Morals & Mechanics of Papers, Please

Papers, Please is an indie game that very effectively expresses its values via gameplay. There are several values that Papers, Please though the most evident one is its critique of ineffective, corrupt governments (represented by Arstotzka, the dystopian soviet inspired country where the game takes place) and the rigid unfeeling bureaucratic institutions (the border crossing where the player works) that are a common stereotype of them. At the start of the game players are presented with a simple objective: let the right people into the country and keep the wrong people out. What qualifies as “right” and “wrong” shifts with each new round, which is experienced in the form of a day at work. Sometimes a person’s photo ID does not match their appearance, other times they are from a neighboring country that is hostile to yours. Such constraints constitute the game’s mechanics on a technical level, though they also express values. The ever-changing requirements for entry highlight how fickle our perceptions of right and wrong our, and the government’s role in influencing them. For example, a trade embargo on another country leads to citizens of that country having to be denied. Overnight individuals who had no choice in the affairs of their government are vilified and detained while simply trying to go about their everyday lives. Especially given the US’s treatment of refugees and immigrants from “undesirable” countries, this message is one that can impact players’ perceptions and behavior towards people in similar situations in the real world.

While this surface-level relationship between values and mechanics is striking in its own right, it continues to develop in complexity the longer players play Papers, Please. While it’s not the first game to evolve in a way that “redefines its own…experiences”, the possible ways they can be redefined highlight the complexity of its message. (Zimmerman) Players can choose to work with EZIC, an organization that claims to want to bring down the Arstotzka’s government, but there are multiple ways this ending can go. Even if players help EZIC at several points in the game, they can choose to betray them at multiple points, such as shooting one of their terrorists or refusing to let the members into the country. It poses players with a hard moral dilemma, as both sides can sound right. If players aid EZIC they are betraying their government, risking the safety and security of their family. But is this such a bad thing when their government is bad? Or might whatever change EZIC wants be worse than what’s already there? While the mechanics of Papers, Please pose moral questions in their own right, the game’s narrative and multiple endings reveal that morality itself is not easy to define.

Papers, Please is available on Steam.

Sources

Papers Please. Lucas Pope, 2013.

Zimmerman, Eric. “Play as Research: The Iterative Design Process.” 2003. PDF.

The Multi-Faceted Impact of Free Rice 

Free Rice is a game that was created for the United Nations World Food Program (WFP). The core mechanic is to answer questions by choosing from a list of four words which one most accurately defines a given term. This in itself is an indicator a social impact game as it prioritizes knowledge instead of the “antagonistic, and antisocial themes” that are embodied by many modern games. (Flanagan & Nissenbaum) However there are a few other additional social and political messages that are part of it. One which the game is fairly straightforward about is that for every question answered correctly 20 grains of rice are donated to the WFP. This acts as the game score tracker, as a bowl of rice and counter are present at the bottom of the screen to remind players of how much rice they have caused to be donated. This visual indicator effectively gives players a reminder of the positive impact their playing is having, as well as reminds them there are people out there who are struggling to have enough to eat. This reminder could potentially open up the door for players to find other ways to help those who are hungry, such as donating to or volunteering at a local food bank.

Similar to the potential consequences of players being conscious of food scarcity, Free Rice has another social message that is not overtly obvious. While there is always only one correct answer, some of the incorrect choices have the potential to seem correct depending on the player’s background. For example, one of the questions has “horror” as the word that needs defining. The options players have to choose from for this question are attorney, small horse, motor, and dread. While it seems obvious that dread is the correct answer, it is possible the others could be viewed as horrors as well. To someone living in a society that relies heavily on animal labor, a small horse could be a horror. An individual who has lived their life in an isolated tribe could view a motor as a horror due to it being a threat to their pre-industrial way of life and culture. In the case of myself, I’m biased towards feeling that attorneys are horrors due to coming from a family of lawyers and being in a relationship with one (both of whom are fans of the “lawyers = bad” trope often found in American comedy). 

