The Controversy Surrounding FINAL FANTASY XIV’s Pizza-Eating Emote


In December 2021, popular video game publisher Square Enix introduced a cross-promotion between its highly acclaimed game, Final Fantasy XIV, and the food delivery app GrubHub. This collaboration aimed to reward players with an exclusive pizza-eating emote for purchasing at least $15 worth of pizza through the app. However, the promotion didn’t go as smoothly as anticipated, leading to frustration among players who failed to receive their redeem codes despite multiple orders. This resulted in enterprising individuals taking advantage of the situation and reselling the emote for exorbitant prices on platforms like eBay.

The Availability of the Emote

Recently, Square Enix made a surprising decision by offering the highly sought-after pizza-eating emote for sale on the Final Fantasy XIV online store. Players can now purchase the emote directly for a considerably lower price of just $7. While this move allows those who missed out on the original promotion to obtain the emote at a reduced price, it has also sparked mixed reactions within the gaming community.

Mixed Reactions from the Community

The community’s response to Square Enix’s decision to sell the emote on the cash shop has been varied. On one hand, players who initially missed out on the promotion are delighted that they now have the opportunity to acquire the emote at a fraction of the original cost. However, those who spent $15 or more during the promotion feel that the emote’s value has been diluted due to its increased availability.

This raises an important question: Should promotional items remain exclusive to maintain their allure and value, or is it acceptable for studios to sell these items directly? The answer to this question largely depends on individual perspectives and how players perceive the exclusivity of such items.

The Want for Exclusivity

Exclusivity has long been a driving force in video game culture. Unique items, whether cosmetic or functional, often create a sense of desirability among players. When promotional items are limited in availability, they become coveted possessions, driving players to participate in events or promotions to obtain them. This “fear of missing out” (FOMO) can generate excitement and engagement within the gaming community.

By keeping promotional items exclusive, game studios can retain their value and desirability. Players who own these items feel a sense of accomplishment and pride, as they possess something that not everyone has. This exclusivity can also serve as a reward for long-time or dedicated players who have actively engaged with the game.

The Value of Accessibility

On the other hand, selling promotional items directly on the cash shop provides greater accessibility to players. While exclusivity adds to the appeal of an item, it can also create a sense of frustration for those who miss out. By making these items available for purchase, studios cater to a wider audience and allow more players to enjoy the benefits of the promotion. This inclusivity can enhance player satisfaction and prevent feelings of exclusion or disappointment.

Moreover, selling promotional items directly generates revenue for the game studio, which can be reinvested to improve the overall gaming experience. This financial support enables the studio to create more content, enhance gameplay features, and deliver regular updates. Ultimately, this benefits the entire player community by ensuring the longevity and continued development of the game.

Striking a Balance

Finding the right balance between exclusivity and accessibility is crucial to maintaining a healthy gaming ecosystem. Game studios must carefully consider the impact of their decisions on player satisfaction, engagement, and the overall perception of the game. While exclusivity can drive excitement and create a sense of rarity, it should not come at the expense of excluding a significant portion of the player base.

One possible solution is to introduce timed exclusivity for promotional items. This approach allows dedicated players to obtain the item early as a reward for their loyalty, while also providing an opportunity for others to acquire it later, albeit at a slightly higher price. This compromise ensures that both exclusivity and accessibility are prioritized, striking a balance that benefits the entire player community.


The controversy surrounding the availability of FINAL FANTASY XIV’s pizza-eating emote highlights the ongoing debate between exclusivity and accessibility in video games. While some players appreciate the exclusivity of promotional items, others value the opportunity to obtain them without limitations. Game studios must carefully consider the impact of their decisions on player satisfaction and the overall gaming experience.

As the gaming industry continues to evolve, finding the right balance between exclusivity and accessibility will remain crucial. By listening to player feedback, game studios can adapt their strategies and create promotional experiences that satisfy both dedicated players and the wider gaming community. Ultimately, the goal is to foster an inclusive and engaging environment that allows everyone to enjoy the benefits of exciting collaborations and promotions.

Leave a Reply

Your email address will not be published. Required fields are marked *