Before we read and wrote, we moved. Stories of people moving – migrating – have been told since time immemorial. The Mexica journey to central Mexico; Moses leading the Jewish people across the desert; the founding of Rome – as told by Virgil – by those that fled the fall of Troy. Unsurprisingly, then, video games also tell stories of migration. On August 8, 2013, game designer Lucas Pope, the man behind the studio 3909, released Papers, Please, a game about managing migration.
Papers, Please, subtitled “A Dystopian Document Thriller,” was for some the first time they played a game whose core design ethos challenged their worldviews and understanding. Other games have placed the topic of migration front and center. Path Out (Causa Creations, 2014), an adventure game that retells the journey of Abdullah Karam, a young Syrian artist who escapes the country’s decade-long civil war in 2014; and Escape from Woomera (2003), a game about a refugee, Mustafa, stuck in the infamous Woomera Immigration Reception and Processing Centre in South Australia, are two stand-outs. Papers, Please tackles the subject from a different perspective. You play an inspector examining documents, determining whether a person can enter the fictional country of Arstotzka.
A decade after its release, the bureaucratic nightmare in Papers, Please is an increasing reality for many around the world. We see this on the news: anguished faces looking for prospects either fleeing war, environmental catastrophe, or lack of economic and social opportunities. According to the Migration Policy Institute, at the end of 2022, over 100 million people were displaced globally. Along with revisiting Papers, Please, I interviewed Pope for his perspective on the game 10
Read more on gameinformer.com