ArticlePDF Available

Abstract

From its humble beginning in the 1970's, the video games industry has flourished and become a worldwide phenomenon. Although most games are developed in Japanese and English, the globalisation of popular culture and the desire to expand to new markets have led most producers to localise their games into many target language versions. This has brought about the emergence of a new field in translation, game localisation, which combines elements of audiovisual translation and software localisation. This paper looks at the specific features of game localisation which give it its unique nature. It examines the priorities and constraints associated with translation of this particular genre, which relies heavily on imagination and creativity to deliver a satisfactory game experience. Using as a case study the best-selling PlayStation series, Final Fantasy, examples are presented to illustrate the challenges game localisers face, focusing particularly on linguistic and cultural issues.
The Journal of Specialised Translation Issue 6 – July 2006
Game Localisation:
Unleashing Imagination with ‘Restricted’ Translation
Carmen Mangiron and Minako O’Hagan
Dublin City University, Ireland
ABSTRACT
From its humble beginning in the 1970's, the video games industry has flourished and
become a world-wide phenomenon. Although most games are developed in Japanese and
English, the globalisation of popular culture and the desire to expand to new markets
have led most producers to localise their games into many target language versions. This
has brought about the emergence of a new field in translation, game localisation, which
combines elements of audiovisual translation and software localisation. This paper looks
at the specific features of game localisation which give it its unique nature. It examines
the priorities and constraints associated with translation of this particular genre, which
relies heavily on imagination and creativity to deliver a satisfactory game experience.
Using as a case study the best-selling PlayStation series, Final Fantasy, examples are
presented to illustrate the challenges game localisers face, focusing particularly on
linguistic and cultural issues.
KEYWORDS
Video games, game localisation, transcreation, software localisation, screen translation,
Role Playing Games (RPGs)
BIOGRAPHY – Carmen Mangiron
Carmen Mangiron is Lecturer in Spanish in the School of Applied Languages and
Intercultural Studies and a member of the Centre for Translation and Textual Studies at
Dublin City University. She also teaches game localisation in the Universitat Autònoma de
Barcelona and is one of the localisers of the PlayStation game series Final Fantasy into
Spanish. She is currently completing a PhD on the treatment of cultural references in the
translations of the Japanese novel Botchan.
E-mail: carmen.mangiron@dcu.ie
BIOGRAPHY – Minako O’Hagan
Minako O’Hagan is Lecturer in Translation Technology in the School of Applied Languages
and Intercultural Studies and a member of the Centre for Translation and Textual Studies
at Dublin City University. She is currently working on a research project on the application
of CAT (Computer-Aided Translation) tools to subtitle translations for DVDs. Her
publications include The Coming Industry of Teletranslation (O'Hagan, 1996) and
Translation-mediated Communication in a Digital World (O'Hagan & Ashworth, 2002).
E-mail: minako.ohagan@dcu.ie
1. Introduction
During the last decade the translation industry has seen the dramatic rise
of the software localisation sector which is now part of the composite
industry termed GILT, short for Globalisation, Internationalisation,
Localisation and Translation. GILT posits translation in the context of
globalisation, which encompasses wider issues such as making products or
services available to international markets, involving legal, financial,
marketing and other enterprise decisions in facilitating localisation (Fry,
2003). The need for localisation emerged in order to create target market
10
The Journal of Specialised Translation Issue 6 – July 2006
versions (also known as locales) of content in electronic form, notably
computer software. Software localisation is different from the traditional
concept of translation in the sense that the former calls for the linguistic
transfer to be combined with software engineering, as the translated
strings (lines of text) need to be compiled back into the given software
environment. Localisation is a dynamically evolving sector, responding to
the demand arising from new types of electronic content to be made
global-ready. As such, localisation practices are presenting new
dimensions of translation which are not yet fully explained (O’Hagan and
Ashworth, 2002; Pym, 2004). While theory is still catching up with the
practice of localisation, a commonly accepted principle in the industry is
that localised products should retain “the look and feel of the locally-made
products” (Fry, 2003). This is a somewhat different mantra from the
translation studies theoretical foothold with the basic notion of the source
and target texts and the idea of equivalence.
In this paper, we focus on the emerging localisation practice of video
games (referred to as ‘game localisation’ hereafter) and highlight the
unique features involved in the translation process. On the basis of
examples from Final Fantasy (FF) games, the best selling Japanese role
playing game (RPG) titles, we will argue that the translation issues arising
from this domain call for a new model that we call ‘transcreation’ to
explain the freedom granted to the translator, albeit within severe space
limitations.
2. Game Localisation
The history of video games goes back to the 1960s when the first video
game, Spacewar, was brought to life at Massachusetts Institute of
Technology. Since then, technological advancements have completely
changed the video games landscape. These early games required the least
amount of translation, as the games consisted mainly of dots and lines
with very few command lines. By comparison, today’s major game titles
present many elements to be translated, reflecting intricate gameplay
features with breathtaking 3D graphics, surround-sound and incorporation
of human voices as well as in-game cinematics, known as ‘cut-scenes’.
Video games can be classified into different genres such as
adventure/action, sports/racing, RPG, first/third person shooter,
simulation, etc. Certain games, such as RPGs, have complex storylines,
leaving ample scope for translation. These games tend to include the most
text, and are therefore considered most suitable to discuss the challenges
involved in translation (Mangiron, 2004).
Games come in different forms, including PC-based, console-based, and
handheld games as well as arcade games, but in this article we follow
Frasca’s (2001:4) definition of video games as “computer-based
entertainment software, using any electronic platform […], involving one
or multiple players in a physical or networked environment”. Accordingly,
11
The Journal of Specialised Translation Issue 6 – July 2006
we regard game localisation as comparable to that of business software
albeit we will be highlighting the differences between them.
