I've observed this phenomenon with multiple games now: The dev wants to create a certain plot-device - often it's even the whole premise of the game - to force the player onto a certain path. The problem: The plot-device depends on laws that do not exist in any country on earth. Yet instead of coming up with a better device or reasoning, the dev either acts as if those laws do not exist, or he creates a fictional country on earth, because again: There is no country on earth with stupid laws like that.
To name one common example: The "overwhelming debt"-device. It goes like this: Because of (deus-ex machina) you owe someone N trillion dollars. You can't earn it with honest work, therefore you must fuck to pay the debt. Yes, it really is as stupid and lazy as it sounds. But more importantly: It's impossible in reality. Ever heard of insolvency? If you can't pay, you just don't pay. Simple as that.
I guess next you gonna say: "Oh, but wait: This ain't no legal claim. It's some ruthless criminals who will break your neck if you don't pay. They don't care about insolvency."
My answer: "Well, then all the player needs to do is, record the criminals confessing to extortion, hand it over to the cops and go into police protection."
Your next brainfart: "Oh, but you see: The criminals have uber-super-duper lawyer, that is impossible to defeat!"
My answer: "So it's basically magic?"
Cue even more contrived logic and deus-ex machina.
Meanwhile, you the dev have completely lost the point: What matters here isn't you justifying yourself. What matters is if the player BELIEVES YOU. Because if he doesn't believe the premise, then he thinks you and the game are cheating the player. Simple as that.
So, freaking spend one hour please, to come up with a good and plausible reason. And since i'm a writer myself, here's a hint: Let the lore work for you, instead of adapting the lore to fit your preconceived plotpoints. In a well-developed setting and lore, good plotpoints emerge on their own, because of the dynamics of the world.
To name one common example: The "overwhelming debt"-device. It goes like this: Because of (deus-ex machina) you owe someone N trillion dollars. You can't earn it with honest work, therefore you must fuck to pay the debt. Yes, it really is as stupid and lazy as it sounds. But more importantly: It's impossible in reality. Ever heard of insolvency? If you can't pay, you just don't pay. Simple as that.
I guess next you gonna say: "Oh, but wait: This ain't no legal claim. It's some ruthless criminals who will break your neck if you don't pay. They don't care about insolvency."
My answer: "Well, then all the player needs to do is, record the criminals confessing to extortion, hand it over to the cops and go into police protection."
Your next brainfart: "Oh, but you see: The criminals have uber-super-duper lawyer, that is impossible to defeat!"
My answer: "So it's basically magic?"
Cue even more contrived logic and deus-ex machina.
Meanwhile, you the dev have completely lost the point: What matters here isn't you justifying yourself. What matters is if the player BELIEVES YOU. Because if he doesn't believe the premise, then he thinks you and the game are cheating the player. Simple as that.
So, freaking spend one hour please, to come up with a good and plausible reason. And since i'm a writer myself, here's a hint: Let the lore work for you, instead of adapting the lore to fit your preconceived plotpoints. In a well-developed setting and lore, good plotpoints emerge on their own, because of the dynamics of the world.