Just Doing My Job in Arstotzka

I didn’t enjoy playing Papers, Please that much, and I think that’s exactly why it works. The game puts you in this position that feels awful from the start. You aren’t a hero, a rebel, or even someone with much control. You’re a border inspector in Arstotzka, sitting in a booth, checking documents, stamping passports, and simply trying to make enough money so your family doesn’t starve, freeze, or die from sickness. Most of the time, I felt like I was just doing routine actions that went against my morals, but I also felt like I couldn’t really do anything else. I had four family members depending on me, and I was barely scraping by without ever really progressing.

Statuses of my family after Day 4.

That’s where Papers, Please becomes more than a game about paperwork. It actually becomes a game about personal responsibility under pressure. Ian Bogost writes that “procedural rhetoric is the practice of using processes persuasively,” meaning that games can make arguments through rules and systems, not just through dialogue or story which Papers, Please accomplishes. Its argument isn’t delivered in one dramatic speech about borders or authoritarianism. It’s built into our process of playing, like the clock, rulebook, citations, paycheck, family expenses, and growing list of demands each day. 

The game’s systems make personal responsibility feel complex because every moral choice has a cost. If I let someone through because I felt bad for them, I riskedgetting a citation. If I made too many mistakes, money was deducted from my paycheck. If I ended the day with even five dollars of debt, I could be jailed and lose my job. So even when I wanted to act morally, the game made that feel like a luxury I couldn’t even afford.

Thomas Nagel’s “Ruthlessness in Public Life” helped me understand why this position and environment felt so uncomfortable, aside from the fact that it’s an authoritarian regime. Nagel argues that public roles can create a strange kind of moral distance. People acting as officials or functionaries can become “insulated in a puzzling way from what they do.” That’s exactly the feeling Papers, Please creates, because I knew I wasn’t personally making immigration law. I also wasn’t the one who created Arstotzka’s political situation. I was just checking papers, but the game makes that excuse feel both understandable and suspicious. The stamp we provide as players is small, but the consequences aren’t even though we feel distanced from them.

Denied entry for a person missing documents. 

Nagel also writes that the ability to say one is “only following orders or doing one’s job or meeting one’s responsibilities” can become “a heady and sometimes corrupting brew.” This becomes easier to observe as the game makes doing my job feel like a survival strategy. I didn’t want to deny people or search them or separate them from where they were trying to go. I also especially hated the random searches and the nudity because they made the state’s power feel invasive in a very direct way. But the more the game went on, the more I felt trained to care less about the person in front of me and more about whether their documents matched and my own financial survival.

For these reasons, I also think Papers, Please slightly weakens its own argument about personal responsibility because the pressure can feel so extreme that autonomy almost disappears. Bogost highlights that play is “the free space of movement within a more rigid structure.” In Papers, Please, that free space feels tiny. Yes, I technically had choices, but if every choice outside the rules threatened my family’s survival, jail, or losing the game, then I didn’t always feel accountable in a full moral sense. I felt trapped. The game shows responsibility, but it also shows how limited responsibility becomes when the system punishes you for having a conscience.

Guard offering money for detainees.

Still, the game doesn’t let us as players completely off the hook, which highlights how it strengthens our own personal responsibility. For example, when the guard offered money for detaining more people, that felt different. In these moments, I knew I had some responsibility and wasn’t being forced by the rules. I was being tempted to profit from someone else’s punishment. Nagel says “obligations to the state also have limits,” and it’s evident here because the game sometimes shows the difference between surviving inside a bad system and choosing to become more useful to it.

By the time I stopped on day 11, I didn’t feel like I had mastered the job but rather worn down by it. Papers, Please shows us that personal responsibility doesn’t disappear inside bureaucracy, but it does get distorted. The game’s systems strengthen this argument by making morality feel like part of the paycheck, part of the clock, and part of the routine. But they also weaken it by making the player feel so constrained that responsibility starts to look less like freedom and more like punishment. In the end, Papers, Please doesn’t ask whether I’m good or bad morally. It asks how much of my morality survives when doing the right thing means my family might pay for it.

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