Shaming the player for using the Tower of Valni means naming it the “Baby-Safe Training Play Area for Losers”, not the “Helpless Isolated Village” or “Hell Circle Full of Trapped Innocent Killable Souls” or “Tower of Trapped Innocent Babies”, which is what I actually suggested. A basic idea that already became boring because of how one-note it would be. Players are encouraged to not do something that reduces the difficulty of the game in an uninteresting way. Would be more interesting for the player to deal with multiple philosophical and moral questions over the course of the story, some with no easy answers, some where solving problems the right way is easier than solving them the evil way, some where the greater good (tracking down the main villain) means letting their pawns go after getting intel from them and making deals with them even while the Lawful Good Paladin in your party makes it clear he wants the unrepentant criminals slain on the spot.
“Contested”? When people attack me for suggesting something, and attack me by misrepresenting it, it’s like they’re trying to win an argument against me instead of taking part in a discussion with me. I just don’t see value in that. Back when I was a kid I used to get into shouting matches on the internet with random strangers over Sonic The Hedgehog opinions, but now I just don’t see the point. I’m too old to yell about Sonic or Pokemon or Genshin Impact ships or take someone seriously if they get heated over it. If I’ve known someone for ten seconds and my first introduction to them is me and what I said being maliciously misrepresented due to their genuine anger over video game opinions I don’t share, neat. Someone like that doesn’t present themselves as somebody I respect enough to respect their opinions on video game design. There was a time when I kept asking questions here, expecting advice to help me guide my design to make everybody happy, but even putting aside all the anger, too many responses were “Design your game for mass appeal, except when mass appeal conflicts with my personal tastes, and always design it to fit within my preconceived notion of how your dream game should correctly cater to my personal desires”.
“Don’t give bows more range than magic, that’ll make them unbalanced in my theoretical headcanon of how a game I’ve never played might work! However will magic users compete if they can’t counterattack bow users?” - Someone who I haven’t yet told mages can’t counterattack at all in my game.
I have gained self-confidence. I make my games for me. If anybody else likes them, neat. If somebody hates them, write and record a ten hour video essay about it. Let me know if you want to playtest my games when they’re done and you can see how all the moving parts work together. But until then, I don’t see much point to trying to defend ideas that have never worked in Fire Emblem games because mine haven’t been made yet.