How to visually convey a player-run law system without confusing potential players?
Hey guys, the team and I are currently deep in production on a feature that's honestly been a headache, a fully functional police station system.
Players can commit crimes against each other in certain zones (theft, griefing, etc.). Players can also report those crimes at the local station. Reports generate NPC bounty hunts, player-driven investigations, and even a jail system for caught offenders. It's essentially a player-regulated justice loop embedded in the world.
How do you communicate a complex social system like this in a single static Steam capsule? It's not a flashy boss fight or a new class, just a slow, trust-based mechanic that's hard to thumbnail.
I've thought about positioning it as "player-driven law and order" or leaning into the chaos of crime, but I worry the nuance gets lost. I'd love to hear from other devs who've marketed similarly abstract or emergent systems. How did you visually convey something that's more about player interaction than raw spectacle? Any creative framing, UGC strategies, or community building tactics that worked for you? Happy to share more specifics about this feature in Warvox if it's useful for brainstorming.