Return of the Obra Dinn & Lateral Information

It fascinates how video games convey information to their players. I remember picking up Ocarina of Time 3D for my brand new 3DS in 2014 and having the toughest time with the dungeons. After not really playing video games for 10+ years, my knowledge of how games design puzzles was dusty at best. Like any form of media, video games have certain things they expect the player to know coming in, a sort of jargon almost. Red barrels will explode, if townsfolk keep mentioning a cave to the west then that’s where you should go, solutions to puzzles are most likely located very nearby. Besides mechanics that can be used throughout the game, a lot of information found by a player in a level tends to stay there. But recently, I replayed Lucas Pope’s Return of the Obra Dinn after finishing his other game, Papers, Please, and how that game tells the player important information through a concept I refer to as lateral information is truly incredible.

Lateral information is similar to lateral communication in an office. The term refers to how workers on the hierarchical level across departments will discuss and work to resolve issues that affect the company as a whole. Lateral information are details or information in a game placed throughout a playthrough to be used in different sections or at different times. It is information gained by the player through thoughtful level design or story. I don’t consider power ups or items to be part of this definition because those are more tied to mechanics than information.

The core gameplay loop of Obra Dinn is based around gathering lateral information. In the game, you play as an insurance agent investigating what happened to the titular ship, which has drifted to harbor with its entire crew and passengers either dead or missing. In your possession is a stop watch that transports you to the exact moment a death has occurred. With this ability to view deaths, you are tasked with two goals: figure out who each person is and how they died. A death memory feels like entering a diorama and it can be overwhelming at times when you first experience the chaos of sounds, still figures, and rooms. There is a lot to take in but it is important to study everything you can in a scene: who is present, items characters may be holding, what jobs they seem to be performing, etc. All this information is important and it is up to the player to notice the details.

Most memories require information discovered during other memories to solve. The game becomes more and more open design-wise as the player discovers new memories, and it is left to them to gather the information and make the deductions needed to solve the fates of the crew. This gives the player plenty of time to investigate memories at their leisure, plenty of time to find the important clues, and plenty of time to think of how everything is tying together. This is lateral information. Using clues in memories to solve other questions in the game, all while treating all information as equally important, is the lateral information that Lucas Pope uses to great effect in Obra Dinn.

As a board concept, lateral information can be used in many different ways. As mentioned before, one use is to incentivize players to investigate everything in a memory. Since there is no way for a player to tell what they’re looking at will prove to be a useful piece of information, they have to comb through every little detail and commit what they can to memory. This does wonders to draw the player into the game world. By focusing on everything, players will naturally learn the structure of the ship and the peoples’ relationships aboard it. Add in the unique, monochromatic art style and you have a game world that is deeply immersive that keeps players grounded in it through constant focus.

Lateral information also helps structure progression through Obra Dinn. As you visit memories and discover the fates of the crew members, you will write down their identities and deaths in a book. Each disappeared person has a portrait for themselves and those portraits will be clear if you have found enough information to determine their identities or cloudy if you have not. This helps guide the player through the game before they have found all the memories because it tells them that either they haven’t found enough information, therefore needing future memories to solve, or they have found enough so they could puzzle out that person’s identity right there. Identities do have levels of difficulty to solve so it is often better to save difficult ones for later, but the picture system tells players that all the necessary information they need for that particular character can be found in previously discovered memories.

The greatest strength from lateral information that Obra Dinn gains is how it leads players to organically revisit and explore past memories once they have all been found. Since the bodies can be found in a nonlinear order, it’s nearly impossible to solve all the fates before the storm comes over the ship, indicating that all the memories have been discovered. This means that the player will have to go through memories they think have important information and reexamine them. In most other games, the solutions to a puzzle would be in the general area of the puzzle or there would be a near linear path to the solution. Obra Dinn is not like this. Since the whole design of the game is based around collecting lateral information from everywhere throughout the game, it’s natural that players would need to re-explore past areas and the game encourages this simply by how it is designed. Since the players have already been exploring the ship at their own pace and learning how to look for and collect important details, they are completely ready when the reigns are let off entirely. Even other puzzle games tend to increase the challenge by changing the mechanics whether it be through adding more rules as the game progresses, adding more variables to levels, or making the movement to complete the puzzles more complicated. Obra Dinn is different to these too because the gameplay and mechanics are the same throughout the entirety of a playthrough. Difficulty is only determined by the details players are expected to find. 

I hope games start to utilize more lateral information in their design. Not just puzzle games, but all types of games. This style of giving the player information helps the world of a game feel more organic and less constructed, it helps players become immersed in the world, and it helps them feel clever after solving a puzzle by recalling information found previously in the game without any indication to do so. Lucas Pope utilized lateral information so well in Return of the Obra Dinn, that I, someone who is usually pretty bad at puzzle games, managed to complete it. Not only that, but it has become one of my favorite games from a design aspect because it just fascinates me how the game feeds the player information.

Papers, Please – Critical Miss #11

Working for the Clampdown

Solo developed video games have always interested me. They are a good place to see what can be accomplished with unhampered vision and passion. Lately I’ve been working my way through Return of the Obra Dinn by Lucas Pope. The game is fascinating and it made me interested to check out Pope’s earlier game Papers, Please. Met with critical acclaim when it was released in 2013, it has since kept up a reputation of a unique and heartfelt game. 