Video games as a business sector is known as ‘interactive publishing’, the
naming of which highlights the unique feature of this medium, as
compared with cinema, for example. This is a technology-driven sector
and it is constantly evolving with the developers maximising the use of
cutting edge technology to demonstrate their creative talents. One of the
most recent developments is the technical capability to incorporate human
voices for in-game dialogues. This has replaced the use of written text in
many cases, in turn giving rise to the need for dubbing and subtitling
when games are localised. Games publishers are usually responsible for
localisation and they may also be developers of the games. The actual
localisation may be outsourced or carried out in-house. There are a
number of specialised game localisation vendors who provide a full range
of localisation services. Once the localisation process is complete, the
reviewing process takes place as part of quality assurance (QA) with
linguistic and functional testing. Finally, the publishers are required to
provide a release candidate (final localisation version) for verification by
the platform manufacturers, such as Sony, Nintendo or Microsoft. More
detailed descriptions of the localisation cycle are provided in Chandler
(2005a) and O’Hagan and Mangiron (2004). Despite all these activities
taking place in the industry, it is only within the past few years that game
localisation has started to be recognised by the wider localisation industry
and a paucity of work on video games remains in the area of Translation
Studies (O’Hagan, 2005).
3. Similarities and differences in localisation of software and
games
Games localisation shares similar aspects with software localisation. The
commonality stems from the fact that both involve combining language
translation and software engineering, where translated text strings need
to be appropriately placed within the software. This requires the string
length to be within the allocated space, which in turn constrains the
translation freedom. Both follow a similar localisation cycle which starts
ideally with the internationalisation process and undergoes a set of QA
procedures before the release of the final version. Another similarity lies in
the use of the sim-ship (simultaneous shipment) model, where the
original product, normally in English language, is released together with
the localised versions. This is an accepted model in the localisation
industry today, but has a significant implication for translation, where the
translator has to work with unstable source content which could keep
changing throughout the duration of the project. Most games released in
Europe seem to follow this model as opposed to the model where the
localised versions lag behind the release of the original. The latter is
common among Japanese game developers/publishers. Localisers working
under the sim-ship model are likely to face the added stress of having to
12
The Journal of Specialised Translation Issue 6 – July 2006
carry out the task without being able to see – or play – the finished game
and have to translate strings whose contexts are not always available.
There are also a number of distinct differences between software
localisation and game localisation. For example, while the former has
English as the main source language with predominant North American
cultural references, the latter has certain prominence of Japanese. During
the 1980’s the main thrust of video game playing was centred in Japan
(Roturier, 2003), but since then it has grown to be a worldwide
phenomenon, forming part of the global pop culture. This owes much to
localisation, without which the games industry would not have grown to
be global. The games industry now commands worldwide revenue
equivalent to the box office revenue of the film sector (Newman, 2004).
Another difference between game and software localisation lies in the fact
that whilst functionality has been the key priority in the software
localisation paradigm, in a game this functionality must be achieved with a
high degree of creativity and originality. Although it is crucial that games
should not freeze or crash and that they should be user-friendly, the fact
that they are quirky and fun to play is equally or even more important.
This is because the main purpose of a game is to entertain the user,
whereas the utilitarian dimension is the goal of business software. Game
localisation industry experts (Chandler, 2005b; Darolle, 2004) suggest
that standardisation of the localisation practices as achieved in software
localisation is not always transferable to the games paradigm where each
genre, and even title, begs different approaches to retain the distinct
flavour unique to the original game.
4. Game Localisation and Screen Translation
Game localisation also shares many characteristics with audiovisual
translation, since most localised games are currently dubbed or subtitled,
or both. Japanese games are usually dubbed into English and subtitled
into other European languages whereas games that are originally
produced in English are either dubbed or subtitled into other languages.
Although most game players who come from ‘dubbing countries’, as
established in cinema and television conventions, prefer this mode for
games as well, subtitling seems to be a more attractive option for
developers. The reasons for this are mainly the time and high cost
implications of dubbing a game, as well as the status of English as lingua
franca in the international gaming community. As far as the dubbing
process is concerned, it is very similar to dubbing a movie or an animated
film. The script is translated taking into account the amount of time
available for each spoken sentence, and lip synchronisation is also
considered whenever possible. The script is subsequently recorded by
professional voice actors in a studio.
13
The Journal of Specialised Translation Issue 6 – July 2006
By comparison, subtitling for games is quite different from the screen
translation conventions used for subtitling films, although it shares some
features in common with DVD subtitling. For example, most dubbed
games include intralingual subtitles. Interlingual subtitles are also used for
those target languages into which the game is not dubbed. As is possible
with DVDs, the users also have the possibility of controlling the subtitles,
i.e. they can pause and restart while playing the game. However, game
subtitles usually appear at a faster speed than in cinema, so as to keep
pace with generally rapid game actions. Another difference is that in
subtitling for games the semantic unit is not given as much importance as
in cinemas; one will often find a character's dialogue segmented into two
or even more lines of subtitles which do not necessarily follow semantic
units. On the other hand, the length constraints of the subtitles need to be
adhered to strictly and are often measured by pixels instead of number of
characters in order to maximise the space available. Accordingly,
localisers are usually availed of custom-made programs that allow
checking the length of the subtitle on screen. This gives them an
approximate idea of how many characters correspond to the maximum
number of pixels allowed per line. Another significant difference in game
subtitling is that in some games, such as FF, the name of the character
who is speaking is labelled by default at every appearance of the
character, even for the dialogue exchange that is segmented. Players
have the option of turning this feature off at the in-game configuration
menu, where they can set their preferences. The instances in which these
name labels do not appear are the following:
When the voice belongs to a narrator's monologue, in which case
the text appears in italics – in the same way as in cinema subtitle
conventions.
