Papers, Please

Developer

3909 LLC

Year

2013

Breakdown

Diegetic UI

In Papers, Please (2013), developed by Lucas Pope, the user interface is a prime example of diegetic UI, where the interface elements are embedded directly within the game world and are perceptible to the player character. As the player assumes the role of a border checkpoint inspector in the fictional dystopian country of Arstotzka, the entire interface is situated on the inspector’s in-game desk. This spatial diegesis ensures that all interactive elements—passports, entry permits, rulebooks, and stamps—are part of the narrative environment, fostering high narrative immersion and environmental storytelling.

The player manually manipulates documents with a cursor, simulating hand movements, which emphasizes tactile interaction and cognitive load management, as the player must physically compare document data to detect inconsistencies. Tools such as the inspection scanner, rulebook, and audio transcripts are all accessed within this in-world space, reinforcing a single-plane UI design that avoids traditional HUD overlays. By embedding all interface components into the game’s narrative structure, Papers, Please crafts a deeply immersive and oppressive atmosphere that mirrors the bureaucratic monotony and moral tension of the protagonist’s job. This diegetic approach not only reinforces the game’s theme but also elevates the player-character alignment, making the act of interface interaction a form of roleplay rather than mere gameplay mechanics.

Diegetic UI in Papers, please

DESK INTERFACE
Papers, Please uses a fully diegetic interface, presenting its UI as physical objects on the immigration officer's desk—passports, rulebooks, stamps, and scanners. This spatial design turns UI into gameplay, with drag-and-drop interactions mimicking real-world bureaucracy.
RULES AND FEEDBACK
Papers, Please conveys information through in-world media like memos and bulletins, avoiding traditional UI overlays. Rule changes and alerts are part of the workflow, while feedback comes via printed citations and sound cues, enhancing narrative immersion and functional clarity.
EMOTIONAL INTERFACE
In Papers, Please, every interaction is embedded in a physical context, making the UI evoke the game's tension and moral weight. The interface mirrors the dystopian setting, using deliberate friction and constrained affordances to reflect the player's limited power in an authoritarian system.
INTERFACE EVOLUTION
As the game progresses, new tools like fingerprint kits, x-ray scanners, and audio transcripts are introduced, gradually increasing complexity. This progressive disclosure builds mastery through real-time information processing, reflecting the growing demands of the job and enhancing the diegetic skill curve.
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A micro timeline of
Papers, please

How the game’s UI has evolved over time, inspired by earlier works
and how it influenced later games

Cart Life - 2011
A slice-of-life sim with heavy task and time management. UI mirrors the everyday pressures of low-income life.
Set the tone for socially grounded gameplay where UI is intentionally clunky or stressful to reinforce theme — a clear precursor to Papers, Please.
Papers, Please - 2013
You interact with documents, drag stamps, check maps, and interrogate—all within the character's workspace.
There are no overlays or pop-ups. The desk is the UI. The experience is entirely in-world, making it deeply immersive and emotionally resonant.
Beholder - 2016
You manage a dystopian apartment building, spying on tenants. UI is part of hidden government reporting tools.
UI is functional, oppressive, and designed to reinforce surveillance — very similar to the ideological UI use in Papers, Please.
Not Tonight - 2018
Immigration checkpoint-style game set in a post-Brexit UK. UI mimics Papers, Please with documents, face checks, and stamp decisions.
A spiritual successor in tone and UI design — clearly inspired by Papers, Please in its semi-diegetic workspace-based interaction.
Return of the Obra Dinn - 2018
Another Lucas Pope game. Entire game navigated via an in-world journal and visual reconstructions.
The UI is narrative and diegetic. You use a magical device to rewind deaths, and a journal to deduce who is who. There’s no traditional menu — it’s all world-justified.

What it got right?

Intergrated Bureaucracy

Papers, Please uses diegetic UI to fully embed game systems within the protagonist's experience as an immigration officer in Arstotzka. The inspection booth serves as the interface, with passports, permits, and rulebooks handled in real-time on a physical desk. This design turns UI interactions into gameplay, immersing players in the procedural weight and routine of the job.

tactile feedback

Papers, Please communicates urgency and stress through physical cues rather than abstract meters. Mistakes are represented by printed citation slips, and time pressure is felt through long lines of applicants. Clunky, manual interactions—like stamping and document checks—intentionally create friction, mirroring bureaucratic pressures and embedding consequences directly into the gameplay.

system narrative

In Papers, Please, the diegetic interface is integral to its moral and mechanical depth. All decisions—approving bribes, denying refugees—are physically enacted at the player's desk, with consequences playing out in real-time. Booth upgrades are tangible in-world changes, not abstract UI improvements, deepening the sense of complicity and reinforcing the game's themes of bureaucracy and moral conflict.

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