

I neglected my family every other night and let them freeze because it was cheaper to buy medicine for the resulting cold than to pay the horrendous heating bills. With each passing day, I transformed more and more into a well-oiled cog in a dehumanizing machine, optimizing not only my speed, accuracy, and risk assessment, but also my wealth. I experienced the Hawthorne effect firsthand the micromanaging citations I received after making a mistake made me incredibly anxious about how long I spent inspecting each person. Even after getting familiar with the core loop, I continued to second guess myself and choked under pressure. It was the first game I have played in a long time that made me think. “Papers Please” feels dated, not because of the pixel art aesthetic or minimalist sound design, but because it was the first game since “The Elder Scrolls III: Morrowind” where I felt the need to pull out a pen and paper and write a cheat sheet for myself. At that moment, I realized that you cannot play this game passively. On my first day of work as an immigration inspector at the Arstotzka checkpoint in Grestin, I fumbled around, ran myself into debt, and got arrested for delinquency.
#PAPERS PLEASE GAME DEVELOPMENT SIMULATOR#
What makes a cult classic video game? Does it have to be a transgressive think piece, bold in message and subversive in mechanics? A paradigm shift for the medium at large, or simply a novel spectacle in the midst of the mainstream? Do cult classics share anything in common, or are they merely defined by the type of audience they attract? I spent ten hours under great stress stamping passports, asking myself the above questions while playing indie darling and cult classic “Papers, Please”, a dystopian immigration bureaucracy simulator created by Lucas Pope in 2013. Using only the documents provided by travelers and the Ministry of Admission’s primitive inspect, search, and fingerprint systems you must decide who can enter Arstotzka and who will be turned away or arrested.” “Your job as immigration inspector is to control the flow of people entering the Arstotzkan side of Grestin from Kolechia.

“Papers, Please” by Lucas Pope, gloc.team ( Alain Dellepiane, Elisa Di Fiore, Matteo Scarabelli & Paolo Ceccotti), Josué Monchan, Ramón Méndez González, Words of Magic, Rolf Klischewski, Jogabilidade ( André Campos, Ricardo Dias, Eduardo Fonseca & Bruno Izidro), Lazy Games ( Natalia Dubrovskaya, Vyacheslav Belyaev & Olga Tsykalova), PLAYISM ( Shunji Mizutani, Josh Weatherford & Gen Yoshimasu) & Keiko Pope. If you would like to contribute a text, please write us via our contact form or via direct message on Twitter. With this, we hope to provide a new interesting perspective on these popular titles.
#PAPERS PLEASE GAME DEVELOPMENT SERIES#
“Trial of Fame” is our series of articles in which authors and friends of our blog play a ‘cult game’ for the first time in their lifes and tell us about the experience.