This more nuanced aspect helps make players more aware of how “surrounding societies and cultures” promote certain values and how that impacts views of what words means. (ibid.) This combined with the other positive impactful features of the game’s mechanics makes Free Rice an enjoyable and thoughtful game.

Free Rice is available for PC and Mobile on its website.

Sources

Flanagan, Mary & Helen Nissenbaum. “A Game Design Methodology to
Incorporate Social Activist Themes” CHI 2007 Proceedings • Politics & Activism. San Jose, 2007. PDF.

Glitch as a Reflection of Humanness

As technology has become more a part of our everyday lives, people have become accustomed to it accurately simulating our humanness. At the dawn of the video game era visuals that were not anatomically accurate where to be expected. In the early 1980s if a sprite in an arcade game became visually distorted it would not have been that off-putting due to its already pixelated nature. However, if at that time there was a sprite that depicted highly accurately a human visage this would have been uncanny to users. That was in a pre-digital world, but as Ferreira and Ribas argue we are now living in a post-digital world. This post-digital world is one where we are surrounded by technologies that can accurately depict real world images. Because of this, when glitches occur that distort this intended realism they are especially off-putting.  

This is the case with the invisible face glitch from Assassin’s Creed Unity. A fairly famous glitch that was present when the game first released, this glitch causes characters’ faces to be invisible except for their eyeballs, gums, and teeth. Players found this glitch to be unsettling and horrifying, though I believe for more nuanced reasons than its pure grisly image. By removing the digital features that covered the eyes and mouths, players are faced with features that they clearly identify as human parts. Like humans, Unity’s characters are made up of separate parts that combine to make a whole being. The invisible face glitch highlights these parts, which in turn remind players of their own body parts, which could technically be dissected if so desired. As players face the levitating eyeballs and gums of Arno, they are reminded of their own mortality by the image’s uncanny reflection of themselves. While this could have acted as an opportunity for reflection on human experience, it was not welcomed by many Unity players due to them not going into the game expecting an existential experience.

Assassin’s Creed Unity is available for PC, PlayStation, and Xbox.

Sources

Ferreira, Pedro and Luisa Ribas. “Post-Digital Aesthetics in Contemporary Audiovisual Art.” xCoAx 2020. PDF.

Thoughts on the Skyrim Space Program Glitch

A glitch is a type of noise, both in the positive and negative sense. In terms of the negative, a glitch is something powerful and alarming. (Menkman 340) However, these negative qualities also can have positive consequences. It redefines the meaning of normal and what is thought of as good. (ibid) This is seen in a number of video game glitches. Such glitches are almost always unintentional and are frequently immersion breaking. While not all glitches are welcome (especially the game breaking kind), it is not uncommon for gamers to react to them in a positive way.

An example of one such positively received glitch was found in the initial release of The Elder Scrolls V: Skyrim. While Skyrim has a number of noteworthy glitches, the one referred to by the community as the Skyrim Space Program is particularly noteworthy. When players were fighting one of the game’s giants, a certain attack from the giant would send them flying into the air. At first glance this would seem like an immersion breaking bug that needed to be fixed. Bethesda did not design Skyrim to appeal to the same audience as Goat Simulator. Recognizing it as a disruption to the type of gameplay Skyrim players expected, Bethesda put out a patch removing this glitch. However, community backlash at the removal of the feature led Bethesda to add it back in a following patch. Despite disrupting the typical, more realistic gameplay that makes up most of Skyrim, the Skyrim Space Program glitch is a feature many players enjoy for a number of reasons. Some feel it adds to the game’s immersion by showing how strong the giants are, while others enjoy the humorous visual of their character rag dolling hundreds of miles into the air. There are also those that utilize it as part of gameplay, luring enemies to giants who send them flying far away from the player. While it is undoubtedly an alarming visual, the positive consequences of this glitch have surprised the negative in such a way that it has been embraced by the game’s community and developers as a feature. 

