1322: Online Gamers Aren’t Always Jerks

Sep 1 -- Online GamersPeople who play games online are always dickwads, right?

Wrong. For starters, if you’ve ever taken that attitude, it’s entirely possible that you aren’t a dickwad yourself and just simply find the prospect of coming face to face with a dickwad distasteful — and thus it stands to reason that there are probably other people out there like you. (You may also take that attitude because you’re a dickwad yourself, and use it as an excuse to behave like a dickwad. If that is the case, I’d encourage you to take a good, long, hard look at yourself, and perhaps indulge in some self-flagellation until you see the error of your ways.)

Anyway, I have a specific story that happened today — one that filled me with a pleasant amount of hope. It was only a little event in the grand scheme of things, but it was one where I felt happy after it had transpired.

A little context, first: Final Fantasy XIV allows you to play cooperatively with other players in one of two ways: either forming a party with them manually, or by letting a mechanic called the Duty Finder match you up with people who are looking to complete the same challenges. The advantage of the former option is that you can get together with people you know, or at least people on the same server with whom you’ll be able to communicate with afterwards. The advantage of the latter option is that it allows you to play with the entire player base of the game, rather than just the 5,000 (maximum concurrent players at the time of writing) present on your specific server. Both approaches have drawbacks, though: in the former case, it can often be difficult to find people who are available at the same time who want to do the same thing; in the latter case, you’re usually paired up with complete strangers, with all the inherent risks that carries.

Earlier today, I took on one of Final Fantasy XIV’s dungeons with a party of random people found through the Duty Finder. Things were going reasonably well to begin with — though I would have preferred that the tank mark targets to help mages like me know what order to set fire to things — but after a while I started to notice one of the players behaving a little strangely.

Her in-game name was “Amelia,” and she was a black mage like me. She’d obviously run the dungeon before, as she was regularly charging ahead well before the rest of us had got our bearings — sometimes even causing enemies to start attacking before we were ready. Partway through the dungeon, I could see her continually running off in the opposite direction to us, only to come running back when the tank started the next combat. I could tell she was getting frustrated, but she wasn’t saying anything for some reason. So, once the next combat had finished, I spoke up.

“Amelia,” I typed. “If there’s something you’d like to show us, please say something rather than just charging off by yourself. Thanks!”

I gritted my teeth and was prepared for a barrage of abuse. A lot of online players don’t like being told how to play the game and get very defensive if someone criticises them. I was all set for “Amelia” to start yelling at me, or even to quit the party in a huff. It wouldn’t be the first time I had seen something happen.

What happened next surprised me.

“Yeah,” she replied. “I was just thinking that myself.”

The rest of the party stopped — the tank hesitated before pulling in the next group of enemies — and I could feel virtual eyes on me.

“Communication helps,” I typed. “Is there some treasure down there or something?” I asked, referring to her continual attempts to run off to the south.

“Yes,” she replied quickly. “There’s two chests down there.”

“Okay,” I typed. “Let’s go get those before we go any further then.”

After that, we followed Amelia’s lead and, sure enough, found our way to some extra enemies and some treasure chests. I was sure to thank her for her help, and when it came to time to fight the boss at the end of the dungeon, she volunteered some helpful information that ensured we were able to take it down without too much difficulty.

Ultimately, a bit of communication helped rescue a party that was at serious risk of falling apart. I’m not-so-secretly quite proud of the fact that I was the one to initiate communication and help hold things together — and I was very pleasantly surprised to discover “Amelia” was receptive to the things I was saying, and apparently knew she wasn’t handling things as well as she could have done.

So wherever you are now, “Amelia,” thanks. And I hope we get the chance to play together again soon.


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