Online Spaces & Networked Individualism: A Case Study of Final Fantasy XIV

Posted on

by


 

Abstract:

Online gaming communities such as Final Fantasy XIV are becoming more social and creating positive interactions through using social media platforms as third places to communicate and share experiences. Using social media platforms such as Twitter, Reddit, and Discord allows players of Final Fantasy XIV to create meaningful interactions outside of the game, while also allowing players to circumvent the communicative limitations of the game itself. By using social media in tandem with Final Fantasy XIV, it allows players to experience moments no longer available, organise events and social gatherings inside and outside the game and reach a wider audience, and create meaningful, not shallow, interactions with each other.

Download PDF

Introduction

Online gaming communities such as Final Fantasy XIV are becoming more social and creating positive interactions using social media platforms such as Twitter, YouTube, and Discord. These platforms act as third places for players to communicate and share experiences, as well as enforcing the concept of networked individualism. This paper argues that it is not only the game itself that provides a third space, but social media as well, allowing for more persistent and pervasive awareness and, therefore, more varied, and meaningful (if fleeting) interactions with players and others around them, creating a network of individuals bound by a specific reason. By using social media in tandem with Final Fantasy XIV, it allows players to experience moments no longer available, organise events and social gatherings inside and outside the game and reach a wider audience, and create sometimes meaningful, not shallow, interactions with each other, especially as the game’s social limitations become clearer during its continuous growth and upward usage.

Third Places

Virtual spaces such as Discord, Twitter, and YouTube are sites that thrive on the interaction of their users. These spaces are set aside from work and from home and can be referred to as “third places” – a place where people can “play” and enrich their social lives outside of their everyday places (Oldenburg & Brissett, 1982, p. 269). However, as social media and the way we consume content has evolved, concerns and discussions have been raised about whether online interactions are meaningful or shallow (Hampton & Wellman, 2020). This discussion bleeds into the online gaming sphere as well, where games that are predominantly played online, such as MMORPGs (Massively Multiplayer Online Role-Playing Games), have communities that are often, by necessity, social and have expanded to being more active on various social media sites.

Communities and how we interact with them are changing as technology changes, especially with the continued rise and reliance on social media. With social media and other platforms advancing and changing rapidly, it is no surprise that the way we interact with other people changes with them. For example, while the VOIP program Discord was originally conceived for gamers, it has evolved and expanded its use and user base to include other interest areas, particularly teaching (Johnson & Salter, 2022), both for overseas learning and for learning during the COVID-19 pandemic in particular. However, there are also many other smaller communities within Discord unrelated to gaming, such as art, general social servers, servers for influencers, and much more. Like other social platforms such as Twitter and Reddit, it has evolved and expanded with the changing times. Online games which are inherently social, like FFXIV, follow the same principle.

FFXIV is an MMORPG with an interesting history in the social media space. Firstly, FFXIV failed commercially and critically in its initial release (1.0) and eventually had to be rebuilt by a new director (Karmali, 2015). Remnants of the time when the servers went down, that can no longer be experienced, are archived on social media in the form of screenshots and video captures, as the shutdown of those servers coincided with events in the story of the game. The experience people had of the servers shutting off was memorialised via FFXIV’s community presence on social media, and it is therefore through the combination of FFXIV, and the use of social media that people can come together and share these experiences.

Communities and Networked Individualism

Communities, as perceived through a traditional lens, are often looked at with wistful nostalgia, with the idea that communities in the past that were entirely offline were mythical places full of mutual support, even though it was commonly not the case, and was, in fact, not as different as today (Hampton & Wellman, 2020). Rather, communities are instead evolving to suit the times and the new technology available. Networked individualism has become a popular way of describing modern and often mobile means of social interaction (i.e., social media, mobile phones). It allows people of diverse backgrounds, at different ages and periods in their life, to interact and form bonds, sometimes resulting in communities that are less densely knit and tightly bound but more flexible (Hampton & Wellman, 2018). That perception leads to the idea that online interactions are less meaningful than offline, traditional communities.

