A Quote by Marguerite Yourcenar

I don't think I ever relinquish a person I have known, and surely not my fictional characters. I see them, I hear them, with a clarity that I would call hallucinatory if hallucination didn't mean something else ... A character whom we create can never die, any more than a friend can die ... Through [my characters] I've lived many parallel lives.
If people ever look down upon you for crying for fictional characters, you should give them a gentle, pitying look and feel bad for them. If they've never cried for a fictional character, then they've never loved one (and what a joy that is). If they've never cried at a book, a movie, a piece of music, then they've missed one of the great pleasures life has to offer. Just because fiction does not contain things that are real doesn't mean it doesn't contain truth, and we find it through the alchemy of our tears.
I don't like the strictly objective viewpoint [in which all of the characters' actions are described in the third person, but we never hear what any of them are thinking.] Which is much more of a cinematic technique. Something written in third person objective is what the camera sees. Because unless you're doing a voiceover, which is tremendously clumsy, you can't hear the ideas of characters. For that, we depend on subtle clues that the directors put in and that the actors supply. I can actually write, "'Yes you can trust me,' he lied." [But it's better to get inside the characters' heads.]
Third person allows a deeper exploration of the relationships between characters. We can see their misunderstandings and hear what they think about each other. We can create a more complex structure with various story threads running parallel.
I have always liked kind of outsider characters. In the movies I grew up liking, you had more complicated characters. I don't mean that in a way that makes us better or anything. I just seem to like characters who don't really fit into. You always hear that from the studio: "You have to be able to root for them, they have to be likeable, and the audience has to be able to see themselves in the characters." I feel that's not necessarily true. As long as the character has some type of goal or outlook on the world, or perspective, you can follow that story.
I wanted to create a game (EarthBound) with real characters; characters whom players would recognize in the people around them.
You must create the character's internal life. What do I mean by internal life? I mean the thoughts, feelings, memories, and inner decisions that may not be spoken. When we look into the eyes of actors giving fully realized performances, we can see them thinking. We're interested in what they're experiencing that may never be spoken, that quality of nonverbal expression - which is as much a part of the characters as breathing and as real as what they say and do. This is their internal life. It helps us believe in the characters and care about them.
Old characters never die, but I do need to take a break from them in order to create new ones.
The thing is, I never see my characters as psychopaths. I see them as really crippled victims who just happen to do bad things. And I never see them as bad guys; I see them as darker characters. I never see anything as good or bad; it's more light or dark, and the in-between is the grey.
I believe the adventure game genre will never die any more than any type of storytelling would ever die.
Never open your story with a character thinking, I advise my students. As a further precaution, don’t put a character in a room alone – create a friend, a bystander, a genie, for God’s sake, any sentient creature with whom your main character can converse, perhaps argue or, better yet, engage in some action. If a person is out and doing, it’s more likely that something interesting might happen to her or him. Shut up in a room with only his thoughts for company well, that way lies fictional disaster.
There's a lot about the character. It doesn't always happen, but there are some characters you really create a relationship with, almost as if they were your friend. And you never get into their heads again or think like them.
Passion is something you'd easily die for. It's something you'd be honored to die for. It's something that's stronger than any machine man can create. It actually gives a mortal person wings.
When you're training as an actor, a lot of the big work you're learning is to treat fictional characters like real people. You don't have the problem of discovering a backstory with real people, but there's always a mystery which is common to both fictional and factual characters. They are never quite the person you think they are.
When we start shooting I don't have rehearsals with characters at all. So, rather than pulling them towards myself, I travel closer to them; it's very much closer to the real person than anything I try to create. So I give them something but I also take from them.
There are those individuals who die for a cause, and we say they have made the ultimate sacrifice. We call them martyrs, and we never doubt their sincerity. Yet many others search their entire lives for something—or someone—worth dying for and this is very different. These are the lonely and the desperate, fearful that their lives have no meaning. They yearn for the bullet, if only someone else will pull the trigger.
I don't think there's any great mystery to writing female characters, so long as you talk to them. If you lived in a monastery and never met any women, maybe it would be difficult.
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