The Elder Scrolls V: Skyrim is available on Steam and for Xbox and PlayStation.

Sources

McNulty, Thomas. “Skyrim Giant Takes To The Air In Hilarious Glitch.” ScreenRant, Jan 07, 2022. https://screenrant.com/skyrim-glitch-funny-elder-scrolls-v-giant-air/

Menkman, Rosa. “Glitch Studios Manifesto.” Video Vortex Reader II : Moving Images Beyond Youtube. Institute of Network Cultures, 2011. PDF.

Countergaming Mods in Fallout 4

Given the nature of counterculture games, it can be difficult to find mods for “normal” games that encapsulate the essence of counterculture. This is because counterculture games subvert an original game’s framework and tone, which can lead to the original game being barely recognizable or even playable. Thankfully, not every counterculture mod is as hard to play as JODI’s Untitled. Although originally intended for counter-cinema, Peter Wollen’s theses can be applied to countergaming as well. In addition to providing specific characteristics of countergaming, Wollen’s theses open up the possibilities for what could be considered countergaming. This is seen in the description of countergaming as “foregrounding”, “reality”, and “unpleasure.” (Galloway 110) Based on these characteristics, a mod that breaks the fourth wall could be considered an example of countergaming. This is because fourth wall breaking is upfront (foregrounding), breaks immersion (unpleasure), and causes the player to face the fictitiousness of the game (reality).

There are a wide variety of mods that break the fourth wall. While there are some that are more complex, these are not as common or plentiful as those that simply replace or add un-immersive assets to games. Due to the intention of many of these mods being comical, often the replacement or addition is from a source with an opposite tone of the game. For example, the Buzz Lightyear paladin armor mod for post-apocalyptic open world game Fallout 4 is inspired by the titular character from the children’s film Toy Story.

There is also the mod that replaces the death sound with the iconic clip of Steve Carell’s character shouting “No” from the sitcom The Office.

Other mods are even more upfront about their breaking of the fourth wall, such as a t-shirt which openly references itself as a mod, or the one that proclaims it’s immersiveness despite not being so at all. There are also those that refer to real world individuals, such as the Nicolas Cage paintings mod (which has echoes of Velvet-Strike’s plastering of off-putting images). While these examples are not as grand as some of the more ambitious mods for Fallout 4, they still hold importance as representatives of countergaming culture.

Fallout 4 is available for PC, PlayStation, and Xbox.

“Buzz Lightyear Paladin Danse.”  Nexus Mods, https://www.nexusmods.com/fallout4/mods/3579.

Galloway, Alexander R. “Countergaming.” Gaming: Essays on Algorithmic Culture. University of Minnesota Press, 2006. PDF.

“The Most Immersive Shirts Ever.” Nexus Mods, https://www.nexusmods.com/fallout4/mods/14989/.

“Nicolas Cage Paintings.” Nexus Mods, https://www.nexusmods.com/fallout4/mods/1687.

“Peaceful Fatigues.” Nexus Mods, https://www.nexusmods.com/fallout4/mods/14874.

“Steve Carell shouting NOO – Death sound replacer.” Nexus Mods, https://www.nexusmods.com/fallout4/mods/2384.

Modders & Creators: Who’s the parasite?

The modding of the Elder Scrolls V: Skyrim offers a unique opportunity to observe all three types of modding as described by Anne-Marie Schleiner. As described by Schleiner in “Game Modding: Cross-Over Mutation and Unwelcome Gifts”, modders have a parasitic relationship with game designers which comes in three forms. The first one, “noise in the system”, exists purely to disrupt the intended experience of a game. (36) We see this in Skyrim mods that radically change the tone of the game from serious to comical, like the much beloved dragon to Thomas the Tank engine conversion mod. While this is perhaps the most famous example, other mods take it even further, such as one that overhauls the game’s graphics to give it the feel of a Pixar movie. There are also plenty of examples of the second parasite type of “biological infiltration”, meaning a change of the core gameplay. (ibid) Over the years a plethora of mechanic mods of been created, ranging from role playing additions like more complex religions to converting combat to resemble that of Dark Souls. The third type of parasite is one which Schleiner describes as one which takes advantage of and feeds off the wealth of the game creators. In the case of Skyrim, however, there’s a twist.

