A Quote by Jasper Fforde

If the real world were a book, it would never find a publisher. Overlong, detailed to the point of distraction-and ultimately, without a major resolution. — © Jasper Fforde
If the real world were a book, it would never find a publisher. Overlong, detailed to the point of distraction-and ultimately, without a major resolution.
If the real world were a book, it would never find a publisher.
What is striking is that from almost from the very beginning of certainly by September and October of 1963, as the book was being constructed, that [Alex] Haley was vetting - asking questions to the publisher and to the publisher's attorney regarding many of the things that Malcolm X was saying. He was worried that he would not have a book that would have the kind of sting that he wanted.
Having 'The Expats' not be 'wholesale-y' rejected by the world made it possible for me to write the second book and have a publisher buy it before it was entirely written. And it made it easier for me and my publisher to get 'The Accident' out into the world without trying to convince people to pay attention to it the way you do for a first novel.
I set a goal for myself everyday when I write - 10 pages a day - and it's much harder because I'm too dumb to turn off my Twitter and everything so it's always on and it's a real distraction. It's a major distraction.
It could be said that all armed conflicts are a ludicrous and shameful waste of lives, but World War I has a special place in the history of futility - a war without clear purpose, a war whose resolution would ultimately make the world a far worse place.
The beauty of the world of Unbreakable is that you're playing it for reality. It should never feel like a comic book movie. It feels like a straight-up drama. It's real. You're confronting the possibility that comic book characters were based on people that were real.
Early on, I settled on the first-person strategy as a way to deal with exposition and world-description issues. As long as the book is, it could have been far longer had I gone with an omniscient third-person narrator, or multiple point-of-view characters, since either of those would have enabled me to impart much more detailed information about the history and geography of the world.
I assumed 'Freak the Mighty' was probably too weird and melodramatic to find a publisher. I certainly never expected the book to have a profound influence on my career as a writer, but indeed it has.
Actually, screenplays were much more detailed than what I did in the book In the book I had to invent a style for communicating what the sensation of looking at a film would be, whereas the screenplays I wrote in Paris were actual blueprints for how to do the film, with every gesture, every little movement noted in exhaustive detail.
While writing my first 90 books, I was magazine editor, publisher, book publisher, executive, etc., so I was established in publishing. three of my seven or so books were biographies of sports stars and really opened doors for me in that area.
There's another way to edit the sentence, which is to add a comma before the second 'which.' The survivor is struggling toward 'some resolution,' not a specific resolution that the mind may never find. The final clause is an appended thought, not a conclusion of the previous clause: 'Death ends a life, but it does not end a relationship, which struggles on in the survivor's mind toward some resolution, which it may never find.'
I've been an artist forever. I started when I was in the third grade. I drew drawings of monsters and I sold them to my classmates for a dime. I studied painting. Originally I was a design and illustration major, but I met this girl. Back then, if you were a designer, you were a real sellout, and she was a real hardcore painter. I knew she would never take me seriously unless I was an art major, so I switched majors to fine arts. Anyway, we're married now. So it worked. How I got to my style? I'm a weird artist in that everything I do looks a little different.
No man can fight his way to the top and stay at the top without exercising the fullest measure of grit, courage, determination, resolution. Every man who gets anywhere does so because he has first firmly resolved to progress in the world and then has enough stick-to-it-tiveness to transform his resolution into reality. Without resolution, no man can win any worthwhile place among his fellow men.
Ultimately, all I wanted was for players to feel like they were in the real world. I wanted them to be able to apply real world common sense to the problems confronting them, and I thought recreating real world locations would encourage that kind of thinking. There's also just a real power, a real thrill, when you fire up a game and see a place you've been or want to go, and then get to do all the stuff you WANT to do there but know you'll get arrested if you try! If that isn't the stuff of fantasy - far more than exploring some goofy dwarven mine or alien spaceship - I don't know what is!
I was never confident about finishing a book, but friends encouraged me. When I finished my first book, it was accepted by a publisher right away and became an instant bestseller. One male critic called it the most shocking book he ever read.
There is no one who has no leisure time at all. The office is not a permanent sanctuary, and Sundays are an institution. Thus, in principle, during those beautiful hours of free time everyone would have the opportunity to rouse himself into real boredom. But although one wants to do nothing, things are done to one: the world makes sure that one does not find oneself. And even if one perhaps isn't interested in it, the world itself is much too interested for one to find the peace and quiet necessary to be as thoroughly bored with the world as it ultimately deserves.
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