History Main / SlidingScaleofVisualsVersusDialogue

21st Feb '18 9:49:02 AM nombretomado
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* A lot of the filmmakers who came from the American independent film scene of the early 1990's (such as StephenSoderbergh, Creator/KevinSmith and Creator/RichardLinklater) focused much more on clever dialogue than impressive visuals. It also helped that it cost significantly less to shoot clever dialogue than clever visuals. Nowadays, independent filmmakers can make gorgeous movies [[TechMarchesOn for the cost of an HD camcorder and a laptop]].

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* A lot of the filmmakers who came from the American independent film scene of the early 1990's (such as StephenSoderbergh, Creator/StephenSoderbergh, Creator/KevinSmith and Creator/RichardLinklater) focused much more on clever dialogue than impressive visuals. It also helped that it cost significantly less to shoot clever dialogue than clever visuals. Nowadays, independent filmmakers can make gorgeous movies [[TechMarchesOn for the cost of an HD camcorder and a laptop]].
21st Feb '18 9:48:56 AM nombretomado
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* A lot of the filmmakers who came from the American independent film scene of the early 1990's (such as StephenSoderbergh, Creator/KevinSmith and RichardLinklater) focused much more on clever dialogue than impressive visuals. It also helped that it cost significantly less to shoot clever dialogue than clever visuals. Nowadays, independent filmmakers can make gorgeous movies [[TechMarchesOn for the cost of an HD camcorder and a laptop]].

to:

* A lot of the filmmakers who came from the American independent film scene of the early 1990's (such as StephenSoderbergh, Creator/KevinSmith and RichardLinklater) Creator/RichardLinklater) focused much more on clever dialogue than impressive visuals. It also helped that it cost significantly less to shoot clever dialogue than clever visuals. Nowadays, independent filmmakers can make gorgeous movies [[TechMarchesOn for the cost of an HD camcorder and a laptop]].
19th Sep '17 5:38:29 PM Psi001
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* ''Disney/{{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}}, ''Disney/BambiII'' has relatively far more extensive scenes of dialogue, though retains a larger amount of quiet, visual heavy moments than a standard Disney film.

to:

* ''Disney/{{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}}, ''Disney/BambiII'' has relatively far more extensive scenes of dialogue, conversation scenes, though retains a larger amount of quiet, visual heavy moments than a standard Disney film.
19th Sep '17 5:18:15 PM Psi001
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* ''Disney/{{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}}, ''Disney/BambiII'' has relatively far more extensive scenes of dialogue, though retains a larger amount of quiet, visual heavy moments than a standard Disney film.
26th Aug '17 3:55:48 AM erforce
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-->-- [[ComicStrip/CalvinAndHobbes Bill Watterson]]

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-->-- [[ComicStrip/CalvinAndHobbes '''[[ComicStrip/CalvinAndHobbes Bill Watterson]]
Watterson]]'''



* ''{{Ico}}''. Most of what little dialog there was wasn't translated in the NTSC version.

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* ''{{Ico}}''.''VideoGame/{{Ico}}''. Most of what little dialog there was wasn't translated in the NTSC version.



* ''{{Primal}}'' - Twenty minutes of expository cutscenes before the player gets to do more than just walk through the large, empty Nexus.

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* ''{{Primal}}'' ''VideoGame/{{Primal}}'' - Twenty minutes of expository cutscenes before the player gets to do more than just walk through the large, empty Nexus.



* Works by MamoruOshii

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* Works by MamoruOshiiCreator/MamoruOshii
24th Aug '17 1:02:55 PM MasterHero
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Added DiffLines:

* ''LightNovel/SagradaReset'': 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.
22nd Apr '17 6:19:05 PM nombretomado
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* Ever since dialogue was introduced into a ''Mario'' game starting with ''SuperMario64'', ''SuperMarioSunshine'' is actually the ''only'' game in the series since then to feature full voice acting. By ''SuperMarioGalaxy'', everyone's back to talking with dialogue boxes and VoiceGrunting. And do you know why? Talking Bowser.

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* Ever since dialogue was introduced into a ''Mario'' game starting with ''SuperMario64'', ''SuperMarioSunshine'' ''VideoGame/SuperMario64'', ''VideoGame/SuperMarioSunshine'' is actually the ''only'' game in the series since then to feature full voice acting. By ''SuperMarioGalaxy'', ''VideoGame/SuperMarioGalaxy'', everyone's back to talking with dialogue boxes and VoiceGrunting. And do you know why? Talking Bowser.
17th Oct '16 5:13:20 PM nombretomado
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* The comic version of ''ComicBook/ThreeHundred'' used two or three double-spread panels per page with few word balloons or captions. This allowed for FrankMiller's gorgeous art, colored by his wife Lynn Varely, to tell the story.

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* The comic version of ''ComicBook/ThreeHundred'' used two or three double-spread panels per page with few word balloons or captions. This allowed for FrankMiller's Creator/FrankMiller's gorgeous art, colored by his wife Lynn Varely, to tell the story.
19th Jun '16 2:20:33 AM Morgenthaler
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* MyDinnerWithAndre is just dialogue and little to nothing else.

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* MyDinnerWithAndre Film/MyDinnerWithAndre is just dialogue and little to nothing else.
6th Apr '16 10:38:30 AM Morgenthaler
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* ''SamuraiJack'' did many dialogue-less episodes, often conveying the story via minimalist animation.

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* ''SamuraiJack'' ''WesternAnimation/SamuraiJack'' did many dialogue-less episodes, often conveying the story via minimalist animation.



* None of TheSims 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.

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* None of TheSims ''VideoGame/TheSims'' 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.



* The comic version of ''ThreeHundred'' used two or three double-spread panels per page with few word balloons or captions. This allowed for FrankMiller's gorgeous art, colored by his wife Lynn Varely, to tell the story.
** Likewise, many ''SinCity'' 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 comic version of ''ThreeHundred'' ''ComicBook/ThreeHundred'' used two or three double-spread panels per page with few word balloons or captions. This allowed for FrankMiller's gorgeous art, colored by his wife Lynn Varely, to tell the story.
** Likewise, many ''SinCity'' * Many ''ComicBook/SinCity'' 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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