In the years following its release, the relationship between Skyrim’s modders and creators fit Schleiner’s description to a T. Bethesda generously gifted modders the wealth of resources that is the Creation Kit. It was a typical example of “a symbiosis of reciprocal, circular, cultural gift-giving.” (37) With the resources shared by Bethesda, modders fixed un-addressed bugs, created new lands, and updated graphics, just to name a few. This lush modding community also lured in new players for years after the game’s initial release, extending its lifespan and popularity more than many other games. I myself first played and fell in love with Skyrim in 2018, 7 years after it’s original release. Modders found that they had turned the tables on their so-called parasitic relationship with the game’s creators. In 2017 Bethesda released the Creation Club, a collection of paid mods for Skyrim and Fallout 4. This marked a turning point. Now it is the creator who is obtaining wealth from the modders in the form of both inspiration and producers (several pieces of Creation Club content were made by well-known Skyrim modders). While this new development in the modder-creator relationship has come with some controversy, it’s was not totally unexpected. Mods have kept older games relevant and interesting to new and old audiences for decades. It was only a matter of time before creators attempted to reap the wealth they sowed by gifting modders the power to alter digital creations. 

The Elder Scrolls V: Skyrim is available on Steam and for Xbox and PlayStation.

Sources

“ASO – Artistic Skyrim Overhaul.” Nexus Mods, https://www.nexusmods.com/skyrim/mods/81221.

Bethesda Creation Club, https://creationclub.bethesda.net/en.

Burger, Charles. “Skyrim: 12 Creation Club Mods That Are Worth It.” GameRant, Nov 2, 2021. https://gamerant.com/skyrim-creation-club-mods-worth-arent/.

“Dark Souls Combat System SE by TheDriedFinger.” Nexus Mods, https://www.nexusmods.com/skyrimspecialedition/mods/28567.

Evans, Liam. “Did Bethesda’s Creation Club Live Up to the Hype?” CBR.com, Jul 6, 2021. https://www.cbr.com/bethesda-creation-club-skyrim-fallout-controversial/.

“Locations – New.” Nexus Mods, https://www.nexusmods.com/skyrimspecialedition/mods/categories/89/.

“Models and Textures.” Nexus Mods, https://www.nexusmods.com/skyrimspecialedition/mods/categories/29/.

“Really Useful Dragons.” Nexus Mods, https://www.nexusmods.com/skyrim/mods/48593/.

Schleiner, Anne-Marie. “Game Modding: Cross-Over Mutation and Unwelcome Gifts.” The Player’s Power to Change the Game. Amsterdam University Press, 2017.

“Unofficial Skyrim Special Edition Patch.” Nexus Mods, https://www.nexusmods.com/skyrimspecialedition/mods/266.

“Wintersun – Faiths of Skyrim.” Nexus Mods, https://www.nexusmods.com/skyrimspecialedition/mods/22506.

Deathloop’s Clever Reuse of Assets

Deathloop stood out among other game’s in 2021 for it’s unique time loop based gameplay and 1960’s aesthetic. However, not all parts of this game are as unique as they appear. Most notably the creators of Deathloop, Arkane Studios, reused several assets from their previous games. For example, several pieces of furniture from the Dishonored franchise are used in Deathloop’s levels. At first glance this wouldn’t seem like a good idea, as Dishonored takes place in the 19th century and Deathloop takes place in the 1960s. Despite this, Arkane Studios were able to utilize Dishonored’s assets in a way that didn’t make it obvious that they were originally created for a different game (unless you’re a huge Dishonored fan). This was done by improving the asset models and textures to be on par with the newer assets made specifically for Deathloop along with placing them in areas where their 19th century style isn’t that jarring.

