In an ever-changing, incomprehensible CRPG world, players had reached the point where they would, at the same time, believe everything and nothing, think that everything was possible and that nothing was true. ... PR departments discovered that their audience was ready at all times to believe in promises of incline, no matter how absurd, and did not particularly object to being deceived because it held every statement to be a lie anyhow. Feargus Urquhart based his propaganda on the correct psychological assumption that, under such conditions, one could make people believe the most fantastic statements one day, and trust that if the next day they were given irrefutable proof of their falsehood, they would take refuge in cynicism; instead of deserting the CEOs who had lied to them, they would protest that they had known all along that the statement was a lie and would admire the CEOs for their superior tactical cleverness.