Obviously the society is portrayed as very much hierarchical (and valuing certain things etc) but I wasn't going to write an essay on every single interaction of the game. Still, the overall impression remains ^^;That is sometimes a conscious choice, for various reasons.
This issue ultimately applies to very-nearly all classic hero adventures (or just stories) ever. The reader knows they are going to defeat the big bad evil in the end. Or solve the mystery. Or get the love interest. Or all those things. Obviously getting captured or incapacitated or whatever is always going to be a temporary inconvenience of some shape or form.Tangential to the previous point, what would you consider an actual risk?
But that's also bluntly put the difference between good writing and poor writing. In a well-written story the reader isn't going to sit there and think, eh, all the struggle to get to the goal is whatever, there's no jeopardy after all, I know how this is going to end ...
For me a lot of it is just the presentation; it's simply not presented as difficult or challenging or anything ... assuming for a moment that I had some Magical Editorial Powers by which to change the game just casually to my subjective preferences, I don't think I'd even substantially change much of the actual content. Tone some of the most exaggerated instance down a bit and already there'd be a notable improvement (even if the main beats of the scene are by and large the same).
And, sure, going a little bit further it's still relatively simple things - like going into a fight surprised by a development and forced to react to something unexpected, out of a disadvantage, whatever. Completely different atmosphere already. But, naw, he always sees through everything immediately ...
I'd also agree with somebody above mentioning other characters. I'm definitely not saying there needs to be a rival or even anybody excessively interfering with the story, but just, whatever, "balancing" the guy against other people and what they are up and whatever, what somebody then might be talking about in the market or anything would also contribute to making the protagonist seem less extreme in the context of the setting.
And, sure, if we talk actual consequences; get injured, struggle to convince people, make people hate him if he's being too much of an idiot and force him to fix that, other temporary set-backs; plans not working out and needing an alternative, all options as appropriate. Heck, even screwing up so other people get screwed over - if he actually cares - is an option.
I don't think it needs to be super complex and fundamentally change the gameplay/story/characters. As far as I understand the goal here is still to be a porn game so to some extend porn game logic must apply, and I'd agree that any choices that just lock you effectively out of porn content (or lead to direct Game Overs) is more or less a waste of effort. But it's NOT about the character being fundamentally competent and reaching his goals. It's about how it's presented; there are ways to "disguise" what's going on, that "porn logic", better.