When the name of the character has not been introduced yet. In this
case there are two options: not to have a name label, or to use
three question marks followed by a colon, to indicate that this is a
new and unknown character.
When the character speaking is an NPC (non playing character),
whose name is not relevant to the development of the story.1
Another feature of the subtitles in games is the use of a different colour,
usually light blue or yellow, to highlight important information, such as
place names, which is relevant for the gameplay and helps the player
advance in the game.
5. Translation issues
The main priority of game localisation is to preserve the gameplay
experience for the target players, keeping the ‘look and feel’ of the
original. The brief of the localiser is to produce a version that will allow the
players to experience the game as if it were originally developed in their
14
The Journal of Specialised Translation Issue 6 – July 2006
own language and to provide enjoyment equivalent to that felt by the
players of the original version. In order to achieve this it is crucial that the
translators are familiar with the game domain. They must be aware of
common building blocks of games, elements such as the register and
terminology, the kind of humour present in the game, the use of puns, etc.
They also need to be able to recognise allusions and intertextual
references to other genres of global popular culture, such as comics and
films.
Today the demographics of game players range from low teens to adults.
Due to the wide spectrum of players for which games are designed, the
localised game must be innovative and exciting, and, at the same time, it
has to be easy to play and understand.2 For this reason, translators are
often given carte blanche to modify, adapt, and remove any cultural
references, puns, as well as jokes that would not work in the target
language. Localisers are given the liberty of including new cultural
references, jokes, or any other element they deem necessary to preserve
the game experience and to produce a fresh and engaging translation.
This type of creative licence granted to game localisers would be the
exception rather than the rule in any other types of translation. The
technique of compensation, i.e., introducing a new feature in the target
text to compensate for a different one that could not be reproduced
somewhere else in the text is commonly used, and accepted, in
translation studies. However, the extent of freedom in including new
features in game localisation, regardless of the original content, departs
completely from one of the central notions of traditional translation
theories: fidelity to the original. With games, fidelity takes a different
meaning whereby the translator does not have to be loyal to the original
text, but rather to the overall game experience.
One example of this creativity in games localisation is found in the use of
linguistic variation, a translation technique described by Molina and
Hurtado (2002) as the introduction in the target text of dialects absent in
the original for characterisation purposes. The translation of accents and
dialects is a controversial issue in translation studies, and it is only used in
specific translation genres, notably theatre plays, children's literature,
comics, animated movies and games. In the example below, from the
localised US versions of Final Fantasy X-II, the merchant called O'aka
speaks Cockney, although there was no specific accent present in the
original Japanese version:
O’aka: I owe it to those lads who died defending me shop, and I'll not be
letting 'em down.
O’aka: Ye will come and stop in once in a while, won't ye?
This is done in an attempt to give the game the right look and feel, by
adding a humorous touch that brings it closer to the player. As one fan
15
The Journal of Specialised Translation Issue 6 – July 2006
puts it: “I personally think that Cockney was a good choice, it's very
charming and amusing in the way that you would never have expected it
in a fantasy world”.3
As the above example demonstrates, game localisers enjoy almost
absolute freedom, and it may sound like a translator's dream come true.
However, it comes with a condition: game localisation is constrained by
severe space limitations. This is particularly the case when dealing with
certain elements of the game user interface, such as menus, help,
warning messages, and tutorials. In FF games, for instance, help
messages can only have one line, items in menus have a fixed length, and
abbreviations must be avoided for the sake of clarity. The names for
weapons, items, and abilities, which are common features in games, often
need to be re-created, since literal translation is not possible or tends to
exceed the space available. This can be particularly challenging with
Japanese as the source language. Due to the use of kanji (ideographs),
two or three character combinations can often be enough in the original
Japanese to achieve an inventive name with multiple connotations, but
the same does not apply to most European languages. Thus, a
considerable creative effort is required from the localiser, whose solutions
have to be contained within the space constraints. This issue is elaborated
further in the case study below.
6. Case study: Final Fantasy
The following section provides examples and an analysis of the freedom
exercised by the American translators in the US localised versions of the
games FFX and FFX-2, in order to preserve the gameplay experience
albeit within the space limitations. These FF titles are published as Sony
PlayStation2 games, and the whole FF series is considered as one of the
most successful RPG titles in the world. It has sold to date over 48 million
units worldwide.4 The rationale for choosing FF series for our study lies in
the fact that: (i) they are commercially significant games world-wide; (ii)
they are Japanese games localised into many other locales, highlighting
translation issues; (iii) and one of the authors of this paper was involved
in their localisation, thus gaining first hand insight into the actual process
involved.
As an overall strategy for localising these FF titles, the translators opted
for a domesticating approach in a Venutian sense (Venuti, 1995); or, to
follow Toury’s terminology (1980), an acceptable translation which aims to
bring the game closer to the target culture. This domestication is achieved
mainly by the use in the target text of idiomatic and colloquial language,
the adaptation of jokes, sayings and cultural references, and the re-
creation of new cultural references and plays on words. All this gives a
distinctive, original flavour to the localised version. We will now examine
some examples, grouped according to the translation strategies
implemented. These examples have been chosen particularly to highlight
16
The Journal of Specialised Translation Issue 6 – July 2006
the liberty taken by the translators, which is not so common in other
types of translation. We intend to draw attention to the translation
features that are unique to the video games domain, or at least far more
prevalent than in other translation genres.
