InPapers, Please, the player takes on the role of a border-crossing immigration officer in the fictional dystopian communist country of Arstotzka, which has been and continues to be at political hostilities with its neighboring countries. The player must review travelers' passports and other supporting paperwork against an ever-growing list of rules using a number of tools and guides. Tasks include allowing in those with the proper paperwork while rejecting those without all proper documents, detaining those with falsified information, and balancing personal finances.
Papers, Please was positively received on its release, and it has come to be seen as an example of an empathy game and a demonstration of video games as an art form. The game was recognized as one of the greatest video games ever made along with various awards and nominations from the Independent Games Festival, Game Developers Choice Awards, and BAFTA Video Games Awards, and was named by Wired and The New Yorker as one of the top games of 2013. By its tenth anniversary, Papers, Please had sold more than five million copies.
The gameplay of Papers, Please focuses on the work life of an immigration inspector at a border checkpoint for the fictional country of Arstotzka in the year 1982.[5] At the time frame of the game, Arstotzka has recently ended a six-year-long war with the neighboring country of Kolechia, yet political tensions between them and other nearby countries remain high.
At the end of each in-game day, the player earns money based on how many people have been processed (and bribes collected), lowered by citation penalties for protocol violations, and then must decide on a simple budget to spend that money on rent, food, heat and other necessities in low-class housing for their family. If the player goes into debt, the game ends with a game over. Accepting bribes risks being discovered and imprisoned by the government. As relations between Arstotzka and nearby countries deteriorate, sometimes due to terrorist attacks, new rules are added such as denying entry to citizens of specific countries or demanding new types of documentation. The player may be challenged with moral dilemmas as the game progresses, such as allowing the supposed spouse of an immigrant through despite lacking complete papers at the risk of accepting a terrorist into the country. The game uses a mix of scripted encounters interspersed between randomly generated entrants.
Over the course of the game, the player encounters members of an organization called EZIC which plots a coup d'tat against the Arstotzkan government. Decisions made to grant or deny entry to EZIC agents has consequences on the ending of the game. The player can also choose to escape to a neighbouring country, Obristan, to start a new life, with or without their family. The game has a scripted story mode with twenty possible endings depending on the player's actions, as well as some unlockable randomized endless-play modes.[6][7]
Papers, Please was developed by Lucas Pope, a former developer for Naughty Dog on the Uncharted series.[8] Pope opted to leave Naughty Dog around 2010, after Uncharted 2: Among Thieves was released, to move to Saitama, Japan, along with his wife Keiko, a game designer herself. Part of this move was to be closer to her family, but Pope also had been developing smaller games along with Keiko during his time at Naughty Dog and wanted to move away from "the definite formula" of the Uncharted series toward developing more exploratory ideas for his own games.[9][10] The two worked on a few independent game titles while there, and they briefly relocated to Singapore to help another friend with their game.[9] From his travels in Asia and some return trips to the United States, he became interested in the work of immigration and passport inspectors: "They have a specific thing they're doing and they're just doing it over and over again."[9] He recognized the passport checking experience, which he considered "tense", could be made into a fun game.[5][7]
While he had been able to come up with the mechanics of the passport checking, Pope lacked a story to drive the game. He was then inspired by films like Argo and the Bourne series, which feature characters attempting to infiltrate into or out of other countries with subterfuge. Pope saw the opportunity to reverse those scenarios, putting the player in the role of the immigration officer to stop these types of agents, matching up with his existing gameplay mechanics.[9] He crafted the fictional nation of Arstotzka, fashioned as a totalitarian, 1982 Eastern Bloc state, with the player guided to uphold the glory of this country by rigorously checking passports and defeating those that might infiltrate it.[9] Arstotzka was partially derived from the setting of Pope's earlier game The Republia Times, where the player acts as editor-in-chief of a newspaper in a totalitarian state and must decide on which stories to include or falsify to uphold the interests of the state.[11] Pope also based aspects of the border crossing for Arstotzka and its neighbors on the Berlin Wall and issues between East and West Germany, stating he was "naturally attracted to Orwellian communist bureaucracy".[12] He made sure to avoid including any specific references to these inspirations, such as avoiding the word "comrade" in both the English and translated versions, as it would directly allude to a Soviet Russia implication.[10] Using a fictional country gave Pope more freedom in the narrative, not having to base events in the game on any real-world politics and avoiding preconceived assumptions.[11]