Networked individualism is a concept that is prominent online and is particularly relevant to FFXIV’s online presence. Networked individualism provides people with personalised communities and all that entails, such as a personalised sense of belonging with each community (Wellman, 2001). The shift to more mobile means of communication also allows the physical boundaries that once divided people to be broken down and ignored entirely in favour of person-to-person contact (Wellman, 2001). In the context of FFXIV, the game servers act as barriers at a glance. However, prospective players have the option of choosing any of the servers to play on, regardless of the region the game is bought. These barriers are further broken down with the use of social media and sharing of experiences; there are no servers to choose from, and these are (mostly) worldwide networks of people. As such, the physical borders of interaction are null and void, and there is a strong sense of networked individualism and belonging in the community.

These social media spaces are a revolving door of users and players – some come, some go, but all are connected individuals by virtue of sharing a vested interest in FFXIV. This group of networked individuals cultivate both strong and weak ties online through persistence and the affordance of flexibility granted by evolving technologies (Papacharissi, 2010). However, there is also the consideration of the persistent and pervasive awareness of each other and people within these communities of networked individuals (Hampton & Wellman, 2018).

Case Study: Final Fantasy XIV

For FFXIV 1.0, even a decade later, people within that community are aware of the incident and often ask for videos or even if they are able to experience the original game or event again, creating an awareness and connection through the experiences (or non-experiences) of that event. It links into research by Litt et al. (2020), who noted that meaningful interactions have an effect not only on the people involved but an effect that transcends the event itself. For example, the event of FFXIV’s 1.0 servers shutting down was (and continues to be) a meaningful event and experience for the FFXIV community. This is primarily due to players recounting and sharing their experiences on social media such as Twitter, Reddit, and YouTube, memorialising the event through videos.

As an online game, however, FFXIV has its own communication methods, including finding people and groups to play with or communicate with on a social level, acting as a third place. Ducheneaut et al. (2007) conclude that online game worlds could supplement or even replace physical third places (Oldenburg & Brisett, 1982). This conclusion has been relatively accurate, particularly in the wake of COVID-19, as many people were forced to isolate. However, as communities and social media continue to evolve, the limitations of these game worlds become more pronounced – as evidenced by the increase in usage of social media to supplement communities and communication in the game, as communication and social interaction tend to drive the popularity of all games (Bankov, 2019).

In FFXIV, it is common for events in-game to be advertised and promoted outside the game itself. Promotion of these events can occur through either the parent company (Square-Enix) using official social media accounts to advertise in-game events (for example, FINAL FANTASY XIV (2023) sharing the announcement of the in-game event “Hatching-tide” on Twitter) or by individuals within the community on various social media networks. One of the most prominent uses of external communication applications for organising events in FFXIV is Discord communities, particularly for organising “hunt trains”. These events are run daily, organised and promoted outside the game, with internal promotion through text chat in FFXIV being secondary, and run at specific times daily, coordinated by individuals. However, other social events are coordinated by individuals on Twitter, such as art parties, bars, role-playing events, and much more.

Social media also plays a crucial role in sharing what happens in these events or shining a light on spontaneous events. That sharing then promotes discussion or fan work such as illustrations or writing or the need for more social events – all these interactions and more are performed in the online space and outside of the game itself. Ducheneaut et al. (2007) argue that despite the flexibility offered by game spaces, it has its limitations both with regard to the features in the game and the fact that, at its core, it is a game and not primarily a social space. This reasoning, as shown with the examples above, applies to FFXIV as well. Despite its genre of an MMORPG, at its core, it is a game where the focus shifts from primarily being social. Games and social media form two parts of a networked whole, in which people can communicate and share experiences in game and not bound by the limitations of that game. Together, they fit into the definition originally presented by Oldenburg & Brissett (1982) by providing enabling, not simply escapist, experiences for their users.

