Huber, William
ORCID: https://orcid.org/0000-0002-0718-5162
(2026)
Persistent Worlds: Rethinking Cultural Production in Long-Running Digital Environments.
In: Replaying Japan, 21 August, 2026, Osaka, Japan.
(Submitted)
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Slideshow (Persistent worlds - rethinking cultural productoin)
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Abstract / Summary
This paper, delivered remotely to a RePlaying Japan 2026 panel session in Osaka, argues that live-service games such as Final Fantasy XIV must be studied as ongoing cultural processes rather than finished texts, and uses that argument to reframe a long-standing question in Japanese game studies around who actually governs a persistent world's operation.
The first section sets out the paper's temporality problem: live-service titles are "unstable texts" whose object of study changes under researchers and players simultaneously, so that persistence and constant revision are the same phenomenon rather than opposites. Huber locates this claim against Wendy Chun's account of "permanent beta" in networked media, arguing the same logic needs to be worked through specifically for persistent game worlds rather than treated as an already-settled point. Industry data on 2023 playtime is used to show that live-service operation is not only what sustains older titles but is already the default shape of new releases — new live-service titles were roughly half of the year's biggest releases by count but captured close to three-quarters of new-release playtime, a disproportion the paper is careful to present as two distinct measures rather than one. Drawing on the session's three preceding papers (on leadership theory and production culture, on the spatial production of the game's world, and on streamers as transmedia nodes), Huber argues each discipline represented on the panel is already answering to the same underlying fact — a persistent world runs on several simultaneous "clocks" (engine, expansion cycle, patch cadence, daily/weekly resets, community discourse) that no single method can track at once, and that a player's relationship to the game's own past (for example the 1.0 collapse and A Realm Reborn relaunch) differs qualitatively between those who lived through it and those who inherited it only as institutional memory — a distinction framed via Koselleck's space-of-experience/horizon-of-expectation pairing.
The second section turns this framework onto a concrete case: rather than asking, as Iwabuchi did of Pokémon in 2004, how "Japanese" FFXIV is, Huber argues a live-service world has no discrete, fixed installment to ask that question about, and reframes the inquiry as a question of governance — whose law actually runs the live connection between a player and Square Enix's servers. He presents geographic-availability data (178 officially supported territories across the Americas/EU-PAL regions, full localisation limited to four languages plus two more via separate regional publishers) and reports two pieces of his own fieldwork: a self-organised "community-assembled localisation stack" built by Hispanophone players to fill the gap Square Enix has not closed, contrasted with Polish players observed, in preliminary Berlin fieldwork explicitly flagged as informal and not yet confirmed research data, defaulting to English despite facing a similar gap — presented as an open question rather than a settled finding. A further layer traces explicit OFAC/export-control language in Square Enix's own Terms of Service excluding Iran, North Korea, Cuba, and Syria globally regardless of Japanese or EU law, alongside residual exclusions of Iraq, Libya, and Sudan that no longer reflect current sanctions status — read as a frozen compliance snapshot rather than active policy.
The closing section issues a structured call for chapter contributions to the edited volume in development, naming indicative topics including comparative cross-linguistic reception, fan-based IP and the Materials Usage Licence, Fan Festivals as ethnographic sites, and the legal architecture/geopolitics of live-service games — the last explicitly flagged as needing a collaborator with export-control or international-law expertise Huber states he does not have himself.
| Item Type: | Conference Item (Paper) |
|---|---|
| Subjects: | Computing & Data Science > Game Design |
| Department: | Games Academy |
| Depositing User: | William Huber |
| Date Deposited: | 21 Sep 2026 13:16 |
| Last Modified: | 21 Sep 2026 13:16 |
| URI: | https://repository.falmouth.ac.uk/id/eprint/6583 |
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