
They're scared you're going to do something wrong, they can't verify your identity or they're being really extra careful. You're a real person, but from their perspective it's just like an anomaly that they're worried about. “When you look at it from the other side, at least for me, I have a whole new level of understanding for the position that the authorities at the German airport, at least in your case, were in." "That's one of the things I like about the game,” Pope tells me. It was one of those experiences similar to my own that helped inspire the game's creator, Lucas Pope, to develop the game. The first few times I played Papers, Please, it reminded me of those 24 hours in Germany that have left me scarred. Sitting in Frankfurt Main airport (and having to run it end-to-end at one point), stressing out as to whether I'll get the papers in time for the flight, and how I nearly didn't get past security thanks being given photocopied papers, not the genuine article, by Aer Lingus. Then there was the hour-long train from Cologne to Frankfurt the next day which had me in tears. I called the Irish embassy and followed up with the German consulate to get papers sorted for a flight back to Dublin.

I had to let my family and boss know the situation. The panic sank in as I realised it was missing. They can't verify your identity or they're being really extra careful." "You're a real person, but from their perspective it's just like an anomaly that they're worried about.

You may laugh at this - and looking back, I occasionally chuckle about it - but at the time as a 19-year old, it was very scary. Three-and-a-half years ago I somehow lost my passport in Cologne. Lucas Pope discusses his career, from Quake mods to Naughty Dog, the success of Papers, Please and why there won’t be a sequel.