It is not just events in FFXIV that are shared through various social media channels, nor is it just used to preserve those events. Social media also affords the players places to share everyday experiences and issues outside of the game itself. This variant in usage creates a persistence in the community of networked individuals, allowing for the potential of enduring communications and connections (Hampton, 2016). FFXIV has its own chats, but these are often limited to existing communities or for specific interests such as raiding or hunting. FFXIV’s social media presence, both official and its community, instead facilitates the finding, following, and interaction with other players from across the world, not limited by geographic location, server, or data centre. By utilising social media, players are also subject to a pervasive awareness of others stemming from person-to-network contact that is persistent (as above) and brief (Hampton, 2016). Therefore, players are more aware of their surroundings and of any issues that arise in the community, whether in the form of social issues or game-breaking issues via social media.

Conclusion

Overall, the way we communicate using various technologies is ever evolving. Social media networks continue to change how we view communities from a traditionalist and deterministic lens to a more nuanced and networked perspective (Hampton & Wellman, 2018). In the case of Final Fantasy XIV, the game provides a limited third space that is widened and strengthened through the use of outside networks, particularly social media – Twitter, Discord, and YouTube, to name a few. Social media is utilised not only by the networked individuals in the community – to organise events, share experiences, and provide a living archive – but is also enhanced by the official channel using social media to reach out to and interact with the players. As the network of individuals in FFXIV widens, so does the network of those same individuals using social media, creating varied and positive interactions in the community.


References

Bankov, B. (2019). The impact of social media on video game communities and the gaming industry. Varna: University of Economics in Varna.

Ducheneaut, N., Moore, R. J., & Nickell, E. (2007). Virtual “third places”: A case study of sociability in massively multiplayer games. Computer Supported Cooperative Work (CSCW), 16, 129-166.

FINAL FANTASY XIV. [@FF_XIV_EN]. (2023, March 21). The Hatching-tide seasonal event returns to #FFXIV [Tweet]. Twitter. https://twitter.com/FF_XIV_EN/status/1637816361547337728?s=20

Hampton, K. N. (2016). Persistent and pervasive community: New communication technologies and the future of community. American Behavioral Scientist, 60(1), 101-124.  https://doi.org/10.1177/000276421560171

Hampton, K. N., & Wellman, B. (2018). Lost and saved… again: The moral panic about the loss of community takes hold of social media. Contemporary Sociology, 47(6), 643-651. https://doi.org/10.1177/0094306118805415

Hampton, K. N., & Wellman, B. (2020). All the lonely people?: the continuing lament about the loss of community. In Routledge handbook of digital media and communication (pp. 281-296). Routledge.

Karmali, L. (2015, June 5). Meet the Man Who Redeemed Final Fantasy. IGN. https://www.ign.com/articles/2015/06/05/meet-the-man-who-redeemed-final-fantasy

Litt, E., Zhao, S., Kraut, R., & Burke, M. (2020). What are meaningful social interactions in today’s media landscape? A cross-cultural survey. Social Media+ Society, 6(3), https://doi.org/10.1177/2056305120942888

Oldenburg, R., & Brissett, D. (1982). The third place. Qualitative sociology, 5(4).

Papacharissi, Z. (Ed.). (2010). A networked self: Identity, community, and culture on social network sites. Routledge.

Wellman, B. (2001). Physical place and cyberplace: The rise of personalized networking. International journal of urban and regional research, 25(2), 227-252. https://doi.org/10.1111/1468-2427.00309

 

 

 

 

 


Search Site

Your Experience

We would love to hear about your experience at our conference this year via our DCN XIV Feedback Form.

Comments

22 responses to “Online Spaces & Networked Individualism: A Case Study of Final Fantasy XIV”

  1. Charlotte Phillips Avatar
    Charlotte Phillips

    Hi Iesha,

    What an interesting paper! I never really thought about the ways in which gamers can and do interact online. Did you find any negative aspects of players’ being able to interact in third spaces during your research? My (albeit limited) experience in gaming communities online has been that there tends to be quite a lot of competitiveness.

