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Quote by Melissa de la Cruz

Work

Masquerade

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Author

Melissa de la Cruz
Melissa de la Cruz

Melissa de la Cruz (born September 7, 1971) is an American author known for her young adult and adult fiction. Born in Manila, Philippines, she moved to the United States and graduated from Columbia University. Her works span genres including fantasy, romance, and mystery, with notable series such as Blue Bloods and The Descendants. Her books have sold millions of copies worldwide and been translated into multiple languages. She also worked as a fashion magazine editor, and her writing style blends pop culture elements with social insights. more

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“In this stillness that is at the same time movement, in this darkness that is at the same time light, change is found not in the realm of ideas but in the energizing desire that is realized through precipitation. Desire tends towards its own realization and change takes place when the desire for it shatters the bounds of the possible, breaking the dialectical equilibrium holding together the framework of what is existent. It is at such moments that the imaginary flows into the real and overwhelms it, inundating it until it has been absorbed.”

“The funny thing about games and fictions is that they have a weird way of bleeding into reality. Whatever else it is, the world that humans experience is animated with narratives, rituals, and roles that organize psychological experience, social relations, and our imaginative grasp of the material cosmos. The world, then, is in many ways a webwork of fictions, or, better yet, of stories. The contemporary urge to “gamify” our social and technological interactions is, in this sense, simply an extension of the existing games of subculture, of folklore, even of belief. This is the secret truth of the history of religions: not that religions are “nothing more” than fictions, crafted out of sociobiological need or wielded by evil priests to control ignorant populations, but that human reality possesses an inherently fictional or fantastic dimension whose “game engine” can — and will — be organized along variously visionary, banal, and sinister lines. Part of our obsession with counterfactual genres like sci-fi or fantasy is not that they offer escape from reality — most of these genres are glum or dystopian a lot of the time anyway — but because, in reflecting the “as if” character of the world, they are actually realer than they appear.”

“Beyond any human lifetime, and often even within it, what is recorded is what is remembered, the records gradually displacing the actuality of lived events. And what is recorded is a fraction of what is thought, felt, acted out, lived—a fraction at best edited by the very act of its selection, at worst warped by rationalization or fictionalized by a deliberate retelling of reality. The stories we tell about our own lives, to others but especially to ourselves, we tell in order to make our lives livable.”