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Checking Passports in a Video Game Taught Me More About Power Than Any Lecture Could

Papers, Please review: Lucas Pope's 2013 bureaucracy simulator turns passport stamping into a moral trap. Score 8.2/10, ports, and why the desk job works.

By mitch·6 min read
An inspector sits at a desk, stamp in hand, while a distant city burns beyond the window.

Papers, Please is a game about stamping passports, and it is one of the most stressful things you can do at a desk. Lucas Pope built it alone, released it through his company 3909 LLC on August 8, 2013, and made a bureaucracy simulator that turns document checks into a moral trap. It scores 8.2 out of 10.

Trailer, via Lucas Pope.

A booth in Arstotzka, 1982

The setup is simple. You are an immigration inspector at a border checkpoint for the fictional country of Arstotzka in 1982. Arstotzka has just ended a six-year war with its neighbor Kolechia, and political tensions with Kolechia and other nearby countries remain high. Your job is to control the flow of people entering the Arstotzkan side of the border town, Grestin, from Kolechia.

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Travelers arrive one at a time. They hand over passports and supporting paperwork. The game asks you to check those documents against the rules for that day, then stamp the passport to accept or deny entry. Among the crowds looking for work are hidden smugglers, spies and terrorists. The Ministry of Admission gives you primitive inspect, search and fingerprint systems, and nothing more. All of this is fiction, and none of it describes a real proceeding.

That is the whole game. It should not work as well as it does.

Rules that grow teeth

Each in-game day adds rules. Early on you compare a passport against a face and a name. Soon you are denying citizens of specific countries, demanding more exacting identification, and cross-checking entry permits, work passes and identity cards that may or may not match. If you find a discrepancy, you can interrogate the applicant, demand missing documents, compare fingerprints against identity records, or order a full body scan.

You have a limited amount of real time, standing in for a full day shift, to process as many arrivals as possible. Get it wrong and a citation arrives by fax shortly after the entrant leaves the booth. The game never pauses to explain your mistake. The fax just shows up.

At the end of each day you earn money per entrant properly processed, plus any bribes you collected, minus penalties for protocol violations. Then you budget. Rent, food, heat and other necessities for yourself and your family, in low-class housing. The budget screen is four or five choices and it is worse than any boss fight.

The woman without complete papers

Papers, Please builds its pressure out of small human problems. A supposed spouse lacks complete papers. Let them through and you may be admitting someone who is planning to attack your fellow guards. Turn them away and you may be destroying a family. The game does not tell you which. No real charge, ruling or proceeding follows from any of this; it is a scripted choice with a scripted ending.

A mysterious anti-government organization also appears. Its members show up at the checkpoint and give the inspector orders to help bring down the government and establish a new one. You can help them or refuse. The game does not grade you on the spot.

There is a scripted story mode with multiple possible endings that depend on what you did on earlier days. There is also an unlockable, randomized endless-play mode once you have played enough.

Why the desk job works

Pope’s achievement is that the mechanics carry the meaning. You are not told that Arstotzka is a grinding, suspicious state. You learn it by reading the rules, finding the contradictions, and deciding what you can afford to let slide. The game has been praised for the sense of immersion its mechanics create and for the intensity of the emotional reaction they produce.

CBC News’ Jonathan Ore called Papers, Please a “nerve-racking sleuthing game with relentless pacing and dozens of compelling characters – all from a desk job.” That is the right read. The characters are not rendered in any detail. They are faces and documents, and they still land.

The game earned awards and nominations from the Independent Games Festival, the Game Developers Choice Awards and the BAFTA Video Games Awards. Wired and The New Yorker both named it one of the top games of 2013. By its tenth anniversary it had sold more than five million copies.

Ports, and where to play it

Papers, Please came to Microsoft Windows and OS X on August 8, 2013, to Linux on February 12, 2014, and to iOS on December 12, 2014. A PlayStation Vita port was announced in August 2014 and arrived on December 12, 2017. An Android port, alongside an updated iOS version, followed in August 2022.

The Vita release is the curiosity here. A game about stamps and paperwork on a handheld built for action games should be a mismatch. It is not. The touch and pointer controls fit the booth, and the small screen makes the documents feel like documents.

What holds it back

The repetition is the point, and the repetition is also the cost. A shift is a queue, and a queue is a queue. Players who want the story without the clerical grind will hit a wall around the middle days, when the rulebook has grown long enough that a single missed detail costs a citation and a chunk of the family budget. The game knows this and does not care. That is a defensible design choice. It is also the reason Papers, Please is easier to admire in memory than to replay.

The randomness in endless mode is thinner than the scripted campaign. The story is where the weight is.

What the 8.2 reflects

Papers, Please is one of the clearest arguments that a video game can be about something without ever saying it. Pope did not build a lecture about authoritarian bureaucracy. He built a stamp, a queue and a rent bill, and let the player discover the argument by living inside it. It has been treated as an example of an empathy game and as a demonstration of games as an art form, and both labels hold up.

The score is not a knock. It reflects a game that is brilliant at what it does and narrow in what it offers, and that has been ported to nearly everything without ever changing its shape. If you have never played it, the PC version is the cleanest entry. If you have played it, you already know why a fax machine can ruin your evening. 8.2 out of 10.

KEY FACTS

  • Title: Papers, Please
  • Developer: Lucas Pope, through 3909 LLC
  • Release: August 8, 2013 (Microsoft Windows, OS X)
  • Other platforms: Linux (February 12, 2014), iOS (December 12, 2014), PlayStation Vita (December 12, 2017), Android and updated iOS (August 2022)
  • Genre: Puzzle simulation, indie
  • Mode: Single player
  • Setting: Arstotzka, 1982
  • Score: 8.2/10 (IGDB critic aggregate, 5 outlets)
  • Sales: More than five million copies by its tenth anniversary
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