A Quote by Tony Robbins

The "I've tried everything" story ensures failure. You must create an empowering story that recognizes that everyone has failed a lot but successful people have found a way to rebound until they succeed.
You always want to try, in everything you do, to attempt something you've never tried before, and the only way to succeed at that is through failure, and the only way to succeed through failure is just banging your head against the wall over and over until you get to that interesting thing on the other side.
Stand in a way that you are always empowering people to join in, because the only way to be truly successful is not to succeed as an individual, but to succeed as a part of a community, of a country.
There are so many different kinds of writing and so many ways to work that the only rule is this: do what works. Almost everything has been tried and found to succeed for somebody. The methods, even the ideas of successful writers contradict each other in a most heartening way, and the only element I find common to all successful writers is persistence-an overwhelming determination to succeed.
I think a lot of creators are attracted to those toys they got to play with when they were young, and everyone wants to write a Superman story or a Batman story or a Spider-Man story. I don't know, if it's been successful for me, it should be successful for anyone. "Hit the ground with your feet running" is the secret of breaking new characters when it seems like no one else is having any luck.
It's so easy to call something a Jewish story or a gay story or a woman's story. Aesthetically, if a story is not universal, it has failed. Your obligation is to the story. One rule creatively, and emotionally, is its universality.
You can only succeed. You cannot fail. Failure is impossible; it is an illusion. Nothing is a failure. Nothing. Everything moves the human story, and hence the process of evolution, forward. Everything advances you on your journey.
America has this fascination with glorifying the villain and not talking about the trials and tribulations. We tell the story of the successful villain a lot of times, but we don't tell the story of the people who don't come out so successful, and we don't tell the story of all the bystanders of that choice.
Oh,Sara. It is like a story." "It is a story...everything is a story. You are a story-I am a story. Miss Minchin is a story.
And books are such an empowering way to give voice to some of these kids who aren't yet ready to tell their story. Or don't know what their story is, or are trying to figure it out.
And in reality, I don't think it's a real documentary. It's more a story of her life. It's a story of survival. It's a story of the time in which she lived. The story of success and failure.
I think when we get to a place that this is not the story, that everyone's story is a part of the story, then we can say this has changed. Until then, these are steps to change if they're consistent.
One thing that's really pulled me in to helping artists create their album is that I get to help them tell a story. It's about the way you frame that story and finding the best way to tell that story.
There are a million ideas in a world of stories. Humans are storytelling animals. Everything's a story, everyone's got stories, we're perceiving stories, we're interested in stories. So to me, the big nut to crack is to how to tell a story, what's the right way to tell a particular story.
The way games are designed is you create a story, and then you create an obstacle course inside that story, and the player has to endure it to see more. So it's artificial. Game designers are so intensely worried about people getting bored that they pile on busy work for players to do.
What then is to be the lot of Rossetti's fame and influence? 'An amateur who failed in two arts', it is true; yet it hardly harms Rossetti or touches his standing. On the contrary, it defines both very brilliantly. The small word 'failed' is a small word and little more to artists who are forever going on until they give up over a game that must be lost. Every artist, when confronted by the immensities of art, which is life, must confess to failure. A failure is a thing very relative.
Animation story boarding works differently than live action story boarding. The story crew along with a writer really does shape and create the film - the world and it's characters. We meet almost every day and brainstorm the plot of the film. It's a highly collaborative process - and we continue to improve the story until we literally run out of time.
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