So I'm guessing 0 Citation Run is the biggest challenge possible?
Just got ending 4 out of 20. Damnit. If I play from any day can I restart the game from different points?
Hey, that's me in the game as head of Meskor Engineering
Hey, that's me in the game as head of Meskor Engineering
Papers, Please is done. Over 27,000 names were submitted. I manually checked 5,664 of these (randomly drawn from the whole pool) and selected 2,705 (around 10% of the total) to be included in the game.
Glory to Arstotzka.Communist state.
My pay is performance-based.
I have to pay for Rent, Heat, and Food.
@_@?
About that guy...If you give him the money back he goes "wow you're really nice..." then admits that the watch always had that scratch and gives you the money back and apologizes for attempting to take advantage of your kindness.
Check their weight. If there is a discrepancy, the Search button will show up and the photos should show contraband/weapons.So could someone please tell me how do I get someone to show if they have no weapons or contraband? Some slip through and I get a warning about them carrying weapons or drugs :/
Check their weight. If there is a discrepancy, the Search button will show up and the photos should show contraband/weapons.
Reason: Your game has gotten a lot of attention. Were you expecting this response? Can you reveal how many copies you've sold so far?
Pope: I wasn't expecting this response at all. Papers, Please was intended as a small experimental project that I'd finish off before working on something more marketable. I'm extremely happy with the overwhelming response it's gotten. I'll be posting a devlog update with actual sales numbers soon but for now I'll say it's sold wildly beyond my expectations.
Our story is a long one, but suffice it to say, it involves a lot of paperwork, airports, fingerprints, legal advice, and time apart. Years apart. Many of which were set in motion by a man who was never satisfied with my partners papers. It didnt matter how clean her record was, or how good her intentions were, or that, as advised, my name was left entirely out of it. For reasons we never got a clear answer on, he was quick to grab the red stamp. As a result, my partner hasnt been stateside since 2006.
Ive thought that phrase many times, though with a change of pronouns. Ive spent countless hours in airports. I can tell you how security differs, depending on where youre flying to or from. The different kinds of questions, the typical length of lines, the thoroughness of the frisking. I always smile when going through checkpoints, and keep my voice easy. I comply as quickly as I can. Shes just doing her job, I tell myself, as a stranger runs the backs of her hands over my breasts. And then, as anger starts to creep in, the thing that always mollifies me: Dont. You cant afford another ticket. You need to get home.
I watched people in the game comply just as quietly. I fought back queasiness as I examined naked photographs of strangers bodies. When they did not comply, I detained them. I detained more people for lesser offenses after one of the guards promised to cut me into the bonus he got for making arrests. I found myself feeling spiteful toward mistakes no, not toward the mistakes themselves, toward the people who made them. What a bunch of idiots. How could they not know the rules? Theyre so clear! I felt smug in my undeserved power as I slammed the red stamp down. Smug, and ugly. Hollow.
Papers, Please showed me that my sense of compassion can be neatly overridden with the right set of pressures. All it took was a scorecard and some imaginary context. I hate what that says about me, even though its the most obvious thing in the world. There are no monsters here. Only humans, following rules.
I played differently the next time. I became all the more diligent, minding the rules carefully but not out of obedience. See, my in-game salary is based on how many people I process. If I process a lot of people, and make zero mistakes, then I am paid more. If I am paid more, I can afford to suffer penalties for making intentional mistakes. Like letting in the wife of the refugee Id just processed, even though she lacked an entry permit. Like turning away the man involved in human trafficking, even though all his papers were in order. Like admitting the woman whose gender didnt match the one printed on her passport. Quiet little mercies, all calculated, all dangerous. I still worried about my son. But I also worried about the futures I was holding in my hands. The paths untraveled, the dominoes aligned.
Hmm, by day 12 or 13 (IIRC), this is starting to get pretty tedious. I don't like the method the interactivity is escalating in complexity; the freshness has worn off and requiring more areas to check in the same old way doesn't really change things for the better (on the contrary...). I see the potential in role-playing choices and character interactions, but this game feels like it should be a part of a bigger game that breaks up the pace with more interesting mechanics (or even just more environments, christ). So while I do like the peculiar moments of interest, the general dullness may have reached a breaking point. Another 10+ days of this may be tough to deal with, especially since I'm now more concerned with filling up my GAF GotY list.
Also no fucks given about the family; they don't even have faces. This is less effectual than the time I saw my 1st grade classmates die in Oregon Trail.
