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OMG Bipper, I love you, quite possibly in a very gay way.
OMG DJZen, you're totally missing the point. RPGs explain their magic systems, they explain why monsters exist or that they merely have existed, they explain why the ultimate villain of the story is the ultimate villain, some (not many, but some) even go as far as to explain why the characters always where the same clothes no matter where they go.
Mario is a game about a plumber who stumbles upon an alternate world with rampaging turtles and a kidnapped princess. Besides the basic premise, nothing is explained . . . AND THAT IS WHY IT IS PERFECT! NOTHING is explained. The second something like mario getting powers from a leaf is explained then everything else needs explaining.
See what I mean? When you offer no explanation for anything, then it is indeed "just a game." But when you start explaining things, you're audience starts to form questions. Your explanations have to answer those questions.
Mario didn't explain itself to anybody, therefore it set no rules or guidelines for what could or couldn't happen in the story. Sure, you learn that walking into fireballs, turtles, goombas, spikes, missiles, and off of cliffs is not a good thing. But gameplay rules are entirely different from story rules.
It's nonsense to ask why numbers pop out of your enemies when you attack them in an RPG because no character in the game addresses the issue. However, Limit Breaks are mentioned in FF7. So then there's the question as to how the limits exist and why the characters know about them. When you say, "it's just a game" at this point, you're disregarding the entire premise of the story.
You see, the "it's just a game" people are fool enough to believe that a story is only what occurs in the pages you read of this book, or the scenes that you watch in that film, or the scenes you play in that game. There's much more to it than that. Despite not wanting to believe it, you can't ignore the ongoing backstory, the history of a world being brought to life in your imagination.
A story is not just the prologue to the epilogue. 'Cause that prologue entails the history of that world or the premise of this story. The history of a world, that world, any world . . . is a story in itself and cannot be overlooked. So then, why are the characters of FF7 allowed to use Limit Breaks, how do they know of them, how do they know that an item can unlock their most powerful techniques and why can't any other character in the game use these limit skills?
And you sooo don't know the difference between a loophole and a plothole. :rolleyes2
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