    Congrats on a great paper!

    Charlotte.

    1. Iesha.Roberts Avatar
      Iesha.Roberts

      Hi Charlotte,

      Thank you! I focused fully on the positives in this paper, but both anecdotally and through research, there are definitely negatives. There’s a lot of drama on Twitter for example, and, like most online gaming networks, there’s definitely a discrimination problem. Competitiveness is one is actually a really interesting point in XIV, and I’m glad you bought it up because there was something that was both negative and positive relatively recently involving it, and I didn’t get to it in my paper.

      So, FFXIV is pretty cooperative based, with most content being player vs. everything (PVE) instead of player vs. player (PVP). The exception to this is when savage difficulty raids are released on a ~8 monthly schedule, or ultimate difficulty raids, which are released with usually longer gaps in between. There’s a community run “world-first race” which is streamed on Twitch, promoted on the unofficial FFXIV Reddit and Discord, and often talked about/promoted on Twitter. Any money raised is usually donated to a charity, too, so that’s a net positive. On the other hand, you don’t have to stream it to claim world first, it was just claimed by sharing a screenshot. Recently, the legitimacy of one of the ‘World First’ groups was called into question as one of their members released footage of them using a hack in the game to YouTube (the reason for this isn’t completely confirmed). It basically allowed that group a further field of view and gave them an upper hand compared to the groups doing it legitimately.

      It lead to a lot of trouble, but the most telling was a release from the Director/Producer reiterating about using third party tools [https://na.finalfantasyxiv.com/lodestone/topics/detail/436dce7bd078c914009957f2221c13e6a5cb497d] and expressing disappointment.

      It’s sort of a double edged sword; on the one hand, they became aware of people using these tools due to social media. On the other hand, people were posting things they shouldn’t have, and doing things that were against TOS.

      1. Charlotte Phillips Avatar
        Charlotte Phillips

        Hi Iesha,

        Thanks for your response; I can see how that is a double-edged sword! Perhaps we can’t have the benefits of these online platforms without also experiencing the pitfalls…

        In your paper, you mention the limitations of game worlds. While I’m sure players can still get the full, immersive game-player experience without having a third place such as Discord or Facebook to interact with, do you think it puts them at a disadvantage by not having it?

        I also wanted to mention how much I liked the train of thought below regarding a third place within a third place – really interesting. I can imagine that this sort of deep immersion of networked individualism in FFXIV likely helped the mental health of many – did you find any evidence of this in your research?

        Great discussions.

        Charlotte.

        1. Stephen.B.Bain Avatar
          Stephen.B.Bain

          Hi Team

          A “third-place within a third place” … Hey! … I’m visualising Zizi Papacharissi or ‘Papa’/Pop Jenkins quoting y’all in a future paper! 🙂

        2. Iesha Roberts Avatar
          Iesha Roberts

          Hi Charlotte!

          If you had asked that question when I had just started the game (in like, late 2015, early 2016), I might’ve said ‘no’. These days, the use of Discord, specifically, is very ingrained into FFXIV communities for content such as Hunts (organised hunting in the overworld, where mobs have a set time or a set condition to spawn), raids, and more. I’d say probably, and I’d argue that, perhaps not for new players, but mid-end game players, it would probably be a barrier for entry.

          An interesting use of Discord in the FFXIV community is the live, unofficial English translations that are provided for ‘Live Letters’ (livestreams where the producer/director, and global community manager discuss upcoming patches/events/etc) which are streamed entirely in Japanese. There’s exceptions to these where Live Letters have an official ENG translation, but they’re often ~twice a year, relating to new expansion releases.

          I think it has improved mental health of many, largely! Particularly during the pandemic, of course. But this isn’t backed by research; rather it’s anecdotal from lived experience. However, I’m not blind to the issues this networked community has, nor the echo chambers and toxic thinking that can form (as with any community, but it often tends to be particularly noteworthy in online gaming spheres).