Welcome to the life of of a border control agent; now you know the monotony of being a cog in a uncaring bureaucracy. It's *supposed* to feel trapping and repetitive, such that you feel encouraged to enact change in the only place you have agency, via the character interactions. It's a commentary, not a set piece-filled wild ride. And you really can't imagine responsibility to an hypothetical family without them being fully characterized?
Such deep, much indie.
I get the feeling that's what they are going for, but I don't think it works for longer than, say, 2 hours (so, a film's length). I mean the (obvious, easily spelled out) point has long since been made, the joke is now tired, so now I'm fully interested the doing of the activity itself. Wouldn't have hurt to squeeze the meaningful parts together. I mean it takes until day 12 or so before the overarching plot to even really get started.
Also I can imagine the responsibility, but without any real investment I am not going to care. Like, who cares about characters who don't appear in a movie? These are more words than people. At best, it feels like a sloppy scoring system where its dourness becomes a little comical when you realize that. As I joked, it reminds me of Oregon Trail.
Replacing the whole daily/family report stuff with more game of an entirely different type would really help with the pace and allow room for complexity that doesn't quickly become a chore.
You get paid based on those successfully admitted and denied. Accept someone that should have been denied, you don't get paid. Deny someone that should have been admitted, you don't get paid.I downloaded this and really quite like it. But the one thing that isn't immediately obvious to me...is there a downside to being overly cautious and just denying everyone? Do you get paid on people processed or people successfully admitted?
I downloaded this and really quite like it. But the one thing that isn't immediately obvious to me...is there a downside to being overly cautious and just denying everyone? Do you get paid on people processed or people successfully admitted?
You get paid based on those successfully admitted and denied. Accept someone that should have been denied, you don't get paid. Deny someone that should have been admitted, you don't get paid.
Well, in some cases, that is true. However, Clesnik (the guard) offers a $5 bonus for every two people you detain. So that's an incentive if you're strapped for cash.Is there any benefit to investigating a discrepancy and interrogating them about it? I mean, if you see two dates that don't match, do you even need to 'investigate' it? Why not just deny and go - save time.
Get a mouse for your laptop...?A mouse is a must in this game, not very laptop-friendly. Also, is it possible to stretch your work-area?
I played it quite comfortably to completion with a MBP trackpad.A mouse is a must in this game, not very laptop-friendly. Also, is it possible to stretch your work-area?
While Pope was confident that he was making a good game, he worried that others would write it off after hearing its concept. It sounds so weird and stupid, he admits.
Those fears were unfounded. Papers, Please is by far the most popular game Ive ever done, Pope tells us, having watched sales of his game far outpace his expectations. Its success has reached the point now where it can support Pope and his family. Perversely, the tough-to-explain concept that concerned its creator may have spurred on sales. Its really hard to describe the game and make it sound fun, which I guess ended up being in its favour. It would make me curious, at least. Somebody tries to explain the game, but it sounds so weird and stupid that you kind of at least have to take a look to see what its like.
Before Papers, Please, players were most likely to know Popes work through either his programming contributions to the Uncharted series, even if they might not recognise his name in the credits, or iOS game Helsings Fire. Popes tenure at Naughty Dog stands out as an anomaly on his CV, which otherwise consists of small, independent games, usually made with a few friends or his wife, Keiko, who is also a programmer. Pope left Naughty Dog in 2010 and moved to Saitama, Japan, to be closer to Keikos family. From Japan, the two made Helsings Fire and a video editing app for iPhone, and then temporarily relocated to Singapore to work on a friends game.
Popes travels around Southeast Asia and occasional returns to his homeland, the United States, resulted in a marked increase in the amount of time he spent standing before immigration officers, glancing back and forth between his passport and their computer. The developer found the job fascinating. Those guys are checked out pretty much the whole time, he explains. They have a specific thing theyre doing and theyre just doing it over and over again.
The motions of that job stayed with Pope for a while, having engaged his interest in real-life activities and routines that can translate into gameplay. The designer tends to divide up his ideas for mechanics and story at the beginning of making a game, then allows them to cross-pollinate. But while the routines of checking documents appealed, Pope needed a story catalyst before he decided to turn them into a game. At that point, I didnt even think I was going to make a game about it. It wasnt until I think I watched Bourne, or maybe Argo, and I could see that there [was] more potential here than just the mechanic itself. You could mix a good story on top of those core mechanics.