While some players may find reusing assets immersion breaking, there are a number of benefits that justify the practice. Because both Dishonored 2 and Deathloop were made using Arkane Studios Void engine, which made it very easy to simply import assets from Dishonored 2 into Deathloop. This much less time then it would have for Arkane’s artists to create all new furniture. This in turn made things easier for Deathloop’s level designers, as they didn’t have to wait as long to start creating levels. Taking advantage of an engine’s affordances when designing a game is nothing new. For example, level designers of Doom took into account how id Tech 1 (aka the Doom engine) rendered spaces when they were making levels in order to get the most out of the engine. Despite some players finding the reuse of assets off-putting, it’s an effective way to make the most out of a game’s engine. Considering that using a game engine to its fullest is something game designers have been doing since the days of Doom, it’s unlikely that such practices will stop anytime soon.

Deathloop is available for PlayStation 5 and PC.

Sources

Sanglard, Fabien. “Doom Engine Code Review.” Fabien Sanglard’s Website, 13 January 2010, https://fabiensanglard.net/doomIphone/doomClassicRenderer.php

Steward, Jared. “Dishonored 2 Furniture Spotted in Deathloop.” GameRant, 19 September 2021, https://gamerant.com/deathloop-dishonored-2-reused-assets-furniture/

Cyborgs & Hackers in Old School Runescape

Old School Runescape (OSRS) is an MMO that fosters the two different types of personalities described by Dovey and Kennedy in Game Cultures: the Cyborg and the Hacker. One of the biggest goals for Old School Runescape players, myself included, is to acquire more in-game wealth. To do this often involves long sprints of grinding for resources. On it’s own this tends to be fairly tedious and take a long time, so often I try to have time in my schedule where I can simultaneously do grinding heavy OSRS tasks and “real world” tasks. This has had the interesting side effect of two parts of my life, gamer and student, becoming symbotic. From the gamer side, by doing AFK tasks in OSRS while I work on an assignment I’m increasing my in-game productivity. Looking at it from a real world perspective, I’m giving my brain a brief respite when I take a few seconds to deposit items from my inventory or click on a newly spawned resource. These small detours from my primary task allow me to work for longer periods of time, as they stave off the feeling of being burnt out. By emeshing my virtual and real world work I’m simultaneously in both of these worlds, which is in line with the fluid identity of the Cyborg. (Dovey & Kennedy 68) This phenomenon is not isolated to just myself, as conversations with other players of OSRS revealed that the practice of AFK resource gathering while doing real world tasks is a relatively common practice. (personal communication)

 While engaging with OSRS from a Cyborg approach allows for an increase in productivity, and by extension earnings, other players choose to go a different route. This is that of the Hacker, where players use outside technologies to advance their productivity and earnings. Unlike Cyborg players, Hacker players use technology that is not part of the game’s original design to circumvent grinding. The most common way to do this is by using bots that automatically gather resources. Some might argue that this is not that different from the AFK routine Cyborgs utilize. The difference lies in how bots remove the necessity of shifting from real world tasks to manage game tasks, thereby making the player’s identity less fluid and more static in the real world. It should also be noted that the designers behind OSRS never intended it to be a game where players can completely disengage from their tasks, as seen in early versions where players had to click a resource almost continuously in order to keep harvesting. (Calvin 44) Someone using bots does not have to worry about periodically checking in to manually empty an inventory or click a respawned resource. Because of this they are changing the technological systems of OSRS in a way that was not part of the original design. (Dovey & Kennedy 67) Another, more nefarious type of Hacker approach is the use of scam promoting bots. These are often seen in popular areas for player to player resource trading, such as outside house portals or the Grand Exchange. These bots will spam messages promising fast cash and valuable items, often embellished by flashing colors and fonts. While some of these are real players who are liquidating their wealth prior to quitting the game, many more are just get rich quick schemes that at best will rip off players and at worst steal their personal information.

