This is actually a very interesting topic and is surprisingly well understood and documented, more so than you might realise.
Probably the best quick summary of it is an old Penny Arcade comic from nearly 20 years ago. (Profanity warning etc if you're at work).
The actual game's design doesn't have nearly as much bearing upon player behaviour as you might think. The real issues arise with a feeling of anonymity, the lack of a tight community and the resulting lack of accountability for your actions. This goes hand in hand with people being very tribal creatures. When that 'tribe' becomes too large or simply doesn't exist in the first place (aka you feel like you don't belong) a lot of people can't help themselves but become hugely problematic. It's all too easy to vent your frustrations at someone who has no ability to retaliate nor are you ever likely to see them again if you don't want to.
Meanwhile, older MMOs such as Everquest, FFXI and vanilla WoW had far more room for players to grief each other than FFXIV ever will, yet I'd argue outside of FFXI at a pinch, the drama was always much lower and more contained despite the griefing often being vastly more impactful. Why? It was because in these days, servers were much smaller and self contained. If someone genuinely rocked the boat and caused problems they would quickly get found out across the population quickly getting avoided and blacklisted from most groups and teams. For the most part, the communities self policed. Something that's almost unimaginable today.
Modern MMOs communities draw a scary number of parallels to an old 1970s study called the Behavioural sink.. Stuff too many rats in a cage and no matter how well you provide for them, they will eventually self destruct.
The TLDR of the above is that a vast and largely anonymous player pool breeds unaccountability which causes much of the bad attitudes you see in game. This isn't exclusive to FFXIV by any stretch



Reply With Quote


