I’m gonna try to avoid repeating what Scraiza said because I agree with them on most points
Rewards such as chests and villages that are hunted down by enemies are optional only in theory. In practice, because of how the human mind works, almost every player will try to get everything, which causes casualties, which causes the player to reset until everything is attained.
While this may be true for you, I would hardly say it affects the “95% of players” you mention later. The idea behind taking an easy 100% or a risky 101% that could result in something less depends largely on personality type, because personally, I’d always choose the previous choice. Why would you risk the 100% for something small and extra? Point is, that’s as subjective as fun is. Nothing “indirectly” encourages the player to play fast outside of their own drive to become a better player because, frankly, turtling is a FAR easier strategy than quick and efficient play and should NOT be rewarded in the same way.
In the end, who determines what is “fun”? It’s subjective, hence why I don’t think developers should punish a playstyle.
While this is true that fun is subjective, that cuts both ways. Developers shouldn’t “punish” a playstyle, and turtling is rarely “punished” in FE. To the developer’s eyes, they instead reward a faster, more efficient, and frankly, more difficult playstyle. It’s like being a good sniper in an FPS. It’s a far more rewarding and efficient playstyle than running and gunning. It doesn’t mean running and gunning is punished, it just means that sniping is rewarded. And sure, you mention that “the human mind” will always feel guilty about missing things, but as I said above, that’s about as subjective as fun. Plus, as Dan said, that’s not even the original way FE was intended to be played.
Aside from that, creating a game to make every playstyle equally viable is the video game design equivalent of anarchy (which, I mean, some people are into, but…) so there will always ALWAYS be an intended way to play ANY game.
I won’t even get into the hard time limits in XCOM because nobody in this thread has said that pointless time limits are a good choice for discouraging turtling. We all know that’s terrible.
As for the racing game analogy, there’s a big difference between encouraging the player to play fast and forcing them to use specific mechanics. Fire Emblem games that force you to use hyper-specific unit placement and specific units in order to get things would be a better equivalent to the example of deducting points specifically for drifting or using the handbrake. Encouraging the player to speed up their strategy and play more aggressively is VERY different. It’s the difference between encouraging a playstyle and forcing a playstyle. Midnight Sun Chapter 5 requires incredibly precise unit placement in order to just beat the chapter, much less get all the houses. Most people dislike that as much as I’m sure you do. The point is that a well-designed chapter rewards fast play, but still gives the player the flexibility to complete the chapter and get all the side rewards however they want to do so, BUT is still beatable if the player plays more slowly (obviously not every chapter should be the same, this is just a general overview). In fact, I would almost argue the racing game analogy helps the anti-turtling argument. If you don’t make use of what you have, you’re not gonna come in first. You can hardly expect to come first in a racing game while intentionally holding back and being safe. FE is no different.