          Cheers!

  2. Stephen.B.Bain Avatar
    Stephen.B.Bain

    Hi Esha,

    As one who sort-of didn’t even know that games existed, at least not in the context of grandeur and community that you’ve introduced me to; you’ve not only educated me on third-places that are set-up to be a third-place (as opposed to scenarios where third-places gain momentum and evolve over time), you have also shown me why the world of gaming is so captivating.

    Going back to third-places, I guess I’d considered most third-places to be discrete entities with defined parameters (such as within a single/given platform), i.e. platform based … could FFXIV be referred to as a hub of third-places ?

    Cheers
    Steve

    ps: my former view of third-places as having distinct platform based parameters has been influenced by most of my exposures being on/within closed networks/communities/groups … Yes it’s a sheltered existence (in my defence a lot of my travels have taken me to locations without internet and/or without access to my internet provider = the lack of consistency of connection often resulted in my ‘dropping off the radar’)

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi Steve!

      I’m glad you found my paper educational! Even though I’m well trenched within this community, researching, and thinking about FFXIV under the ‘third place’ lens really opened my mind to new ways people might interact without even realising it.

      A hub of third spaces wasn’t something I considered while writing, but now that I think on it, even within the game itself, it could probably be considered a “maybe, actually”. To elaborate a little, within FFXIV is player housing, which is (like its real-world counterpart) pretty limited*. But players often set up these spaces as places like cafes, or nightclubs, or bars, etc., purely for the social aspect and interaction with friends and meeting new people. They advertise these places through either in-game means, or through social media – often both. The definition of these places meets the definition of third place, and FFXIV itself is a third space so it feels like a “third place within a third place”.

      Thanks for reading!

      * cottages/houses/mansions are very limited and set up as a “neighbourhood” type area in this game. Apartments are much more plentiful and even the fullest servers usually have some left over to buy.

  3. Stephen.B.Bain Avatar
    Stephen.B.Bain

    Hi Esha,

    Thank you for your considered reply and especially for the extra learning that you’ve included in there … I now have a better understanding of ‘that what my granddaughters mean when they talk about “buying” in games’.

    SteveB

  4. Rosalie Avatar
    Rosalie

    Hey Esha,

    I found your analysis of third places in online gaming communities to be very interesting. Your discussion of how social media platforms like Twitter, YouTube, and Discord can act as third places for gamers to communicate and share experiences outside of the game itself was insightful. It is important to recognise how technology is changing the way we interact with each other and how virtual spaces are becoming more and more important in our social lives. It is interesting to see a different viewpoint as my paper argues the opposite by expanding on the toxic culture that surrounds gaming. I feel that the majority of online gaming and the social interactions, are forms of bullying but I guess it is dependent on the games that are being played. For example Animal Crossings would experience better social interactions because it is a chill, cute and interactive game. Where as a game like Call of Duty which promotes violence would unfortunately encourage bullying or negative social interactions.

    Thanks,
    Rosa 🙂

    Let me know your thoughts and if you want, check out my paper to see a different perspective. I’ll link it below.

    https://networkconference.netstudies.org/2023/onsc/1041/the-toxicity-of-online-gaming-discrimination-against-female-gamers-and-the-lack-of-inclusivity-in-the-industry/

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi Rosa!

      Thanks for the comment!

      I feel that gaming is a mixed bag when it comes to interactions and online communities and networks. I often see posts from WoW refugees over on the FFXIV Reddit talking about how good and welcoming the community is [EG: 1]. But even though it’s generally welcoming and positive on the surface, dig deeper and the community has its issues with sexism, racism, transphobia – all kinds of issues that are often bought up on social media that are indicative of the gaming industry as a whole.

      To relate it back to internal affairs within the game and to your paper, I love the FFXIV story, and I will die on the hill that it’s fantastic and well worth experiencing and probably one of my favourite pieces of media in general, but it (especially during the early days – 2015 – 2016) had a very sexist issue with killing off its female characters for the service of male characters, while male characters constantly survived and had more screentime. This has changed in more recent times, particularly as one of the lead writers is a woman. You can’t help but to think there’s a connection there.

