Interview with Lucas Pope

Fictional Interview with Lucas Pope
Disclaimer: This is a fictional creation inspired by Lucas Pope’s work and public persona, drawing from his interviews and the themes of his games. It aims to capture his creativity and thought process.


Interviewer: Lucas, thank you for joining us. You’ve created some of the most unique games in recent years. Let’s start with Papers, Please. What inspired you to make a game about being an immigration officer?

Lucas Pope: Thank you for having me! The idea for Papers, Please came to me while traveling. I was going through immigration checkpoints and couldn’t help but notice how tense and methodical the process was. I thought, “What if this were the core of a game?”

I wanted to explore the idea of bureaucracy as gameplay—making choices under pressure and balancing the rules with human emotions. It was a setting that naturally created drama, and I felt it was an interesting way to explore themes of power, morality, and responsibility.


Interviewer: The game forces players to make tough ethical decisions. Was that always the goal?

Lucas Pope: Yes, definitely. I wanted the player to feel the weight of their actions. Most games are about empowerment—you’re the hero saving the world. But in Papers, Please, you’re just a small cog in a giant machine. You have to follow rules to keep your job, but those rules don’t always feel fair or just.

It’s not about telling the player what’s right or wrong. It’s about creating a space where they can confront those questions for themselves.


Interviewer: After Papers, Please, you released Return of the Obra Dinn, which is radically different in style and gameplay. What drew you to that project?

Lucas Pope: I like to challenge myself with each project. After Papers, Please, I wanted to do something more visually experimental. The idea for Obra Dinn started with the concept of a monochromatic 1-bit art style, like old Macintosh games.

From there, I thought about how to combine that aesthetic with gameplay. The mystery of a lost ship felt like the perfect setting to explore deduction mechanics. I wanted the player to feel like a real investigator, piecing together clues and solving puzzles organically, without hand-holding.


Interviewer: Both games are very unconventional in their design. Do you ever worry about whether players will “get it”?

Lucas Pope: (Laughs) I do think about it, but I try not to let it hold me back. I make games that I personally find interesting, and I hope there’s an audience out there who feels the same.

For example, with Obra Dinn, I knew the 1-bit style might turn some people away, but it also creates a unique atmosphere that you can’t get with more polished graphics. It’s about staying true to the vision, even if it’s a bit niche.


Interviewer: Your games often deal with themes of morality, responsibility, and the human condition. Why do you gravitate toward these topics?

Lucas Pope: I think games are a great medium for exploring complex themes because they’re interactive. Players don’t just watch or read—they do. They make decisions, face consequences, and see the results of their actions unfold.

I’m fascinated by systems, especially ones that involve people. How do individuals navigate larger, often rigid structures? What compromises do they make? Those questions feel universal, and games give us a way to engage with them in a personal and meaningful way.


Interviewer: You work on your projects mostly solo, which is rare for games of this scope. What are the challenges of being a one-person developer?

Lucas Pope: Time management is probably the biggest challenge. When you’re working solo, you’re responsible for everything—design, art, programming, sound. It can be overwhelming, but it’s also incredibly rewarding because you have full creative control.

The other challenge is knowing when to stop. It’s easy to get caught up in tweaking every little detail. At some point, you have to step back and say, “Okay, it’s done.”


Interviewer: Both Papers, Please and Obra Dinn have had critical and commercial success. Does that create pressure for your next project?

Lucas Pope: A little, but I try not to let it dictate what I work on. Success is great, but I don’t want to feel like I’m stuck making the same type of game over and over. Each project is its own challenge, and I try to approach it with fresh eyes.

I think if I’m excited about an idea, that excitement will come through in the final product, and hopefully, players will feel it too.


Interviewer: Your games often have a distinct sense of place and atmosphere. How do you approach world-building?

Lucas Pope: For me, the setting is almost like another character in the story. It has to feel alive and believable. I like to dive into the details—how people live, work, and interact within that world.

For example, in Papers, Please, the cold, oppressive atmosphere of Arstotzka was crucial to the player’s experience. In Obra Dinn, the ship had to feel like a real, lived-in place. Every little element, from sound design to visual style, contributes to building that sense of immersion.


Interviewer: What advice would you give to aspiring indie developers?

Lucas Pope: Start small. It’s easy to get overwhelmed by ambitious ideas, but it’s better to focus on something manageable that you can actually finish. Each finished project teaches you something new, even if it’s not perfect.

Also, embrace constraints. Limitations force you to be more creative. Whether it’s a tight budget, a unique art style, or a simple mechanic, constraints can lead to some of your most interesting ideas.


Interviewer: Finally, what’s next for you?

Lucas Pope: I’m working on some ideas, but nothing I’m ready to share just yet. I want to take my time and make something that feels fresh and meaningful. No pressure, right? (Laughs)


Interviewer: Lucas, thank you for your time. Your games have truly redefined what indie games can achieve.

Lucas Pope: Thank you! I’m just glad people are willing to step into these strange little worlds I create.


Lucas Pope’s games continue to push the boundaries of storytelling and design, leaving players with unforgettable experiences.

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