JarlFrank
I like Thief THIS much
If a designer really want to do a prison escape plot, they should either:For RPGs, sequences that completely remove player agency for the sake of "plot".
The worst one IMO being the "forced captivity via obvious trap that bypasses game mechanics but it's the only way to progress the plot". At least some of the other crappy plot railroads still serve a purpose (i.e. main character cutscene incompetence to keep the villain alive). The forced capture + subsequent jail break almost never lead to anything fun mechanically or interesting narratively.
- It's perfectly acceptable to go the Bethesda route and start a game inside a prison. It makes a lot more sense for you to be captured unawares before you become a powerhouse, and captivity makes for a convenient launching off point and impetus for character development that will follow. The restrictions on gameplay mechanics also tie in nicely with a tutorial section.
- Have some reason to deliberately let yourself get captured, such as: You have to get to someone who is already incarcerated, either to break him out, grab info, et cetera. You have to get something (like a map) that is hidden in the prison. You need to kill/enhanced interrogate a prison guard or administrator. It also generally doesn't make sense for someone to spare their political rivals an execution, so a false identity is also a must for this kind of plot.
When it comes to capture scenes, IIRC Dragon Age did it pretty well.
The encounter where you're supposed to lose and get captured can be won. It's extremely hard, bordering impossible, but if you manage to win - be it legit or by cheating - you skip the capture scene.