- PAPERS PLEASE GAME DEVELOPMENT PLUS
- PAPERS PLEASE GAME DEVELOPMENT SERIES
- PAPERS PLEASE GAME DEVELOPMENT MAC
How did you create these tonal elements?A large part of the production was dictated by my lack of resources. The sound and visual design really help build the experience - it's dark and coarse-looking, and the finality of the rubber stamp noise, or the pinging of little keys and things on your work tray are really tactile. I thought that whatever correlations they were doing could be turned into some fun game mechanics. How did you come up with the concept?I generally try to keep an eye out for interesting game ideas in everyday life, and at some point I'd done enough international traveling to start noticing the rigamarole that immigration inspectors do when checking your documents. I've been working on it non-stop since then though so I'm now at 14 months and counting. How much time did you spend working on the game?From the first mockups to the initial release in August, it was around 9 months.
![papers please game development papers please game development](https://images.gog-statics.com/020a8d7a03e349d8beb1d80f9f52babb54a6059dd0b7145676d906cc081bbbfd_product_card_v2_mobile_slider_639.jpg)
I also made a good number of custom tools in Haxe, Python, Javascript, and probably some other toolsets I'm forgetting. IDEA IntelliJ has half-decent Haxe support, which I used mostly to get the syntax highlighting and step-debugging in Flash builds.
PAPERS PLEASE GAME DEVELOPMENT MAC
I work on a Mac and my general toolset is Photoshop, Audacity, Sublime Text, Illustrator, and TexturePacker. What development tools did you use to make Papers, Please? Papers, Please is written in Haxe using OpenFL. I've always felt a draw to work on smaller experimental games,and that's basically what I'm doing now. I ended up working in LA, first at Realtime Associates on serious games, then at Naughty Dog on the first two Uncharted games. We struggled through a few years before going our separate ways. After leaving college, I started a game development company, Ratloop, with friends in the late '90s. From there I moved to making small C64 stuff when it was long past its prime.
PAPERS PLEASE GAME DEVELOPMENT PLUS
What's your background in making games?The first games I made were on the Mac Plus using HyperCard, which was the best.
PAPERS PLEASE GAME DEVELOPMENT SERIES
Names, faces, issue and expiration dates all need to check out, and as the game adds in special regulations for unusual circumstances, it gets properly maddening.Ĭontinuing our Road to the IGF series of interviews with nominees, we talk to Pope about Papers, Please, nominated for multiple awards - the Excellence in Design category, the Nuovo category, and the Seumas McNally Grand Prize. Papers, Please, the game that emerged from that simple, even counter-intuitive concept, is brilliant on a mechanical level - in order to earn enough to support their struggling family, the player needs to process as many travelers as they can in one day, an objective balanced against the stated goal of only admitting those who have their increasingly-complicated documents in order.
![papers please game development papers please game development](https://papersplea.se/img/iPad.png)
In what's to most a dull necessity, the game designer saw a fascinating opportunity: Instead of playing as common fiction's heroic spy, smuggler or subversive, what if you played as the bureaucratic inspector?
![papers please game development papers please game development](https://edge.alluremedia.com.au/m/g/2014/12/PapersPlease.jpg)
Lucas Pope took a number of uneventful trips through international border control stations, fascinated by the stamping and paper-shuffling.