      Cheers!
      1 – https://www.reddit.com/r/ffxiv/comments/o2145c/wow_refugee_sprout_thoughts_positive_post/

  5. Finch.Assadoullaev Avatar
    Finch.Assadoullaev

    Hi Lesha,

    Great paper! Steve B. recommended it to me (thanks Steve!) based on the discussion on my paper as it revolves around queer people creating third places online. If you wanted to check it out, here’s the link: https://networkconference.netstudies.org/2023/csm/712/queersontiktok/

    I’m curious, you cite a source early on that states that offline communities from the past were not so different from current online communities. Is this a belief you share fully or one used for the sake of the paper’s discussion/argument?
    I agree there tends to be a pervasive kind of, rosy retrospection when thinking about any aspects from the past. While this happens often, I still find there is some merit to it regarding community and third places. Some aspects of community and networking are lost in the translation to online. Perhaps not applicable to video games since those are solely online though… Any thoughts?

    Also, picking your brain as you mention you’re well-versed within the community: given that there are currently 15 Final Fantasy games, do you find that this could present itself as a barrier to people trying to enter the community or is it relatively easy? Is there any kind of elitism between longer-standing players and newcomers? Do most of the discussion and behaviours within the community surround in-game experiences or do connections ever deepen and extend past FF? I’m curious to hear how the dynamics and hierarchies are (if there any exist) and how this may affect different community members’ experiences.

    One of my close friends has been a fan of the Final Fantasy series for their whole life so it was very interesting to read about it in a more academic context. Thanks!

    Cheers
    Finch

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi Finch!

      Thanks for the comment! I will definitely check it out – thanks!

      That’s a really, really tough question for me to answer, especially these days, especially recently. I hope you don’t mind a bit of a preamble on this as a response haha!

      As I reflect on that question, my thoughts immediately gravitate to the state of social media these days and that it is, inherently, an incredibly toxic place to be, how that might not be all that different from older communities. That leads me immediately to thoughts of the mask of anonymity found in online communities compared to being in-person in older times, where actions have more immediate consequences for people involved. It also points me towards the question of ‘which is more authentic?’ Is it the mask or persona people use to placate those around them in-person, or is it the churning honesty laced with toxicity and ill-intentions as found more predominantly in online spaces? Kind of makes my head swim and hurt in weird ways, and I feel a little like I’d just talk myself in circles for hours trying to answer this in a way that matters.

      To ask another question; would you be more tolerant of a family member or close friend being toxic/or having behaviours you fundamentally don’t agree with, thereby staying in their close circle/community, compared to someone online/in your online space? I, personally, wouldn’t, but I have friends and family who would be more tolerant, who’d stay in that circle just out of loyalty or blood ties, despite the toxicity or negativity found there.

      Soon to be 16 as of June! Yay! But to answer the question, FF’s community is… a bit weird, to put it very lightly. This probably owes itself to how long the series is, given it started in 1987, so there’s a huge range of ages that play these games. It’s also extra weird in that each series is its own standalone entry, so you’ve got people who would adore FF15, but really dislike FF7 (which is a fan-favourite) based on gameplay differences. It’s not necessarily a barrier for entry, but given each title is numbered, it can definitely seem that way at a glance. FF1 and FF2 aren’t related, but FFX and FFX-2 are, for example. Personally, I didn’t get into the FF series properly until I played FFXIV, for instance.

      I find the community often has rose-tinted glasses for older games, while ignoring the merits of newer ones based solely on that nostalgia factor. It also, very generally (and, arguably, not as much these days, given the critical acclaim it has), would dismiss FFXIV as a main-line entry, despite it being properly numbered, just because it’s an MMO and not single player, to give an example of the weird ways in which they might categorise things, or form hierarchies for games. For me, and because of my entry method, it can make talking to people who are in the wider FF fan-base a little intimidating.