In Papers, Please, you play as a border inspector for the totalitarian government of the fictional country of Arstotzka. The country takes obvious inspiration from the former Soviet Union and its heavy regulation and restriction of immigration. The gameplay focuses on checking the papers of all people trying to enter the country through your border checkpoint, accepting the immigrants with proper papers and denying all those with missing and forged papers. Your character gets paid for every person processed and pay is docked for every mistake you make. The money is important because you have a family at home that depends on you. Rent is immediately taken out every night and you must also pay for food, heat, and medicine if a family member is sick. That is, if you have enough money. 

 Everything in Paper, Please revolves around time and space management. Your desk space is extremely limited and you will soon have too many papers to check to have them all on you desk at once without overlapping. The time in a day you have to work is also limited and is even cut short sometimes by terrorist attacks. If you don’t process enough people in a work day, you’ll go home short on cash. The game throws a load of little things that take up a tiny amount of time which adds up throughout the day. This aspect of the Papers, Please is so smart and subtle it is a great candidate for a future post.

The most interesting thing in the game is the people trying to get into Arstotzka. Many are desperate to enter the country, begging and bribing you to let them in if their papers are forged. Some get mad at you for denying them entry and some are even bitter about returning to the country. There are dozens of sad stories that will pass through the checkpoint during a playthrough. Memorable ones for me were the couple were the wife is missing papers, the woman who wants you to deny a man because he plans to sell her into sex work, and the father who request you to steal a man’s passport so he can track him down for killing his young daughter. 

Even through the game’s minimal dialogue, the character’s fear and sorrow are heart wrenching and it is effective at making the player want to help them. This is not easy to do though. You have two free mistakes in accepting improper people a day, so you have a little wiggle room if you play perfectly, but if you are too careless then you pay and the end of the day screen will remind you that it is your family that suffers. The player is constantly torn between wanting to help the people coming through the checkpoint and keeping their family healthy. 

The game offers multiple playstyles without ever changing the core mechanics at all. During my first playthrough,I found the easiest way to win was to keep my head down and work under the government’s boot heel. The only problem with that is I felt horrible turning away anyone in need of help. During my second playthrough, I tried to help as many people as possible since I improved at the game, but quickly ran into issues making enough money to keep my family warm and full. Many games offer different skill sets for differing playstyles or classes, but Papers, Please stays the same game mechanically. You’ll still be checking papers and all, but it feels completely different trying to slyly subvert the government or just look out for you and your own.

There is a strange sense of meta-immersion in the game. It often feels like office work while looking over the number of papers needed to be checked and that feeling is only heighten while you are sitting at your desk playing on a computer. A complaint I’ve often heard against Papers, Please is that is can end up feeling too much like a job. This is a valid complaint because checking the papers can be tedious and fear of making a mistake is stressful like work can be. I’ve also heard people say that they would not consider Papers, Please a game due to it feeling too much like work and I don’t agree with that. The game still has very video games rules and logic. Booth upgrades can help you point out discrepancies and stamp passports faster, there are no repercussions of skipping a day of meals if you eat the next day, and the fact that you can quickly restart a day if you fail a task and lose are all examples of things that could only happen in a video game. Real life work doesn’t offer a redo button nor do books or movies offer the freedom of choice in Papers, Please.

It’s a game that only works as a video game and I was enthralled from beginning to end. The concept was interesting and the characters’ desperation fit perfectly with the setting and themes. Papers, Please is fascinating as a game because it uses a new and unconventional gameplay style to tell a believable story of human pain. Mechanically it is fresh and challenge, keeper players just on the edge of failure, but offering enough support throughout the game to keep them engaged.

Of course, there are some issues with the game. The art style I really like. It is rough and bleak, fitting perfectly with the former Soviet Union setting, but it does tend to make it difficult to spot certain discrepancies. Height was always an issue for me to catch due to the measuring bars behind the characters not being clear enough. The font on the documents is extremely pixelated, making it hard to read sometimes, and fingerprints are very messy, requiring me to just check for differences whenever they came up. Most discrepancies are noticeable while just looking over documents and comparing them, but it’s the moments when they are not clear at a glance that lead to frustration. 

Other issues I have with the game are very minor. Failure can come in an instant at times if you forget to do a certain task in a day. Example of this would be losing because I denied a diplomat from entering Arstotzka because their papers were incorrect. But while failure can come quick, you can also restart just as quick on the day you failed. The pointer can also feel imprecise at times. It’s more annoying than frustrating when you mean to click on a date on a passport but end up highlighting the entire passport, but because of the imprecision, I never ended up using the final booth upgrade to double click to search for discrepancies. 

But all these issues are forgotten when I think of the line of sad stories that passed through my checkpoint and how it made me feel genuinely terrible not to help those struggling people out. Papers, Please is so truly engaging and unique that I implore anyone who hasn’t played to please check it out. It is a highly emotional experience and a strong, sad story that doesn’t skimp on gameplay. It is an argument for video games to be considered art. It is a video game that only works because of the unique qualities that make games different from movies or books, and that is honestly the highest praise I can give any game.