All apps and companies

App · Games

Papers, Please

A border checkpoint simulation about bureaucracy and moral compromise.

papersplea.seApp Store5 sources8 tips

Where Papers, Please comes up5 episodes and tests

Gcreator of Game Maker's Toolkit testWhy Spec Ops: The Line MatteredGcreator of Game Maker's Toolkit testHow Snake Pass Became a Platformer Without JumpingGcreator of Game Maker's Toolkit testWhat Makes a Good Detective Game?Gcreator of Game Maker's Toolkit testThe Last Guardian and the Language of GamesGcreator of Game Maker's Toolkit testMorality in the Mechanics
In short

Papers, Please turns bureaucracy into pressure: pay per person processed, rising rent, new rules and a sick family squeeze income until bribes and turning people away feel forced. Its discrepancy tool, highlighting any two text items, resists brute force. Lesson: tie moral choices to the core verbs and numbers players already use, and draw the idea from real life, as Lucas Pope did from border checks.

At a glanceRising costs push Papers, Please players toward corruption
  1. 1Check passports, earn payPay per person covers food, medicine, rent
  2. 2New rules slow you downSame job, slower pace
  3. 3Rent rises, family sickCosts climb past your pay
  4. 4Pay stops covering costsPay per person falls short
  5. 5Bribes blur right and wrongPlayer decides only how far

From Papers, Please design analysis

What was said about Papers, Please

1How the economy squeezes players into corruption

  • Economic scarcity makes corruption feel nearly forced, not chosen. Papers, Please starts as a simple job checking passports and paying for food, medicine and rent. Then new rules slow you down, rent rises and your family gets sick, so pay per person processed no longer covers costs.

    Bribes and pleading travelers blur right and wrong until corruption is close to unavoidable, and the player decides only how far it goes. The aim is to show good people driven to cruelty by "systemic failure, poverty, and desperation" rather than a random choice to be a villain.

  • Moral choices run through the budget and the rubber stamp. Papers, Please does not use separate choice scenes. Its moral commentary sits in the daily budget and the approve-or-deny stamp, the same systems the player uses all game.

    Players learn the game's message about bureaucracy and corruption by poking at the system. Mark Brown calls it a game that "uses its mechanics to show how good people can be lulled into making heinous choices," making the theme something the player does.

  • Evil pays in gameplay terms while being good costs you. In Papers, Please, as in Undertale and Darkest Dungeon, bad acts bring money or easier play, while the good path demands sacrifice or vulnerability.

    The rewards for being good are mostly narrative or character driven. Of the games compared, only This War of Mine punishes immorality mechanically.

2Flagging discrepancies by highlighting any two items

  • Players prove a rejection by linking two conflicting pieces of text. To reject someone, you press a red button and highlight two items that conflict, such as a passport expiry date and the current date.

    Any on-screen evidence can be used, not only items the game hands you, and "there are simply too many combinations for the player to just brute force a solution." Mark Brown suggests the same mechanic would suit a murder mystery.

3Where the idea came from

  • Lucas Pope built the game from real border checks he faced travelling. Papers, Please draws on passport checks Pope met on his travels, an example of an idea taken from real life rather than from other games.

    It is grouped with Miyamoto turning hobbies into games and Snake Pass drawing on a designer's knowledge of real snakes.

More in Games

Games

Nintendo

A Zelda adventure where Princess Zelda copies objects and monsters as echoes to solve puzzles and fight.

G64 sources · 356 tips
Games

The Legend of Zelda: Breath of the Wild

Nintendo's long-running action-adventure series about Link exploring Hyrule, solving puzzles and fighting Ganon.

G30 sources · 203 tips
Games

Dead Space

A major video game publisher and the guest's employer.

G29 sources · 94 tips
MGames

Mind Over Magnet

A puzzle platformer where you escape a factory using a magnet and a magnetic field.

G9 sources · 126 tips
Games

Far Cry 2

An open world action game where you recruit and play any of London's citizens.

G34 sources · 69 tips
Games

God of War

A combat-focused action adventure game from Santa Monica Studio with Norse mythology and light puzzles.

GB16 sources · 56 tips
MGames

Mind Over Magnet

Mark Brown's first game, a puzzle game he made while learning Unity.

G5 sources · 38 tips
Games

Dishonored

A first-person stealth action game from Arkane with supernatural powers and the Clockwork Mansion level.

G11 sources · 36 tips