      Cheers!

  6. Yiyun.Wang Avatar
    Yiyun.Wang

    Hi Iesha,

    Thank you for talking about FFXIV’s online communities! I played FFXIV almost every day. I played roleplay before: I bought a cottage and decorated it like a sento to operate a public bathhouse and also established a customer group on other social platforms. Now I mainly play PVP, and on other social media platforms, I join a PVP group.
    I’ve made many friends in the game, and since it’s impossible to use the game to communicate all the time, we use other social media platforms and form our own little community. In addition, because there is a lot of content in the game, someone made a WIKI to help everyone get the content they want to know, which also constitutes a lot of game communities.
    Also, from what I understand, there seem to be LGBTQIA+ characters in the game, but the descriptions are relatively hidden, which may provide an affinity for LGBTQIA+ players to enter the community. But I’m concerned that on our server (I’m playing on a Chinese server), there seems to be some prejudice against some marginalized groups. For example, my gay friends tell me they like to use male Roegadyn and Hrothgar. I feel like this might bias people against both races (some people are inherently biased against non-binary genders). Do you think SE needs to do anything to help the in-game and online gaming community reduce bias?

    Cheers!
    Yiyun

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi Yiyun!

      It’s great to meet another FFXIV player! I’m over on Materia DC these days, but I’ve played on pretty much every DC at some point beforehand, before Materia was available for my region. I’m super casual but do a bit of everything, though more often PVE (hunts, raids, etc) and crafting based.

      That’s really interesting regarding Roegadyn and Hrothgar! We have those same biases over on global servers regarding both Male Roegadyn and Hrothgar, but I see it more often associated with male Miqo’te and male Viera these days, less so their female variants (which opens up a whole other can of worms with regards to gender/sexism). In terms of silent biases, it’s really hard to say what SE itself can do one way or another, but I’m really hesitant to put the onus on the community itself as well for a multitude of reasons. Of course, if there’s ongoing harassment/stalking/etc (and there absolutely have been issues that I’m aware of that haven’t been handled adequately by SE’s moderation), then SE do need to either veto their in-game GM’s better, or implement clearer policy on what is/isn’t acceptable.

      Thanks for the comment! Cheers! 😀

  7. Milkias.Gunsa Avatar
    Milkias.Gunsa

    Just finished reading your piece – what a fascinating read! I appreciate how you’ve highlighted the role of social media as “third places” for players, creating a space for meaningful interactions beyond the game itself. Your argument about networked individualism was particularly striking and it adds another layer to the discussion about modern online communities.

    I really enjoyed your case study on FFXIV 1.0. The way you linked the event to social media usage, creating a sense of shared community history, was super sick!

    MMORPG’s are something that’s quite unfamiliar to me, this paper has certainly peaked my interest in the genre!

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi! Thanks for the reply!

      1.0 is such an interesting part of FFXIV to talk about; it flopped so bad and was panned so hard across multiple channels (including social media), and reception was sooooo poor for that version that the then CEO publicly apologised for it [1], so I’m glad it was interesting!

      Cheers!

      [1] https://web.archive.org/web/20111011013323/http://andriasang.com/comyby/

  8. YuanNing.Choi Avatar
    YuanNing.Choi

    Hi Iesha!

    This was a fun read to start the morning. While unfamiliar with the Final Fantasy world (only having played the old JRPG turn-based ones back in the day), I gained a new perspective of the community offered by the game that extends further from just the world of the game itself.

    With my experience as a MOBA player (both League of Legends and DOTA), I find similarities between using social media in the context of deepening the community. My question is: You mention that the initial dissatisfaction with 1.0, was there any significant suggestions from social media that made it into the game?

    Would love to hear your thoughts,

    Ning

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi Ning!

