"To know and not to know, to be conscious of complete truthfulness while telling carefully constructed lies, to hold simultaneously two opinions which cancelled out, knowing them to be contradictory and believing in both of them, to use logic against logic, to repudiate morality while laying claim to it, to believe that democracy was impossible and that the Party was the guardian of democracy, to forget whatever it was necessary to forget, then to draw it back into memory again at the moment when it was needed, and then promptly to forget it again: and above all, to apply the same process to the process itself. That was the ultimate subtlety: consciously to induce unconsciousness, and then, once again, to become unconscious of the act of hypnosis you had just performed. Even to understand the word 'doublethink' involved the use of doublethink."
The ability to simultaneously believe in at least two or more mutually contradictory concepts, without any cognitive dissonance
. You do know better and what's really true, but you still keep Believing Your Own Lies
as the truth just because.
There are two kinds of straight examples here: Verified
examples, where a reliable narrator or similar gives the audience insight into the mind of the character, and apparent
examples where a character appears to be engaging in doublethink but we don't know for sure what's really going on in his mind. Examples of the latter kind are more effective when a character suspects another of doublethink.
often engage in doublethink, though the Straw Hypocrite
doesn't have to, being dishonest to others rather than themselves. In cases where doublethink is combined with some version of The Masquerade
, it becomes an extremely potent tool of the Consummate Liar
: No liar is as believable as the honest liar who truly believes in his own lies.
Compare and contrast No, Except Yes
and From a Certain Point of View
, where a character tries to glue opposing viewpoints together as being the same thing, giving it a resemblance of coherence by various esoteric distinctions. Contrast Becoming the Mask
, where cognitive dissonance sets in and a character who has pretended to be loyal to a certain group starts gaining true loyalty towards it, and Both Sides Have a Point
where both sides are respected but kept separated. See also 2 + Torture = 5
and The Treachery of Images
. Compare Memory Gambit
- The entire Sucker Punch story run on this, as the character(s) live simultaneously in two or sometimes even three different levels of realities, requiring quite a bit of multitasking from the audience if they are to have any real clue as to what's going on. At the end it is revealed that Baby Doll did manage to help Sweet Pea to escape in the real world. This means that she must have been active in all three realities simultaneously, and actually accomplishing real deeds while trapped within a dream within a show within a hallucination. Wow.
- George Orwell's Nineteen Eighty-Four is the Trope Namer. The party requires that all citizens believe everything that the party says, even when they know for a fact that it is not true. Ingrained in this concept is also the idea that Your Mind Makes It Real. If everyone believes that something is true, then it is true. Thus, the party can literally dictate reality.
- Dios and the other Djelibeybian priests from Pyramids are noted for this ability, as religious dogma in that country obliges them to believe that several different gods all exclusively and simultaneously fill the same divine offices.
- Vorbis from Small Gods has mastered doublethink to the levels applied by the Party, as he's quite comfortable declaring that the way things may actually be found to be in the world is insignificant compared to the fundamental truth. For example, if you could actually go to the edge of the world and see that it is a disc (which you can, in this case), that doesn't matter because the real truth still is and always will be the dogma that the world is round, though of course anyone claiming it's a disc must be silenced before they corrupt the minds of believers.
- In order to use sympathy in The Kingkiller Chronicle, one must be able to hold two opposite beliefs at once. It sounds simple at first, but it's also one of the reasons most Arcanists go mad.
- In Blå Tornet, the protagonist survives through his youth by developing this mindset. He is truly a heretic, but he is also a priest in a society hellbent on sniffing out all heretics and burying them alive. His solution is to never lie, a lie would eventually be discovered. Instead, he actively chose to believe in two simultaneous realities... and he quite incorrectly assume that everyone else is smart enough to pull off the same kind of dual reality. In reality, almost everyone else in his world is actually exactly as narrow-minded as they come across.
- In CHERUB:Divine Madness, the Survivor's manipulate people into joining their cult whilst simultaneously not seeing that they are being manipulated.
- In one unusually creepy episode of Star Trek: The Next Generation, Picard gets captured as a spy and tortured by the enemy. One recurring question is how many lights are illuminating the room. It's really four, but the torturer insists that they are five - and he isn't satisfied with a lie about there being five lights, the hero is required to truly believe it. In the end, the protagonist thinks he truly sees five lights for a moment, and he later confesses this to the ship's counselor. While the torture scene is directly inspired by Nineteen Eighty-Four, the ending offers a few new twists to the theme. "There are FOUR lights!"
- Evanescence's Anything for You, where the protagonist claims to believe any lies her lover make (in spite of knowing they are lies).
