A Quote by Lionel Shriver

Criminality being partially preordained may seem to let culprits off the hook. Yet it also makes the proclivity seem ineradicable and suggests that reform is unlikely: once a baddie, always a baddie.
I'm always interested in what we're not being shown. So if you're playing ostensibly a quote-unquote 'baddie,' what are their good sides, and vice versa.
I may play a baddie, but I make sure I don't sign bad films.
I would always play the baddie, incidentally.
I don't mind being cast as some kind of a pantomime baddie, but I am very fair in business. I always have been. I pride myself on being fair.
Everyone loves a good baddie.
It's okay for a guy to be a baddie, but a woman? No, we can't deal with that.
I would have loved to play a real baddie.
I won't mind playing a baddie if the character is exciting.
It's been great for me to play a real baddie.
The idea of goodies and baddies has always fascinated me, and what people consider to be a goodie or a baddie, because I've never seen any of my characters as baddies.
The pursuit of happiness is enshrined in the Declaration of Independence as a right of all Americans, as well as on the self-improvement shelves of every American bookstore. Yet the scientific evidence makes it seem unlikely that you can change your level of happiness in any sustainable way. It suggests that we each have a fixed range for happiness just as we do for weight. And just as dieters almost always regain the weight they lose, sad people don't become lastingly happy, and happy people don't become lastingly sad.
So often in TV, when you have an antagonist who's supposed to be the 'big baddie,' it's so easy for them to become cliched.
It has always been something I could do, and it may seem odd that in my case I seem to create an interesting narrative and frustrate the reader's opportunities to follow it at every step.
It has always been something I could do, and it may seem odd that in my case I seem to create an interesting narrative and frustrate the readers opportunities to follow it at every step.
Things like engine technology used to be hugely restrictive. You couldn't have more than one baddie on screen, you couldn't have more than three arrows firing at once. Now, you can say, 'I want 20 monsters, and 30 weapons,' and there isn't a technical string attached.
I'm always going with my visceral reaction when I read a script. I am more drawn to characters who are conflicted, and in developing a character exploration. If it's a baddie, I'm rarely intrigued, and if it's a goody two-shoes - too much of a good guy - I'm not, either.
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