6.1. Re-naming of key terminology and character names
Names used for weapons, items and abilities form essential key
terminology in video games, and are the result of considerable
inventiveness by the game creators and, in turn, the translators, who
have to translate them with the added challenge of having to fit them
within the limited space available on the screen. Furthermore, these
translations are likely to be re-used for subsequent serialised games, thus
making it doubly important to get them right the first time.
Many Japanese games have evocative names for various types of
weaponry and take advantage of the ideographs they use, which can
convey multiple meanings in minimum space. In FFX there are over a
thousand different weapon names of fourteen different types. They must
all be translated within a limit of approximately 15 characters. One of the
weapons is a blade called 風林火山 (fūrinkazan), an expression made up of
four Chinese characters denoting ‘wind, forest, fire and mountain’, and
used in Japanese to mean: “as fast as the wind, as quiet as the forest, as
daring as fire, and immovable as the mountain”.5 For obvious reasons, a
literal translation will not be a solution, and re-invention is necessary. The
American translators opted for the name ‘Conqueror’, completely different
to the original but a powerful and evocative choice in English. Another
example is花鳥風月 (kachōfūgetsu), the name of a ‘katana’ (Japanese
sword), which allows the game characters who use it to triple the points
they earn in a battle. This name literally stands for ‘flower, bird, wind, and
moon’, an expression that means “beauties of nature in Japanese”.6
However, the US name for this weapon is ‘Painkiller’, again very different
from the original. While the Japanese weapon name has a poetic ring to it,
the English one is rather humorous, possibly in order to fit better into
American game culture.
Another significant freedom games translators may exercise, provided the
strategy is ultimately approved by the developer, is changing the names
of the characters in the game. For example, the American translators of
FFX thought it necessary to change the name of one character, from Sano
to Ormi. They may have considered that the original Japanese name Sano,
that means ‘healthy’ in Spanish, could sound odd to an American audience
with some knowledge of Spanish. Another example can be found in the
translation of the name of the main character in FFIX, ジタン (Jitan) in
Japanese, which was transliterated as Zidane in the US version. However,
European translators considered this name could cause legal problems in
Europe, as it is also the surname of a famous French footballer. In this
17
The Journal of Specialised Translation Issue 6 – July 2006
instance, translators of different European languages were free to localise
the name as they thought best. In the Spanish version, for example, the
name Yitán was used, as it follows closely the phonetics of the Japanese
original while avoiding the possible legal issue.
6.2. Contextualisation by addition
Another type of freedom taken by the translator may include the
contextualisation of the situation by adding a new phrase or sentence. In
the following example, the phrase ‘perfect for the Dullwings’ was
deliberately inserted by the translators. Leblanc’s reference to the
‘Dullwings’ becomes this way a direct attack aimed at degrading Yuna’s
opposition group, known as the ‘Gullwings’. This addition, which is also a
play on words, helps to make explicit the adversarial relationship between
Leblanc and Yuna, drawing a smile on the players’ face and hopefully
engaging them more in the game with the inclusion of this amusing touch.
A more literal translation of the original dialogue is provided in square
brackets.
Original Japanese Localised American version
ルブラン:ふん、アタシにはわかるよ。
[Leblanc: Hm, I can tell.]
そのスフィアはスカだね。
[That sphere is dud.]
Leblanc: It's obvious to a trained eye—
That sphere's just a dud.
Perfect for the Dullwings.
6.3. Re-creation of play on words
Humour is a key element in games, a feature this genre shares with
comics and manga. Games are full of jokes whose function is to amuse
and entertain the player. Many of these jokes are based in language
deviance, mainly puns, which often cannot be translated literally. They
have to be adapted to the target language and culture. The following
example illustrates the translation of a Japanese play on words replaced
by a new creation by the American translators, in an attempt at trying to
produce a similar comic effect in English. The joke in Japanese is based on
the fact that Rikku, one of the characters, deliberately breaks the
grammatical rule by conjugating a noun, だいじょうぶ (daijōbu, ‘OK’), as if
it were a verb. Her brother chides her, telling her to use the correct form.
Original Japanese Localised American version
アニキ: ダイジョウブか~?
[Brother: Are you OK?]
リック:ダイジョばナイ!
[Rikku: We're “NO-K”]
Brother: What's your status?
Rikku: Disasterrific!
18
The Journal of Specialised Translation Issue 6 – July 2006
アニキ:「ダイジョばナイ」は間違い!
[Brother: “NO-K” is not correct!]
「ダイジョウブではナイ」と言え!
[Say "We're not OK"!]
Brother: ‘Disasterrific’ is not a word!
Say ‘disastrous’ like the rest of Spira!
This example also includes a case of strengthened contextualization with
the addition, at the end, of the phrase ‘like the rest of Spira!’, ‘Spira’
being the name of the imaginary world where the game takes place.
6.4. Deliberate use of regional expressions
In order to instil the right ‘look and feel’ to the game, American localisers
of FF often resort to including references to US culture, as well as puns,
sayings, and idioms that are absent in the original. The aim is to give the
game a local touch and allow the players to enjoy it as if it were an
original game.
Original Japanese Localised American version
トブリ:ういうい! 大成功でしたねえ。雷平
原ライブ。
[Tobli: Goodie! It was a big success.
The live concert in the Thunder Plains.]
Tobli: Yunapalooza was a super
smasheriffic success!
