A Quote by Patricia Highsmith

When I am thickening my plots, I like to think 'What if ... What if ... ' Thus my imagination can move from the likely, which everyone can think of, to the unlikely-but-possible, my preferred plot.
I always start with characters rather than with a plot, which many critics would say is very obvious from the lack of plot in my films - although I think they do have plots - but the plot is not of primary importance to me, the characters are.
Plot is just not my gift. I'm fascinated with complex characters, and that doesn't mix well with complex plots. And by the way, when the plot is simple, you can move one piece around and make it feel fresh. Hell or High Water's a good example: I don't tell you why the brothers are robbing the bank.
As regards plot I find real life no help at all. Real life seems to have no plots. And as I think a plot desirable and almost necessary, I have this extra grudge against life.
I don't have a preferred medium of work, but like all actors, I do like to move from one to the other if possible.
The romance is the primary plot in a story that has two plots. The second plot is not a subplot, but one that is interwoven with the romance plot (if that makes sense.) A story needs compelling characters in a compelling plot.
I love sentences. I love characters. But most of all, perhaps, I love to work on plot, and that may be where my natural gifts lie, if I have any. I like to think hard about plots in TV shows and films.
If the songs were in lumps, then you would expect to understand what was going on in the plot. Which is not a realistic goal. And also the instrumentation is different for every show, so it's more varied sonically. And people are free to make up their own plots, of course. There are pretty dense and complicated plots, and they're simple songs.
Most games follow a real railroad plot, no matter what you want, you're following their storyline to its unavoidable conclusion. I'd like to write a game where your character can follow any number of possible story arcs and sub-plots.
I want the plot to be as complicated as possible. Usually I'll write all the way through to an end, and then I go back and try to fix the ending so that it makes sense. I don't think out the plot ahead of time.
So my antagonist said, "Is it impossible that there are flying saucers? Can you prove that it's impossible?" "No," I said, "I can't prove it's impossible. It's just very unlikely." At that he said, "You are very unscientific. If you can't prove it impossible then how can you say that it's unlikely?" But that is the way that is scientific. It is scientific only to say what is more likely and what less likely, and not to be proving all the time the possible and impossible.
Henry Corbin creates the world - most of all his examination of the imagination and what the imagination was for him. Some philosophers would think of the imagination as a synthetic ability, how you put different things together. Artists more think of the imagination as creativity. So I really like the way that he presents the imagination as a faculty that allows one to experience worlds that are not exactly physical but are real nonetheless.
The one thing I would like more credit for is being part of a movement which involves recognising the importance of plot and asserting that books of literary worth could be written that had plots.
It's very interesting to think about the distinction with mind, which I just made in very general terms, but it can be made more profound when we think that there are many species, many creatures on earth that are very likely to have a mind, but are very unlikely to have a consciousness in the sense that you and I have.
Everyone has their preferred stroller, their preferred crib, their preferred Moses basket. And they have advice on that too!
When I get dressed, I don't think about what other people think. I only think, 'Is this me? Is this my truth? Am I able to move through this world with confidence? Am I able to move through this world feeling that I am I?'
All plots tend to move deathward. This is the nature of plots.
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