Pope began working on Papers, Please in late 2012. Backed by his savings from his time at Naughty Dog, he expected to spend a few weeks bringing the project to completion, after which he could move on to something more commercially viable. He also decided to maintain a public log of the games development on the TIGSource forums, an online community for indie developers.
Pope had already prepared to be knocked back by the Greenlight voters, and expected to campaign for Papers, Please at PAX and other events before trying again. Then the Steam community voted through Papers, Please in a matter of days. Somehow, really popular YouTube players found it and it took off from there. It went through really fast. Dont ask me any objective stuff about Greenlight. I did really well on it better than I expected. I cant say anything bad about it, basically. I was apprehensive before, but I got really lucky. Popes Greenlight experience was still a popularity contest, but it suddenly became a popularity contest that he could win.
Of the 27,000 submitted names for migrants, many were too obscene to be used in the game. Pope says the best of the joke names was Schitz Popinoff.
Pope made it clear he didnt want joke names in his game, even as fans argued that they were funny and wanted them in.
As Papers, Pleases profile increased, the feedback from the TIGSource forums started to make less and less sense. How about a Hotline Miami sequence where you make your character walk to work in the morning, or redesigning Papers, Please as a Facebook game where you can approve or deny your own friends?
I got to this point where I realised everyone has their own idea of what this game is, Pope reflects. At the beginning, [I thought], OK, this feedback is great; I really want to hear what people want. But a few of the suggestions were completely left-field for what I was thinking. You reach this point where youre like, Whose game am I making here? Is it the one Im thinking about, or is it the one other people are thinking about?
In Popes mind, the game he was making had shifted from an entertaining mechanical diversion to a mechanical diversion that could also convey real meaning. In assigning players the role of the harassed Arstotzka inspector, the game was able to elicit empathy for a cog in the machine, a man bound by the strict-yet-changing immigration policy of a corrupt and totalitarian state. In media coverage, Pope noticed that Papers, Please was being referred to as an empathy game, earning comparisons to the bleak retail simulator Cart Life.
[The empathy angle] rose up from the way the story developed, and how I could see the mechanics working with the story. I wanted to add a search scanner, so you can see the person naked. That brings up the issue of, like, Why would I want to see this person naked? This is violating their rights. And so [I had to get to a place where], OK, theres a reason for this; its because theres a suicide bomber. The narrative element that introduces this mechanic is a suicide bomber. So you kind of see both sides of why it is you need this thing, but also the suicide bombers are really rare and you dont really know a lot about their motivations. You feel a little bit skeezy scanning everybody from this one place. I wanted that to happen, too.
The thing that I didnt really expect is that you have to do a lot of shit thats not making the game. At a certain point, you stop being a guy who programs and designs cool stuff, and you start marketing, or making the webpage, or sending out review codes, or signing contracts for the distribution.
On top of that, you need to set up store pages; put quotes up; you need images, screenshots; you need to design a webpage and all of this is stuff that you should have a team of guys for, or be doing throughout development. But for me, all of that stuff got packed into the last two weeks before I shipped. It wasnt until three days before the game was released that I actually finished it, and sent the build to everybody to put it on their servers.
The success of Papers, Please has changed things for Pope in at least two ways. I dont need to get a real job. I can keep working on these stupid indie games and Im OK, he explains. But hes now terrified that people wont like whatever he does next as much as Papers, Please. It was nice when I was just releasing games and nobody [knew] about them. Nobody cares, and you can do what you want.
...theres only one thing about the Papers, Please experience that seems to bug him at all. When you read a review of the game, they almost always say that its not fun. Thats the first thing they say. And they put fun in quotes, too: its not fun, in quotes. Which, I mean, I can understand. But for me, personally, I really want to make fun games that people are entertained by and they enjoy playing. So when people talk about the mechanics, or the tactility, which is something I worked hard to get right, then I really appreciate that. I mean, I love it when anybody says anything good about the game; honestly,
its really flattering for me. But particularly when people go against that feeling of Its not a fun game, but its something you should play thats fairly satisfying.
I think thats part of the narrative for empathy games. The news narrative for empathy games is that its important that theyre not fun, I think, because its kind of expressing a new interactive medium where youre not playing just to stomp on enemies heads and get to the goal at the end. Its something different, so you have to define it differently from what came before: its not like those games that are fun, its like these new games that are not fun. As far as the news cycle goes, I understand why it has to be talked about like that. But just from a personal perspective, Im trying to make games that are fun.