In this example, ‘the live concert in the Thunder Plains’ has become
‘Yunapalooza’. This is a play on words with the American term
‘Lollapalooza’, an annual rock festival held in different US locations. By
using this local term, the American translators have included a target
cultural reference, bringing the game closer to the players and allowing a
greater degree of identification. They also contextualize it further and add
a humorous spin to the translation by replacing ‘Lolla’ with ‘Yuna’, the
name of the main character starring in the concert. They also use the
term ‘super smasheriffic’, which combines the prefix ‘super’ with the
neologism formed by blending ‘smashing’ and ‘terrific’. The end result is a
line that resembles cool street-speak; a linguistic feature common to
many games.
As we have attempted to demonstrate above, game localisation seems to
grant a high degree of freedom to the translators, which is closely linked
to the nature of this medium. The choice by the translator of a particular
linguistic solution in the target game cannot be explained simply on the
basis of the relationship between the translation and the source text alone,
and the gameplay feel has also to be taken into account. This is the
dimension that we consider is relatively innovative and has rarely been
mentioned in the other more conventional types of translation.
7. Conclusions and further work
19
The Journal of Specialised Translation Issue 6 – July 2006
Game localisation is an emerging professional practice and the translation
process involved is characterised by a high degree of freedom and a
number of constraints that distinguish it from any other type of translation,
thus making it an area worthy of translation studies. The reason for this
lies in the nature of video games as interactive digital entertainment
which demands a new translation approach. Although it shares some
similarities with screen translation and software localisation, game
localisation stands apart because its ultimate goal is to offer
entertainment for the end-user. To this end, the skopos of game
localisation is to produce a target version that keeps the ‘look and feel’ of
the original, yet passing itself off as the original. In game localisation, the
feeling of the original ‘gameplay experience’ needs to be preserved in the
localised version so that all players share the same enjoyment regardless
of their language of choice (O'Hagan and Mangiron, 2004). No oddities
should be present to disturb the interactive game experience, and this is
the reason why game localisers are granted quasi absolute freedom to
modify, omit, and even add any elements which they deem necessary to
bring the game closer to the players and to convey the original feel of
gameplay. And, in so doing, the traditional concept of fidelity to the
original is discarded. In game localisation, transcreation, rather than just
translation, takes place.
We have barely scratched the surface of this fast growing area in GILT
practices, drawing on the top selling Japanese RPG title Final Fantasy
series. In our future analyses we wish to include a wider range of game
genres and platforms in order to further highlight and generalise the
unique nature of the translation issues that pertain to game localisation.
In applying the notion of transcreation, a number of aspects can be raised,
including the variables in the localisation process, the priorities and
constraints inherent to this type of translation, the translator's
competence, the use of language in games, and the strategies and
techniques used to preserve the gameplay experience. Finally, for games
research we cannot stress enough the importance of establishing closer
links between the industry and the academic world, in an area in which
the industry is leading the field. Such a partnership can be particularly
beneficial in the development of effective training courses that will prepare
game localisation specialists able to meet the growing demand for good
linguists in this field. Research on games is now gathering pace and
developing as an independent study area in many parts of the world,
although there is a striking paucity of work on game localisation. We are
convinced that Translation Studies can make a significant contribution
towards the establishment of this field of research as a truly
interdisciplinary area of study.
Notes
1 Despite the fact that NPCs are secondary characters to whom the player does not
necessarily need to talk in order to make progress in the game, they are important
20
The Journal of Specialised Translation Issue 6 – July 2006
elements of video games, since they provide hints, additional information, reward players
with rare items, etc., which are useful for the players to complete their quest.
2 While games are age rated, it is obvious that the wider the age coverage one game title
can address without any modification, the more profitable it will be.
3 www.deadlybrain.org/oaka/biography.html
4 "FINAL FANTASY X-2 Hits Million-Unit Sales Mark"
www.orlandofloridaguide.com/entertainment/games/final_fantasy.htm
5 Source: Jim Breen-s WWW JDIC Server.
6 Source: Jim Breen-s WWW JDIC Server.
References
Chandler, H. 2005a. “Current trends in games localization”. LISA
Newsletter Global Insider. July.
Chandler, H. 2005b. The Localization Handbook. Massachusetts: Charles
River Media.
Darolle, K. 2004. “Challenges in videogames localization”. LISA Newsletter
Global Insider, XIII, 3.3.
Fry, R. 2003. Localisation Primer. Revised edition.
www.lisa.org
Frasca, G. 2001. “Rethinking agency and immersion: video games as a
means of consciousness-raising”. Essay presented at SIGGRAPH 2001.
http://siggraph.org/artdesign/gallery/S01/essays.html
Mangiron, C. 2004. “Localising Final Fantasy – Bringing fantasy to reality”.
LISA Newsletter Global Insider, XIII, 1.3.
Molina, L. and A. Hurtado. 2002. “Translation techniques revisited: a
dynamic and functional approach”. Meta 47(4): 498-512.
Newman, J. 2004. Videogames. New York and London: Routledge.
O’Hagan, M. 1996. The Coming Industry of Teletranslation. Clevedon:
Multilingual Matters.
O’Hagan, M. Forthcoming. “From translating text to translating
experience: videogames as a new domain for translation and research”.
Translating Today.
O’Hagan, M. and D. Ashworth. 2002. Translation-mediated
Communication in a Digital Era. Clevedon: Multilingual Matters.
O'Hagan, M. and C. Mangiron. 2004. “Games localization: when Arigato
gets lost in translation”. New Zealand Game Developers Conference
Proceedings. Otago: University of Otago.
Pym, A. 2004. The Moving Text: Localization, Translation and Distribution.
Amsterdam: John Benjamins.
Roturier, J. 2003. Video Games Localization: Constraints and Choices in
the Industry. Unpublished MA thesis. Dublin: Dublin City University.
