You only captured the most superficial conclusion in my critique. My criticism targets the flawed thinking of using personal moral transformation to mask systemic contradictions—not a demand for the protagonist to overthrow the system. Should otome games be exempt from realistic logic? I find this problematic. Otome works can excel, embrace serious narratives, tackle grand themes, and explore vast or tender subjects. They shouldn’t confine themselves to narrow corners; even within romance, basic worldbuilding plausibility must hold.
You’ve oversimplified my argument as "demanding games change their production methods." In reality, I question how "the witch’s curse as a moral lesson distorts the real issue by attributing systemic suffering to the princess’s personal morality" and how "the author’s portrayal of feudal power defies historical logic." This has zero bearing on whether the work "ends tyranny." My stance is: personal redemption stories are valid, but don’t gloss over feudal systems with flawed logic.