      It’s funny you ask that, as I was just reading up on some old posts for the reply above for sourcing, I found a 10 year-old Reddit post discussing that very thing [1]! There’s another Reddit post discussing issues at the time as well [2]! In short: yes, absolutely. A bunch of bug fixes, UI issues, etc., but ultimately it had to be rebuilt almost from the ground up. There’s also the FFXIV official forums, where people can submit issues/requests, etc! To this day, however, Yoshi-P (Producer/Director) listens to user feedback and usually offers relatively regular Q/A’s during broadcasts for players to send in questions (including questions as to whether such and such a feature will be added) — [3] is a relatively recent example of one!

      It’s quite difficult to search for older Twitter/Discord posts between deleted accounts/etc, so I hope you don’t mind the Reddit examples here!

      Thanks for the reply and question!

      [1] https://www.reddit.com/r/ffxiv/comments/1n7dfv/then_now_analysis_of_the_most_upvoted_complaint/
      [2] https://www.reddit.com/r/gaming/comments/d9tu5/ffxiv_impressions/
      [3] https://www.reddit.com/r/ffxiv/comments/xzsfp5/full_transcript_of_qa_section_from_the_14hour/

  9. Neema.Najafzadeh Avatar
    Neema.Najafzadeh

    Hey Lesha!

    Really cool topic you wrote on being the video game Final Fantasy I was actually aware of before clicking the article which drew me in!

    Some interesting facts I gathered I’d like to talk about are:

    – Online gaming communities, like Final Fantasy XIV, are increasingly social and positive interactions are being created using social media platforms like Twitter, Reddit, and Discord.

    – Social media platforms act as third places for players to communicate and share experiences outside of the game, allowing players to bypass the communicative limitations of the game.

    – Using social media in tandem with Final Fantasy XIV, allows players to experience moments that are no longer available in the game, organize events and social gatherings both inside and outside the game, and reach a wider audience.

    My question to you is, do you think that video games such as Final Fantasy and platforms like Discord can allow individuals to become more comfortable and sociable with certain communities who are involved in video games aswell? Are they used as a force of social good?

    Looking forward to hearing back from you 🙂

    – Neema Najafzadeh

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi Neema!

      I think the use of games/platforms like FFXIV/Discord can individuals to become more comfortable with certain communities, and I generally believe they’re used as a force for good. For reference, FFXIV won best community twice in a row at the Golden Joystick awards [1] and is, anecdotally, often referred to as a welcoming and inclusive community (though, I’d still argue that it’s a network of people, but it feels like arguing a bit of semantics for this particular point). This is in part because of how active the GM’s are in game when it comes to intolerance and hate speech (they’re ban-happy, in a good way, and have a very clear ‘prohibited activities’ page, found at [2]), and that lead tends to be taken into consideration by many Discord servers who are run by the community, instead of by Square-Enix.

      Thanks for the comment!

      [1] https://gamerant.com/final-fantasy-14-2022-golden-joystick-award-best-game-community/
      [2] https://support.na.square-enix.com/faqarticle.php?id=5382&la=1&kid=68216

  10. Thomas.M.Lewis Avatar
    Thomas.M.Lewis

    Hello Lesha,

    Very nice paper, similar concepts apply in destiny D2 within discord for example as a proxy for large player clans to plan and interact with in game activities and groups, do you think the nature of FFXIV is a competitive or cooperative community?,

    regarding your response how do you think that the nature of FFXIV’s impacts the player experience overall?,

    Regards Tom(OUA).

    1. Iesha Roberts Avatar
      Iesha Roberts

      Hi Tom!

      It’s more cooperative than competitive just based on the focus the developers have on the PVE elements vs. PVP. PVP has its place in FFXIV, but it’s separate both in lore and location (there’s no open-world PVP, for example). PVE elements also tend to be more stable, and comforting [1] in a social sense.

      I hope that answers your question!
      Cheers!

      [1] – Lin, H., & Sun, C.-T. (2015). Massively Multiplayer Online Role Playing Games (MMORPGs).

Skip to content