Vince Lestrade/Lack of Consequence

3 thoughts on “Vince Lestrade/Lack of Consequence”

  1. I don’t think the real takeaway is that letting in Lestrade doesn’t matter, but that the player character is removed from the consequences of many of his decisions. You never hear follow-up for plenty of the scripted moral dilemmas, especially ones that end in you refusing entry to someone (the pimp, the wife, etc.) For me, the fact that I’d probably never see evidence of my casual good deeds or wrongdoings in the future had a very striking effect on how I approached the game, simultaneously making me more callous as a calculating game-player while also feeling increasingly uncomfortable because that’s a more *realistic* model; in most games, you’d take for granted that such decisions would come back to haunt you, but in real life, as in Papers, Please, most of the ways you help or hurt strangers are invisible to you. In general I do my best to be prosocial, but that impulse evaporated alarmingly quickly in the game world where lower levels of my hierarchy of needs were threatened.

  2. I agree that the consequences of your actions often aren’t visible, but I also agree that that adds a layer of authenticity to the game. If I’m remembering correctly, the day Vince Lestrade visits is also the first day you can detain people. I myself never let him in, or turned him away, but rather had him arrested. It sounds like if you let him in, you make money and if you don’t, you get penalized. If you detain him, however, you still make money. I’m not sure how this affects your views of the scenario, but to me it’s almost the best of both worlds: I’m not letting the criminal in, and I’m not losing any money in the process.

  3. You realise that you can detain him right, correlate his name with the newspaper and it gives you the option to detain…. Jesus christ

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