Toury, G. 1980. In Search of a Theory of Literary Translation. Tel Aviv:
Porter Institute for Poetics and Semiotics.
Venuti. L. 1995. The Translator's Invisibility. New York and London:
Routledge.
21
... In light of this, according to Mangiron (2016), a game needs to be translated by employing more complicated methods in relation to cultural and linguistic structures because it is an electronic medium. This view is supported by Mangiron and O'Hagan (2006), who specifically noted that since the majority of locally adapted games are currently dubbed, subtitled, or both, game localization also shares many elements with audiovisual translation. Bushouse (2015) suggests that precise and concise conveyance of terms is essential to ensure efficient and convenient gameplay, given the limitations of the allocated space. ...
... One noteworthy study, conducted by Wongkittithon in 2011, examined the translation of video games, specifically action-based role-playing games Bayonetta. Wongkittithon's research drew upon six distinct theories, including the Text Typology Approach by Reiss (2000), the Text Analysis in Translation Approach by Nord (2005), the Guidelines for Translating Movie Subtitles (Gaston, 2008, as cited in Wongkittithon, 2011, the Interpretive Approach by Delisle (1989), Procedures in the Translation of Names in Children's Fantasy Literature by Lincoln (2006), and Video Game Translation by Mangiron and O'Hagan (2006). This analysis and classification of the in-game text into three components, namely guidelines, distinctive names, and subtitles revealed that the successful translation of video games necessitates an extensive understanding of the genre, including the intricacies of religions, gods, and mythologies. ...
... A comparative analysis of the present study's results with those of previous research reinforces the notion that technical constraints constitute one of several challenges in translating video games. This is reaffirmed by the work of Mangiron and O'Hagan (2006), which stressed space limitations as a significant impediment to video game translation. Video games often incorporate unique and imaginative names for weapons, objects, and abilities that are integral to the game's identity. ...
Article
Full-text available
This study examines the translation strategies employed for culture-specific terms from Thai to English in episodes 1 and 2 of the video game "Home Sweet Home" (2017–2023). Applying a thematic approach and textual analysis, the source language data were categorized into six groups: ghosts, humans, ritual and religious acts, abstract religious concepts, items, and places. The findings indicate that the most frequently used strategy was absolute universalization (41.5%), followed by linguistic (non-cultural) translation (27.7%), limited universalization (16.2%), deletion (11.5%), orthographic adaptation (2.3%), and intratextual gloss (0.8%). However, no instances of repetition, extratextual gloss, synonymy, or autonomous creation strategies were identified. The discussion explores why different strategies were used for various phrasal tokens. The study also highlights five major topics concerning video game translation: universalization versus preservation, translatability and untranslatability, language limitations, cultural barriers in the target language, and the game's future translations. It can be concluded that a comprehensive understanding of the language and culture used in the game and its translation is critical for the game's success and effectiveness for both players and creators. Furthermore, in the digital era, where postmodern imaginations and reinterpretation of Thai folk beliefs and superstitions can boost the economy, numerous opportunities for creative soft powers are always available.
... For example, O'Hagan (2022) conducted a case study on the motivation, challenges, and implications of using indirect translation in localizing video games from Japanese to other European languages, with English serving as the pivot language in the localization process. Besides, revisiting the concept "transcreation" (see Mangiron and O'Hagan 2006 for an early example of the concept in game localization) also highlights the dynamic nature of localization practice and emphasizes the need for innovative approaches to effectively connect with diverse audiences while preserving cultural nuances. This term holds significant importance in ensuring that social and cultural experiences resonate with target audiences through creative means "within a marketing/advertising framework" (Carreira 2022, 512), and involves maintaining local cultural elements while incorporating creative adaptations throughout the specific language service processes (Risku, Pichler, and Wieser 2017). ...
Article
Full-text available
This literature review paper examines articles on localization in translation studies published in English and Chinese journals from 2012 to 2023. We systematically reviewed a total of 147 publications consisting of 104 and 43 articles in English and Chinese respectively, integrating thematic analysis to examine their research types, areas, and methodologies. The findings reveal notable disparities between the English and Chinese journal papers regarding overall trends across these three dimensions. English papers are often characterized by preference for qualitative approaches and growing interest in multi-methods and mixed-methods designs, highlighting an increasing appreciation for unique elements in localized products. Chinese papers tend to be more general and place greater emphasis on localization training. Despite these variations, there has been a notable convergence towards descriptive approaches in recent studies regardless of the linguistic contexts, perhaps as a response to the evolving needs of the discipline as a whole. Our paper concludes by suggesting future directions for localization research, particularly in response to the dynamic landscape of game localization practices and the application of empirical methods.
... Therefore, a profound analysis of the core differences between Chinese and US cultures is essential for understanding the behavioral logic of the other party, predicting potential communication challenges, and providing invaluable strategic insights for international business professionals. The findings of this study can empower professionals and public leaders to navigate the complex landscape of cross-cultural negotia-tions with greater ease, ultimately optimizing negotiation outcomes [1][2][3][4][5]. In summary, research on language practices within the context of Chinese and US cultural backgrounds is a theoretical necessity and a practical pathway for enhancing participants' negotiation acumen and increasing negotiation efficiency. ...
