Story Quotes
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What we wanted to do was tell a story that felt relatable to anyone who's been a teenager. We haven't all been a second-generation Pakistani-American girl with superpowers, but we've all been 16 and awkward.
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Portraying Pocahontas' story well was important to me because she was a real person and these were real events in her life.
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When I was 3, my parents strapped on a pair of Playskool plastic roller skates to my feet, and that's where the story begins.
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In terms of the mechanics of story, myth is an intriguing one because we didn't make myth up; myth is an imprinture of the human condition.
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You can watch someone on – stage cry and cry – but in the audience you feel nothing. It's easy to become indulgent. For me, what's important is the story first.
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I wanted to use an urban setting with a small-town feel for a story that took a character through her childhood into her adulthood, with a background in arson investigation, ... I chose Baltimore and its delightful Little Italy section and was able to depict that neighborhood feel, the family ties, and I hope a good story about why choices made define who we are and who we become.
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Why if I had half a chance, I could make an entire movie using this stock footage. The story opens on these mysterious explosions. Nobody knows what's causing them, but it's upsetting all the buffalo. So, the military are called in to solve the mystery.
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You and I, we're no good at telling a story straight. It won't come off right. Like a dog reciting a sonnet. Impressive, but how much better to let him howl?
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I have no problems with remakes, and I think it's interesting. I mean, coming from the theater, we've been remaking 'Hamlet' for a hundred years, so it's no problem to me at all. A good story can be told in many different ways in different places; I just think it's interesting.
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A lot of guys go in immediately for status, as opposed to comfort and allowing their home to tell a story about them.
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When everyone around you is doing all this incredible pirate acting and you're having to sort of play the straight guy and move the story forward, you kind of want to be doing some of that pirate ripping it up stuff, but in truth, to be a part of that project is what I love.
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I had the feeling that focusing on objects and telling a story through them would make my protagonists different from those in Western novels - more real, more quintessentially of Istanbul.
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I think it will be a different story tonight.
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I have never made a game that wasn't explicitly about empowering players to tell their own story.
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The inspiration really comes first from the character and the story. That vision of what the story is, and what the character is, the world that they inhabit and what the story wants to tell. That's really what inspires me.
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I've always wanted to play Maria in West Side Story. My idol is Natalie Wood, and I love the movie, so I think a modern-day twist on it would be really neat.
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The story is more important to me than the part.
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They're pretty simple. They don't have a lot of fancy gingerbread details. Everything is straight and flat and usually one-story.
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It's like tabloid news programs that talk about how horrible something is, while at the same time they're glorifying it as their top story.
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Mysteries include so many things: the noir novel, espionage novel, private eye novels, thrillers, police procedurals. But the pure detective story is where there's a detective and a criminal who's committed a murder and leaves clues for the detective and the careful reader to find.
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It's necessary to track characters all the way through an opera. If you're dealing with more than one or two characters, it's very easy to forget that the others have lives of their own that feed into the story.
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In writing a weird story, I always try very carefully to achieve the right mood and atmosphere and place the emphasis where it belongs.
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A good writer is basically a story teller, not a scholar or a redeemer of mankind.
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'Twilight' is a breathlessly addictive read with a love story that sucks people in.