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by Quaro 4473 days ago
>You know when you play a first-person shooter that claims to be about “how far you’re willing to go to protect the ones you love,” or “the true cost of a life,” or “moral ambiguity,” but the gameplay actually consists of shooting hundreds of dudes in the face? And you know how in the back of your mind, you wonder, “I wonder what it’d be like if a game actually designed its gameplay around those concepts rather than just duct-taping them on through noninteractive story?”

>Papers, Please is that game. It manages to ask (and importantly, not answer) questions of duty, safety, privacy, family, self-interest, and morality through an incredibly simple, focused set of mechanics based around checking transit papers and stamping passports.

http://www.heyash.com/why-i-like-papers-please/