shot, holding down creates a bullet scoop for firing bullets back at enemies, and holding down long enough unleashes a SmartBomb.
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http://tvtropes.org/pmwiki/article_history.php?article=Main.Minimalism