It may be surprising to those outside the OSRS community to learn that removal of these Hackers is something many OSRS players are not 100% in favor of. The use of bots has been going on in OSRS for so long that they have become part of the game’s cultural landscape. Whether it’s 2007 or 2022, every time I walk up to the Grand Exchange I’m filled with eager anticipation, excited to see what dazzling display of multi-colored flashing posts promising quick and easy gold I’ll be greeted with this time. The spamming of “EZ 1 MIL” and “FREE LAVA CAPE” are enticing reminders of the riches one can acquire. Visiting the Grand Exchange is a lot like going to the Las Vegas Strip. Most players know not to fall for the flashy ads for coin and loot, but knowing that doesn’t stop them from getting amused by the Hackers’ hustle. It may not be the approach to gathering wealth the game’s creators intended, but it’s one that enough players have acknowledged as a legitimate option that it has become accepted by the community. Just as Hackers and Cyborgs play an integral role in shaping overall game culture, so too have they had a hand in shaping the economic landscape of Gielinor.

Old School Runescape is Available on Steam, Google Play, App Store, and the Old School Runescape Official Website.

Sources

Calvin, Alex. Runescape: The First 20 Years. Dark Horse Books, 2021.

Dovey, Jon, and Kennedy, Helen W. Game Cultures. Open University Press, 2006. PDF file.

Martin, Austin. Personal Conversation. January 2022.

Old School Runescape. Cambridge, England. Jagex, 2013. PC.

What Remains of Edith Finch: Why is it art?

Why is the Mona Lisa smiling? What is Banksy’s newest work satirizing? At times it seems the vaguer a piece of art’s meaning, the more it is valued. Perhaps this is why many consider What Remains of Edith Finch to be a prime example of video games as art. It is not only beautiful, but also opaque.

The exterior of the Finch house. Screenshot by author

At the start of the game the narrative seems straightforward enough: after the passing of her mother, Edith Finch returns to her childhood home to learn about her family. Upon arriving at the family property, a somber and mysterious mood is swiftly established by lack of other living beings and the imposing presence of the Finch house. Before the player even enters the house, questions arise about their surroundings. Why are there missing person posters clogging the creek? What is with the decrepit dragon structure in the front yard? Were the appropriate building permits obtained to add the precariously placed additions to the house? Things get even stranger when the player gains entry to the house’s interior. Why are local restaurants afraid to deliver to the Finches? Why are there references to Norse culture? What’s in the basement? What’s with the sealed off rooms? Is the strangeness surrounding this family supernatural, or something more “real”?

Not all of these questions are answered during the game, and the ones that are addressed are not answered completely. We learn that the Finch family is seemingly cursed, with only one member of each generation surviving to adulthood. The rooms belonging to deceased family members were sealed away by Edith’s mother in the hope that by hiding their untimely demise the curse can be forgotten, and therefore broken. Unfortunately, this tactic does not seem to work as Edith is apparently the last member of her family left alive.

While this information satisfies most of the broader questions posed, it fails to address some of the more intriguing aspects of the game. For example, it remains unclear if the family really is cursed or if the youthful deaths of many of its members is due to a placebo effect from belief in the curse. For some of the family it is not even clear how they passed away. An example of this is the death of Molly, who recounts in her journal turning into various animals before becoming a monster who eats herself. Given the eerie mood of the game at first I was under the impression that Molly’s experience was to be taken literally, but after doing some research I found that the general belief is Molly was hallucinating after eating poisonous berries. Yet after learning this I still feel there is more to Molly’s visions. What she experienced felt so real, and I’m skeptical that a young child would so cheerful write about eating a human even if she wasn’t in a normal state of mind. This dissonance in interpretation is what I believe truly makes What Remains of Edith Finch a work of art. By intentionally leaving so much of its narrative, events, lore, history, and outcome open to interpretation, players can’t help but continue to think about the game even after their time playing it is over.

