Lying is attractive from a number of angles. For the user, there is an attraction in sharing culpability in the acceptance of a falsehood, a sense of belonging, a sense that the people who understand the lie are complicit, and therefor "joined." There is an idea that, by abandoning their knowledge of the falseness, they will be able to experience something that is not normally possible. This is the effect of the suspension of disbelief. The user is comforted by knowing they belong.
When the game is directed against the user, the effect is the inverse. The user is pushed to the outside, denied information, and lied to. They begin to question each piece of information they receive, and are forced to go through complex mental exercises to determine the possible truth/falsehood of the information being presented to them. The user attempts to gain the inner circle, to join the group, so that they will be safe, so that they will understand why things happen in their environment, and will have control over that environment.
Document Name: tc.play.mystery.culpable.htm
Copyright (c) 1997 -- Mike Fletcher
Reproduction for other than personal use prohibited without express written permission from the author.