Article
This study examines how language is employed in cross-cultural negotiations, with a particular focus on a comparative analysis between implicit and explicit communication approaches. Using negotiation practices between China and the United States (US) as a representative case, this study investigates the differing language styles observed at the negotiation table. The findings reveal that Chinese culture tends to favor a euphemistic and indirect communication strategy to preserve social harmony and interpersonal rapport. In contrast, US culture is inclined toward direct and unreserved expressions, prioritizing accuracy and efficiency in information exchange. These culturally ingrained differences in language practices are often sources of misunderstanding and can present communication barriers in cross-cultural negotiation contexts. However, the findings also reveal that negotiating parties can effectively mitigate such conflicts by fostering mutual understanding and respect for one another’s cultural backgrounds and communicative approaches and adopting adaptive communication strategies, resulting in more successful and smoother negotiations. This research also provides practical recommendations to help negotiators adapt their communication strategies when facing cultural differences. These guidelines aim to enhance cross-cultural communication and collaboration, ultimately leading to more successful cooperative ventures.
... Deeply influenced by Confucianism, Chinese people tend to be gentle and reserved, with indirect and implicit expressions being a notable feature of traditional Chinese culture, which is centered on Confucianism, Buddhism, and Taoism. In contrast, Western culture emphasizes individuality, views people as superior to nature, and favors a more open, direct style of communication, focusing on the main points [4][5]. Therefore, in cross-cultural exchanges between Chinese and Western languages, language expression is inherently rooted in cultural foundations. ...
Article
Full-text available
With increasingly frequent political, economic, and cultural exchanges among countries and the rapid development of science and technology worldwide, the importance of translation is self-evident. To ensure accurate translation, translators must further study, understand, and master both Chinese and Western languages in the context of cross-cultural communication. Cross-cultural communication refers to the interactions between people from different cultural backgrounds, including those between nations, groups, and individuals. It involves the interesting process of converting between Chinese and English due to differences in these languages. Cross-cultural exchanges are characterized by the geographic, historical, and cultural differences between the East and the West, which often lead to challenges in communication. Translation, as a bridge, serves as an important means to promote cultural exchange and has made outstanding contributions to the dissemination and development of global culture. This paper focuses on analyzing the functions of English translation and the factors affecting it from a cross-cultural perspective. It proposes effective strategies for improving translation, which have significant implications for promoting cross-cultural communication.
Article
Full-text available
Video game localization is a process that is strongly focused on the target audience. Its aim is to adapt the game content to the linguistic and cultural needs and requirements of the market other than the primary one. A well-made localization cannot negatively affect the gameplay experience and the player’s sense of immersion. Therefore, when translating in-game text, translators can use strategies and techniques known from other types of translations. The aim of this article is to show how the use of transcreation in the localization process can influence the reception of a game. An attempt is made to answer the question of whether the freedom to interfere with the original content, which this translation strategy gives the translator, is justified. For this purpose, the specificity of video game localization is briefly presented, and various concepts and theories from the field of translation theory are used. Final Fantasy XV, released in 2016 by Square Enix, was selected as the subject of the analysis.
Article
Full-text available
En la última década, la transcreación ha sido un tema recurrente en investigaciones en el campo de la traducción, especialmente en áreas como la traducción audiovisual y la publicitaria. La transcreación se define como un enfoque que va más allá de la simple traducción, buscando adaptar y recrear mensajes en otro idioma de manera que mantengan su impacto persuasivo y comercial en la audiencia meta. En este contexto, los textos persuasivos y comerciales se presentan como un terreno fértil para explorar la transcreación, ya que requieren un alto grado de creatividad y adaptación para capturar la esencia y el propósito del mensaje original y transmitirlo en un contexto cultural diferente. Este estudio aborda de manera específica la transcreación en el contexto de la promoción turística y busca sistematizar los tipos de transcreación más frecuentes en este ámbito. Para ello, se analiza un corpus compuesto por más de 450 títulos de artículos y reportajes de viajes en español y sus correspondientes traducciones al inglés, extraídos de varias ediciones de la revista Ronda, publicada por la compañía Iberia. A través de este análisis contrastivo, se examinan las estrategias empleadas en la transcreación de estos títulos y se propone una clasificación de estrategias transcreativas específicas observadas en el corpus de títulos. Estas estrategias van desde reinterpretaciones totales del texto original hasta adaptaciones menos significativas. En general, este trabajo, que adopta un enfoque descriptivo y exploratorio, pone de manifiesto que la transcreación es un fenómeno común en el lenguaje promocional turístico y que se utiliza principalmente para transferir elementos textuales persuasivos y atractivos, como es el caso de los títulos de artículos.
Chapter
Up to now, the Handbook of Translation Studies (HTS) consisted of four volumes, all published between 2010 and 2013. Since research in TS continues to grow and expand, this fifth volume was added in 2021. The HTS aims at disseminating knowledge about translation, interpreting, localization, adaptation, etc. and providing easy access to a large range of topics, traditions, and methods to a relatively broad audience: not only students who prefer such user-friendliness, but also researchers and lecturers in Translation Studies, Translation & Interpreting professionals, as well as scholars and experts from other adjacent disciplines. All articles in HTS are written by specialists in the different subfields and are peer-reviewed.
Chapter
Made in Asia/America explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocentric, white, masculinist takes on gaming, the contributors focus on minority and queer experiences, practices, and innovative scholarly methods to better account for the imperial circulation of games. Encouraging ambiguous and contextual ways of understanding games, the editors offer an “interactive” editorial method, a genre-expanding approach that encourages hybrid works of autotheory, queer of color theory, and conversation among game makers and scholars to generate divergent meanings of games, play, and “Asian America.”
Chapter
Made in Asia/America explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocentric, white, masculinist takes on gaming, the contributors focus on minority and queer experiences, practices, and innovative scholarly methods to better account for the imperial circulation of games. Encouraging ambiguous and contextual ways of understanding games, the editors offer an “interactive” editorial method, a genre-expanding approach that encourages hybrid works of autotheory, queer of color theory, and conversation among game makers and scholars to generate divergent meanings of games, play, and “Asian America.”
