I still get a little nervous before performing. You don't want to forget a lyric; you don't want to make a mistake. I still get butterflies. You can try to judge an audience, but you can only really judge things by the applause.
If the audience knew what they wanted then they wouldn't be the audience, they would be the artist.
My dream role would be a role that is entertaining and 'massy,' and it should be able to make people laugh and cry and make the audience scared of me and then make them fall in love with me again.
What matters is whether the audience likes the film or not. Everything else is secondary.
The creative process for me doesn't work as well without an image of an audience in mind.
I don't love cinematography that's very flashy because I find that it keeps the audience from becoming a part of the film; it becomes sort of self-reflective.
Although it is a fantasy film, it's as real as it can be. You have to imagine that an audience will buy their ticket to a cinema and get on a first-class flight and journey to Middle Earth.
I can never wink at the audience.
I never tell an audience what they can expect. I never have, and I never will.
We should never overestimate an audience's culture, but we should never underestimate their intelligence.
It's grueling never knowing if the audience is going to think you're funny. It's soul-destroying when they don't laugh.
I believe that given the audience attention level, we could do an even more compelling 90 minutes.
I think the key divide between the interactive media and the narrative media is the difficulty in opening up an empathic pathway between the gamer and the character, as differentiated from the audience and the characters in a movie or a television show.
I always think if it's a good story, the audience can't wait to run out of the theater and go tweet somebody with the gist of a story, in a nutshell, almost, because it was that interesting.
It sure looks good to see an honest-to-goodness audience after looking at you all for so long from the silver screen.
I see everybody arguing about what the value of music should be instead of what I think the bigger conversation is, which is that music has value, it's subjective and we're moving to a new era where the audience is taking more responsibility for supporting artists at whatever level.
It's hard to get intimate with an audience.
I am a cynical optimist. Big opening weekends are like cotton candy. The films you will remember over time are the films that stick in the consciousness of the audience in a good way.
For me to go back and to play for audiences some of whom have been following me for thirty years and some who have found me in the last five or six years, that's really an interesting thing. I have an audience that goes from kids to seventy year olds.
Gaming in general is a male thing. It isn't that gaming is designed to exclude women. Everybody who's tried to design a game to interest a large female audience has failed. And I think that has to do with the different thinking processes of men and women.