- In Beetle Bailey, Plato invokes this trope as a demonstration of how an officer's mind works by handing Lt. Fuzz a black paper and lying that the General said it was white, but... This prompts Fuzz to go on a rant about how you shouldn't question your superiors and how it all may be of vital importance somehow and culminating with his holding up the black paper and declaring firmly that it is white. The General happens to be passing and, without looking particularly surprised, just thinks he's nuts.
- In Mage: The Ascension, the entire universe ran on this trope. The laws of nature are subjective, so you can bend them in any way you make yourself believe is true. However, you have against you not only your own preconceptions of reality, but also everyone else's views of reality. If you abandon consensual reality in favor of your own, you become an insane Marauder. Thus, you need to live in two very different universes simultaneously, believe in your own reality as well as the reality imposed by mainstream civilization. One group of Mages, the "Void Engineers", are notoriously bad at this. Their style of Magic is like being a Star Wars Jedi as well as a Star Trek Techno Babble engineer who can solve any problem by Reverse Polarity, and they keep forgetting that technology doesn't work like that in Real Life. To avoid going off the deep end, they have little computers constantly reminding them to treat the mainstream laws of nature with a minimum of politeness. No lightsabers in public places!
- Other games in the Old World of Darkness also contained certain vampire diciplines and maybe wraith arcanoi that allowed people to manipulate themselves in this way, securing them against mind-reading et cetera. (Most countermeasures against mindreading was merely mental shields or masks, however.)
- Genius: The Transgression has the Phenomenologists, a Mad Scientist Splat based on a rejection of silly outdated concepts like "truth" and "logic". Their special ability allows them to automatically succeed on Subterfuge checks, since they always Believe Their Own Lies.
- In the video game adaptation of The Hitchhiker's Guide to the Galaxy, "intelligence" is defined as the ability to do this, and the only way to enter Marvin's room is to demonstrate that you have intelligence. Appropriately enough, you ultimately accomplish this by physically removing your common sense, allowing you to carry "tea" and "no tea" at the same time.
- Implied for the Big Bad in Might and Magic VIII. He starts his conversation with you by lamenting the fact that his underestimation of your people led to him being forced to destroy your world needlessly, outright telling you that he doesn't want to, but his programming leaves him no choice but to continue. He ends it by blatantly giving you hints about where to go and what to do without actually admitting that is what he is doing, and then giving you an object, telling you that since you are so unimportant and weak people, and don't know what it is or what to do with it anyway, he can safely give it to you without compromising his mission.
- The Prophet of Truth from Halo could fall under this trope. He knows that the Covenant's religious tenants are wrong, but continues to believe in them anyway (the parts that are convenient anyway).
- People who subscribe to Conspiracy Theories are often able to jump from one belief to another, without ever admitting they're contradictory or that the original was wrong. There's an organization called "Architects and Engineers for 9/11 Truth", which claims a membership of 1,500 professionals in those professions. When debunkers point out that more than their entire membership enters the labour force in those professions each year, and that there are over a million people in those professions in the US, the Truthers often promptly start whining about the Appeal To Authority fallacy.
- Not just Conspiracy Theories; people seem to have a knack for this when it comes to politics, atheism, religion, philosophy, or just about anything you can hold an opinion on, really.
- A cornerstone tenet of the Church of the SubGenius is to "pull the wool over your own eyes" — if you're going to believe in bullshit, it better be your own bullshit. One mark of a SubGenius sermon is that it Lampshades its absurdity while preaching it with the most sincere conviction.
- Medieval European theologians, prior to and during the thirteenth century, sometimes articulated the doctrine of the "double truth" (veritas duplex) to explain how their authoritative Scriptures sometimes said one thing but the works of authoritative Classical science (Neoplatonic works before the late Twelfth Century, and Aristotle's natural philosophy thereafter) pointed to another. Proponents of the double truth would claim that both versions were true according to their own sphere - philosophy or theology - and reconciling them was both impossible and unnecessary. The last great proponent of this doctrine was Sigier of Brabant, and it was thoroughly rejected by scholars in the Latin world from Aquinas onward, thanks to increasing familiarity with and borrowings from Aristotelian logic.
- A rare "good" use of this trope can be found in Orson Scott Card's How to Write Science Fiction and Fantasy. He posits that when considering one's own work, a writer must be able to believe that it is both the greatest work in the history of the written word and a terrible piece of garbage, simultaneously if possible. That way, one can believe the first while writing it, the second while editing it, the first again while submitting it for publication, and the second again if a rejection slip comes.
- Most computer A.I.s in video games work under this. An A.I. takes its information directly from the game engine, as opposed to a human player, who can only take information from what is provided by the game. Naturally, this gives A.I.s a huge advantage over human players, so to balance it out the A.I is programmed to receive information from the game engine and then tell itself that it doesn't know this information.