Over the course of human history, a plethora of aesthetically pleasing visuals have been produced, and now more than ever people have access to works of art. Whether it is by a Renaissance master or an Indie game studio, most people can claim that they have experienced “art”. Despite this, if you were to ask a random individual on the street or in a chat room to name the title of their favorite artwork it might take them a minute or a quick Google search. We are surrounded by beautiful yet forgettable images. This is true of video games as well as more traditional art forms. Most games available today would fall somewhere in the range of looking “good”, but the ones that will be looked back on as pinnacles of art history are the ones that make us think. This is why What Remains of Edith Finch is art. It leaves things open to interpretation to force the player to think, and thereby staying in their mind long after the game has ended. Like other great works of art before it, What Remains of Edith Finch leaves a lasting impression on the audience.

What Remains of Edith Finch is available on Steam: https://store.steampowered.com/app/501300/What_Remains_of_Edith_Finch/

Sources

What Remains of Edith Finch. West Hollywood, CA: Annapurna Interactive, 2017. PC.

Exploring Character Design: Paper’s Please

Welcome to the first of a series of posts where I briefly analyze the archetypes and design choices of video game characters. In this installment we will examine some of the characters from Papers, Please.

Protagonist: The Inspector

Archetype: Anti-hero and Everyman

While there are several factions the player can have the Inspector side side with, at the end of the day he will be acting in his own self-interest. The Inspector is a simple bureaucrat whose just trying to make a living and not get on the wrong side of the government. He’s not actively trying to do good, he’s just following orders. Even though his actions can have larger implications, the Inspector is still just a regular human, lacking any special powers and unprepared for what’s to come.

Design

We do not see many images of the Inspector, but in the ones we do he comes across as a bland ordinary citizen. There is nothing remarkable about him and his only power is to approve or deny entry for people crossing the border. He is a blank slate visually, only being shown as a hulking shadow sitting down at their desk and once as a highly pixelated grey image. This allows the different choices the player makes on his behalf while playing the game more believable, as there is not much visual pre-establishment of what he would do if not being controlled by the player.

Antagonists: M. Vonel and Dimitri

Archetypes: Superior and Opposing

Both M. Vonel and Dimitri fall into the superior and opposing antagonist archetypes. Although they do not belong to the same government agency, M. Vonel and Dimitri rank higher then the Inspector in the internal government pecking order. It is also the job of each of them, albeit by different means, to monitor the Inspector. This can lead to them acting as opposition to the Inspector if the player’s goals do not align with theirs.

Design

The colors used for M. Vonel are blue and black. This creates the interesting effect of being scared (black), while also feeling an uneasy calm (blue). His presence becomes further intimidating by not being able to see his eyes, as they are blocked by glasses. His attire and mustache also remind the player of a Nazi, adding to his terrifying yet authoritatively serene demeanor as a special investigator for the Ministry of Information.

Unlike M. Vonel, Dimitri initially has a warmer, more inviting style. However, soon after the player first interacts with Dimitri it is clear that he is not there to be your friend. The true meaning of what his red attire is meant to convey becomes clear: not warmth, but anger and danger. As the protagonists’ supervisor, Dimitri has the power to reduce his salary or terminate his employment.

Conclusions

Although most of the characters encountered in Papers, Please are randomly generated, the ones that are consciously designed display choices that are intended to reflect their role and influence the mood of the player.

If enjoyed this post, consider checking out my review of Papers, Please.

Papers, Please is available on Steam: https://store.steampowered.com/app/239030/Papers_Please/

Sources

Papers Please. Lucas Pope, 2013.

Image Sources

https://papersplease.fandom.com/wiki/Inspector

https://papersplease.fandom.com/wiki/M._Vonel

https://papersplease.fandom.com/wiki/Dimitri

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