(07-24-2014, 06:54 PM)Zyrusticae Wrote: Furthermore, trying too hard to separate game mechanics from the game universe results in mechanical dissonance with the game world, and we really, really don't want that. There's good reason why aether has inextricably been linked to the game's death mechanics (i.e. warriors of light don't return to the aetheric realm when they die thanks to Hydaelyn's blessing, instead returning to their home anchor point) rather than simply being handwaved as a game mechanic.
Mind you, there are definitely some things I just accept as part of the game mechanics, like most of a player character's ability being tied directly to gear rather than internal ability, but that can be explained away as an abstraction for the sake of progression mechanics, since your character would logically be getting stronger after facing ever more implacable foes. Gear serves as a useful stand-in for this since you can switch out pieces to change your stat makeup for different scenarios, something a more permanent progression option would not allow.
But Lalafel warriors still exist. And you have to be able to explain that in some way other than "oh, you know, they're just harder to hit", which of course doesn't explain anything since they'd still be tiny little people hitting as hard with an axe as a freakin' Roegadyn.
I have an issue with this. What you're talking about is explained in the main scenario, yes, but for the intents of roleplaying we're not supposed to BE the people (person, really, unless Menphilia's got an army of favorites she sent to stomp out Leviathan or something) who are chosen by the Crystal.
There has to be a story and gameplay segregation. Has to be. For me, anyway, the fun all falls apart if you presume everything is a constant everywhere forever. I can't imagine tanking from that perspective: Ifrit breathes flames that melt flesh and you suffer in agony, moments from death, until a fairy throws magic at you to repair your damaged skin, right before Ifrit breathes fire on your face again.