Chapter
Made in Asia/America explores the key role video games play within the race makings of Asia/America. Its fourteen critical essays on games, ranging from Death Stranding to Animal Crossing, and five roundtables with twenty Asian/American game makers examine the historical entanglements of games, Asia, and America, and reveal the ways games offer new modes of imagining imperial violence, racial difference, and coalition. Shifting away from Eurocentric, white, masculinist takes on gaming, the contributors focus on minority and queer experiences, practices, and innovative scholarly methods to better account for the imperial circulation of games. Encouraging ambiguous and contextual ways of understanding games, the editors offer an “interactive” editorial method, a genre-expanding approach that encourages hybrid works of autotheory, queer of color theory, and conversation among game makers and scholars to generate divergent meanings of games, play, and “Asian America.”
Conference Paper
Full-text available
This paper addresses the significance of localization for the video games industry and highlights the process involved in games localization. Given the uninue nature of the task, neither conventional translation nor a typical localization approach alone is sufficient. The authors suggtist the benefit of collaborative research between the industry and academia with the objective of delivering a gamer experience which transcends the linguistic and culrural differences of the players.
Article
Full-text available
The aim of this article is to clarify the notion of translation technique, understood as an instrument of textual analysis that, in combination with other instruments, allows us to study how translation equivalence works in relation to the original text. First, existing definitions and classifications of translation techniques are reviewed and terminological, conceptual and classification confusions are pointed out. Secondly, translation techniques are redefined, distinguishing them from translation method and translation strategies. The definition is dynamic and functional. Finally, we present a classification of translation techniques that has been tested in a study of the translation of cultural elements in Arabic translations of A Hundred Years of Solitude by Gracie Marqu.
Book
Full-text available
For the discourse of localization, translation is often "just a language problem". For translation theorists, localization introduces fancy words but nothing essentially new. Both views are probably right, but only to an extent. This book sets up a dialogue across those differences. Is there anything that translation theory can gain from localization? Can localization theory learn anything from the history and complexity of translation? To address those questions, both terms are placed within a more general frame, that of text transfer. Texts are distributed in time and space; localization and translation respond differently to those movements; their relative virtues are thus brought out on common ground. Anthony Pym here reviews not only key problems in translation theory, but also critical concepts such as cultural resistance, variable transaction costs, segmentation of the labour market, and the dehumanization of technical discourse. The book closes with a plea for the humanizing virtues of translation, over and above the efficiencies of localization.
Article
Full-text available
Els videojocs han crescut fins a convertir-se en una indústria d’entreteniment global. Aquesta globalitat no s’hauria aconseguit sense els esforços de transferència lingüística que fan que els jocs, independentment de l’origen que tinguin, arribin als jugadors en la seva llengua i contextos culturals. Malgrat la importància crucial que té la traducció, el seu valor no es té en compte en els estudis sobre videojocs, ni tampoc en els estudis de la traducció. Posant un èmfasi especial en la multidimensionalitat i en la multimodalitat dels videojocs, aquest treball defensa que la recerca sobre videojocs des de la perspectiva dels estudis de la traducció no sols serà profitosa per a la indústria dels jocs sinó també per als mateixos estudis de traducció, atès que obre noves vies de recerca.
Article
This book traces the history of translation from the 17th century to the present day. It shows how fluency prevailed over other translation strategies to shape the canon of foreign literatures in English, and investigates the cultural consequences of the domestic values which were simultaneously inscribed and masked in foreign texts during this period. The book locates alternative translation theories and practices in British, American and European cultures which aim to communicate linguistic and cultural differences instead of removing them. It explains the way in which translation can be studied as a locus of difference and is suitable for students of translation at all levels.
Article
This paper examines the implications on translation services of the exploding use of new telecommunications technologies, with particular emphasis on computer communications in cyberspace, represented by the Internet. The relationship between language translation and cyberspace in an advanced information society is explored to show that the new communications environment is both creating demand for translation and helping to meet that demand. The paper concludes that the symbiosis between translation service and the emerging communications environment could culminate in "a teletranslation service" as an International Value-Added Network Service (IVANS) with worldwide accessibility using networked translators to best meet growing demand.
Current trends in games localization
  • H Chandler
Chandler, H. 2005a. "Current trends in games localization". LISA Newsletter Global Insider. July.
Challenges in videogames localization
  • K Darolle
Darolle, K. 2004. "Challenges in videogames localization". LISA Newsletter Global Insider, XIII, 3.3.
Localisation Primer. Revised edition. www.lisa Rethinking agency and immersion: video games as a means of consciousness-raising " . Essay presented at SIGGRAPH Localising Final Fantasy – Bringing fantasy to reality
  • R Fry
  • G Frasca
Fry, R. 2003. Localisation Primer. Revised edition. www.lisa.org Frasca, G. 2001. " Rethinking agency and immersion: video games as a means of consciousness-raising ". Essay presented at SIGGRAPH 2001. http://siggraph.org/artdesign/gallery/S01/essays.html Mangiron, C. 2004. " Localising Final Fantasy – Bringing fantasy to reality ". LISA Newsletter Global Insider, XIII, 1.3.
From translating text to translating experience: videogames as a new domain for translation and research " . Translating Today Translation-mediated Communication in a Digital Era
  • O 'hagan
  • M Forthcoming
O'Hagan, M. Forthcoming. " From translating text to translating experience: videogames as a new domain for translation and research ". Translating Today. O'Hagan, M. and D. Ashworth. 2002. Translation-mediated Communication in a Digital Era. Clevedon: Multilingual Matters.