I know many people don't think that way, but enough do.
A movie is based on a storyboard, which is a specialized graphic novel. When you read the storyboard rather than watch a screen, your imagination is asked to produce lots of sound and emotion and logic and action to connect and fill in the frames.
Some see movies with contempt, because they aren't novels. But novels were once seen with contempt. Even writing itself was once seen with contempt.
All of these forms can be challenging.
Some people will completely follow and understand movies like The Thin Man, The Departed, Gosford Park, and Mission Impossible the first time through. But most won't, whatever they tell you. I didn't. It's ok: these were not meant to be easy. And films like Mulholland Drive and The Discreet Charm of the Bourgeoisie were not meant to be definite. All are challenging, each in its own way.
Your mind doesn't have to fill in as much with a live play. Are plays easy or difficult, then? Don't believe a friend who watches a Shakespeare play for the first time and claims to have understood everything. They're probably just happy they could follow the outline of the plot and guess at the meanings of old words. Or they're bluffing entirely. The Bard's plays were supposed to be comprehensible to Elizabethan and Jacobean audiences, but all the same they were quite challenging then. They almost immediately fell out of fashion for a century or two because they were considered too dark and too difficult. Yet some plays are simple. "Stage play" does not specify a level of challenge or a genre of story.
The first comics ("graphic novels" is mostly a pretentious relabeling) I got into were the Sandman collections. Since I'd never read this way outside of a few strips in the paper, it was actually quite difficult at first to know which order to trace the panels in and how, exactly. Um, do you look at the picture first, or any text in it? Do you read the text mainly and let the pictures work around the edges, unconsciously? Do you go through it the way an art museum goes through you, gazing at the drawings for minutes on end? What do you do with the words in caps? Is this person yelling? Are they being sarcastic? Are you meant to intentionally alter the sound in your fabricated scene? Or let the caps work unconsciously? It it important to hear it in your head? Should every character have a different voice?
I could go on for a while. The point is there aren't strictly right answers to any of these, including the order of the panels. The flow might seem obvious, but it is certainly taken seriously by the artist. And sometimes that's even used for effects like, well, direct ambiguity about the path. That does not exist in film or novels. If it does, I haven't seen it, anyway.
Ok, I've seen similar. In a classic like The Rules of the Game or one of the Hobbit movies presented in stereoscopic at high frame rate (HFR 3D), there absolutely is ambiguity about where to put your eyes. In regular film you'll notice this also: you can miss things in the foreground because you were checking out the background, and vice versa. But typical filmgoers (I think) watch mostly unaware of how their eyes are focusing. Intellectually we may know that our eyes saccade over a scene, tactically mining choice spots to smelt an impression quickly and accurately. But usually we are completely blind to those mechanisms. Seeing a film in HFR 3D, or one like The Rules of the Game which uses deep focus shots throughout—shots that are focused everywhere, leaving you all the choice as to where to focus—can feel overwhelming. Where do you look? You suddenly realize that you've been fed from someone's palm all along: you thought you were choosing where to look, and you were, sort of. But like a gambler at a casino, you face odds that are highly rigged. In some ways the outcome of your choosing is all but inevitable.
Isn't it wonderful for artwork to show you this without a word? Without it even being the main point? Reinforcing but not defining the theme? To me, that's incredible.
It may be tempting to see comic books as stupid, but they can easily be more challenging to read than a film is challenging to watch. And if you aren't used to them, you might find yourself reading a graphic novel more awkwardly and gradually than a novel, in terms of time per page. Per text, that's a bigger slowdown.
So Sandman is a series of picture books for adults. But it will challenge many readers who wouldn't be challenged by a series of picture books for children.
Lately I've been rereading it. The first time, I thought the writing wasn't that good. It was... well, all right, it worked in this format. The stories? Fantastic! But it felt as if the writer couldn't write well in a more traditional setting.
On rereading, I no longer see that. My concept of writing has changed over the years. This dialogue—it's almost all dialogue—is not meant to be lyrical. This is not poetry. People don't speak in poetry. And for sure it isn't realistic. We're talking about the eldritch king of dream-land influencing "the real world," contending with other spirits like him. It doesn't take a literature professor to notice the parallel between that dream king and any writer. Neatly, though, Sandman doesn't fixate on metafiction in a distracting way. A spell must be allowed room to work.