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The Journal of the Canadian Game Studies Association
At the Heart of the Mothercrystal: Final Fantasy XIV’s
Approach to Localization and Lore as a Virtual Contact Zone
Rhea Vichot
Volume 16, Number 26, Spring 2024
URI: https://id.erudit.org/iderudit/1111259ar
DOI: https://doi.org/10.7202/1111259ar
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Publisher(s)
Canadian Game Studies Association
ISSN
1923-2691 (digital)
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Cite this article
Vichot, R. (2024). At the Heart of the Mothercrystal: Final Fantasy XIV’s
Approach to Localization and Lore as a Virtual Contact Zone. Loading, 16(26),
40–64. https://doi.org/10.7202/1111259ar
Article abstract
Virtual worlds by nature of their persistence and ability to have multiple
simultaneous users in the same space can act as contact zones, defined by Mary
Louse Pratt as a "social space where disparate cultures meet, clash, and grapple with
each other, often in highly asymmetrical relations of domination and subordination,"
(1991, p. 34). One affordance of virtual worlds in constructing the contact zone is the
ability for the developer to use localization to bridge language gaps between a user
and the virtual world and, to some extent, between players who have a shared
understanding of the virtual world. This understanding extends to the properties of
objects and locations and any narrative lore or background in the world. However,
localization can be a double-edged sword, with choices in translation and
localization leading to confusion among virtual world users and conflict between
users and developers.
Language impacts two aspects of the virtual contact zone. For one, players
communicate using languages they are proficient in, using whatever affordances are
available in the interface and paratextual platforms, such as the official forums and
social mediaplatforms like Reddit and Tumblr. For another, the world itself is awash
in language. That text manifests itself in gameplay elements from user abilities and
item names to more narrative elements such as character names, dialogue, and
written story and worldbuilding elements. These textual and narrative components,
called "lore," are essential in contextualizing virtual spaces. Lore helps build the
virtual world beyond the actual mechanics and interactions within a virtual space.
Lore gives users a sense of not just place but of geography, not just time, but of
history, and not just context for players but their place within the story of the virtual
world. Lore offers players motivation for playing in addition to traditional gameplay
motivators such as exploration, achieving, socializing, and defeating enemies or
other players (Yee, 2006; Bartle, 1996) to interact with the world.
This paper focuses on the case of Final Fantasy XIV: A Realm Reborn (FFXIV), an
MMORPG initially released in 2013, its production, approaches to localization,and
how it contributes to building a "virtual contact zone." In looking at specific instances
where controversies in translation and localization led to confusion and conflict
among the participants and developers of the game, this case study illustrates the
role of localization in games beyond translation and acculturation. Localization not
only serves as the linguistic bridge among members of the contact zone but, in the
case of online games where world-building and narrative are important aspects for
immersion and play, creates shared experiences and understandings of that virtual
world among all members of the virtual contact zone.