with new attention to the project, pope estimated that the game would now take six months to complete, though it ultimately took nine months. one area he expanded on was to create several unique character names for the various citizens that would pass through the game. he opened up to the public to supply names, but ended up with over 30,000 entries, with more than half he considered unusable as they did not figure the types of eastern european names he wanted or were otherwise "joke names". after the greenlight process, pope started to add other features that required the player, as a lowly checkpoint worker, to make significant moral decisions within the game. one such design was the inclusion of the body scanner, where pope envisioned that the player would recognize this being an invasion of privacy but necessary to detect a suicide bomber. these also helped to drive the game's narrative as to provide rationale for why the player as the passport checker would need to have access to these new tools in response to the larger events in the game's fiction. after being successfully voted on greenlight, "papers, please" was being touted as an "empathy game", similar to "cart life" (2011), helping pope to justify his narrative choices. pope also recognized that not all players would necessarily appreciate the narrative aspects, and started to develop the "endless" mode where players would simply need to process a queue of immigrants limited only by the player making a certain number of mistakes.