Work on the game began in November 2012; Pope used his personal financial reserves from his time at Naughty Dog for what he thought would be a few weeks worth of effort to complete and then move onto a more commercially viable title.[9] Pope used the Haxe programming language and the NME framework, both open-source.[13] He was able to build up structures he and his wife developed for Helsing's Fire, an iOS game they developed after moving to Japan, as this provided the means to set how much information about a character could or could not be shown to the player. This also enabled him to include random and semi-random encounters, in which similar events would occur in separate games, but the immigrant's name or details would be different.[11] Much of the game's design was about the purposely-"clunky" user interface elements of checking paperwork, something that Pope was inspired by from his earlier programming experiences from using visual programming languages like HyperCard.[10] Pope found that there was a very careful balance of what rules and randomness could be introduced without overwhelming the player or causing the balance of the game to falter, and cut back on some of the randomness he initially wanted.[11] Pope attempted to keep the narrative non-judgemental about the choices the player made, allowing them to imagine their own take on the events, and further kept elements like the player character's family status screen shown at the end of each day simple so that it would not affect the player's take on these results.[11]
As Pope developed the game, he regularly posted updates to the independent development forum TIGSource, and got helpful feedback on some of the game's direction.[9] He also created a publicly available demonstration of the game, which gave him additional positive feedback. Pope opted to try to have the game submitted to the Steam storefront through the user-voted Greenlight process in April 2013; he was hesitant that the niche nature of the game would put off potential voters and had expected that he would gain more interest from upcoming gaming expositions. However, due to attention drawn by several YouTube streamers that played through the demo, Papers, Please was voted through Greenlight within days.[9][13][14]
With new attention to the project, Pope estimated that the game would now take six months to complete, though it ultimately took nine months.[8] One area he expanded on was to create several unique character names for the various citizens that would pass through the game. He opened up to the public to supply names, but ended up with over 30,000 entries, with more than half he considered unusable as they did not figure out the types of Eastern European names he wanted or were otherwise "joke names".[9] After the Greenlight process, Pope started to add other features that required the player, as a lowly checkpoint worker, to make significant moral decisions within the game. One such design was the inclusion of the body scanner, where Pope envisioned that the player would recognize this being an invasion of privacy but necessary to detect a suicide bomber.[9] These also helped to drive the game's narrative to provide a rationale for why the player as the passport checker would need to have access to these new tools in response to the larger events in the game's fiction.[10] After being successfully voted on Greenlight, Papers, Please was being touted as an "empathy game", similar to Cart Life (2011), helping Pope to justify his narrative choices.[9] Pope also recognized that not all players would necessarily appreciate the narrative aspects, and started to develop the "endless" mode where players would simply need to process a queue of immigrants limited only by the player making a certain number of mistakes.[12]
Pope had ported the game to the iPad, and was considering a port to the PlayStation Vita though noted that with the handheld, there are several challenges related to the game's user interface that may have to be revamped.[16] The Vita version was formally announced at the 2014 Gamescom convention in August 2014.[17] With the iOS release, Apple required Pope to censor the full body scanner feature from the game, considering the aspect to be pornographic content.[18] However Apple later commented that the rejection was due to a "misunderstanding" and allowed Pope to resubmit the uncensored game by including a "nudity option".[19] The iPad version was subsequently released on December 12, 2014.[20] The Vita's version was released on December 12, 2017.[21]
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