-> ''"A funny picture can save a poor joke, a good idea can save poor presentation. Getting them both perfect, however, is an exercise in futility."''
-->-- [[CalvinAndHobbes Bill Watterson]]

When confronted with the antics of the rest of the cast, does the OnlySaneMan [[DeadpanSnarker crack a wry comment]] or does he [[FacePalm sigh and put on a long suffering look]]?

Does a work of fiction rely on [[SceneryPorn gestures, sweeping shots and visuals]] to get the story moving, or does it have WallsOfText and [[SeinfeldianConversation loads of talky scenes]]?

Needless to say, 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.
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!!Examples
[[foldercontrol]]

[[folder: Visuals ]]

* Rather obvious, almost all silent films.
* All examples listed under SilenceIsGolden.
* Next to no dialogue is spoken in ''SuperSmashBros Brawl: The Subspace Emissary''; the characters' actions and facial expressions do all the talking. Since a fair number of them are [[HeroicMime Heroic Mimes]] in their signature franchises (Mario, Link, Samus, Yoshi, etc.) this makes sense in context. However, it enters FridgeLogic territory when Snake joins the brawl... and jumps to FridgeBrilliance 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.
* Many Creator/CirqueDuSoleil shows are short on dialogue, and much of said dialogue is merely SpeakingSimlish.
* ''SamuraiJack'' did many dialogue-less episodes, often conveying the story via minimalist animation.
* ''{{Ico}}''. Most of what little dialog there was wasn't translated in the NTSC version.
** Also, it's SpiritualSuccessor or prequel, ShadowOfTheColossus. 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.
* The first half of ''WesternAnimation/WallE'' has little to no dialogue.
* ''WebComic/{{minus}}'' probably falls somewhere around here.
* ''Film/StarTrekTheMotionPicture'' featured large stretches wherein characters would react silently to special effects sequences.
* Many of Creator/StanleyKubrick's films, particularly ''[[Film/TwoThousandOneASpaceOdyssey 2001]]'' and ''BarryLyndon''. Of course, ''FullMetalJacket'' and ''DoctorStrangelove'' both have their share of memorable lines.
* ''Anime/NeonGenesisEvangelion''. Visual metaphors abound, from the utterly alien design of the Angels to {{Mind Screw}}ing religious symbols everywhere. One notable example is Gendo's ScaryShinyGlasses, 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 [[MindScrew 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 [[DysfunctionJunction all the characters' overwhelmingly huge]] {{Freudian Excuse}}s.
* ''{{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 SceneryPorn, though. Puts this kind of in the middle.
* The comic books where [[http://en.wikipedia.org/wiki/Hermann_Huppen Hermann]] does ''both'' story and drawings (like ''ComicBook/{{Jeremiah}}'', for instance) tend to have many pages without words.
* Works by MamoruOshii
* 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.
* TheArrival 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.
* 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.

[[/folder]]

[[folder: Dialogue ]]

* ''TabletopGame/{{Warhammer 40000}}'', 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.
* ''Webcomic/TheOrderOfTheStick'', being a stick figure webcomic, relies on its characters' banter to set up its jokes and distribute its plot coupons. Sometimes a victim of WallsOfText
* ''Webcomic/DinosaurComics''[='=] entire gimmick is that [[RemixComic it always has the same crappy clip art images]]. Fortunately, the dialogue is hilarious.
* The videogame adaptation of ''Literature/TheDeathGateCycle'' 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.
* A lot of the filmmakers who came from the American independent film scene of the early 1990's (such as StephenSoderbergh, 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]].
* Creator/QuentinTarantino films are usually dialogue heavy.
* ''Manga/DeathNote''. It's got pages of WallOfText, and most of the story is characters monologuing their mind games to themselves or the group.
* 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.
* ''Sonichu''. The author claims it's to preserve marker ink.
* RadioDrama in general is at the opposite extreme; some {{Exposition}} of the scene is often included, but it's difficult to work too much in without having people NarratingTheObvious.
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