| 1. Introduction
Video games have grown to be a global entertainment
industry considered now to be the world’s
biggest cult phenomenon (Grossman,
1994). Their global status could not have
been achieved without language transfer efforts
that make games, irrespective of their origin,
accessible to players in their own language
and cultural contexts. Despite translation
playing such a vital role in this growing
industry, its significance is largely ignored
in games studies, while video games remain
similarly underexplored in translation studies
(TS). One reason is the notion that video
games are an area of research currently being
established in academia (Newman,
2004; Wolf and Perron,
2003). In fact, there seems as yet to
be no agreement even on terminology among
games researchers, who variously use “computer
games” (Raessens and Goldstein [eds],
2005), “electronic
games” and “digital games”
(Bruce and Rutter [eds],
2006), as well as the orthographic variant
“videogames” (Newman,
2004) of the term “video games”
(Wolf and Perron [eds], 2003)
[1], to refer to the very
object of their research. This paper adheres
to "video game”, in accordance
with the convention in the localisation industry,
as in Chandler (2005).
Such terminological instability can be seen
as a sign of the dynamic nature of this technology-driven
domain, as well as a reflection of the domain’s
multidimensionality, allowing for diverse
perspectives, as recognised by games researchers
(Aarseth, 2003:1).
Depending on one’s point of view, modern
video games can be seen as interactive software,
narratives, digital art, virtual reality or
multimedia entertainment, as well as from
many other perspectives, forming an interdisciplinary
area of research.
Variations notwithstanding, all the terms
in question refer to the same concept of computer-based
entertainment software played on an electronic
platform (Franca, 2001:4),
which highlights a characteristic of today’s
video games as computer applications designed
for interactive entertainment. New generation
game consoles, such as PlayStation3
and Xbox360, integrate some of the
latest digital technologies with increased
processing power and memory capacities, also
allowing for a seamless online mode, thus
blurring the distinction between a game console
and a high-end computer. The close association
between a video game and a computer is important
to understanding the process involved in converting
a game developed in one country to make it
playable in another. The recognition of video
games as pieces of software justifies referring
to the whole language transfer process applied
to a video game as games localisation (Chandler,
2005). Localisation practices came into
being in the 1980s in response to specific
needs arising from the globalisation of the
computer industry and computer software in
particular (Esselink,
2000), where translation alone was not
sufficient to convert computer software developed
in one country into a form suitable to be
released in another market. Software localisation
involves engineering processes to make adjustments
to the software itself, in addition to text-based
translation. Similarly, to make a Japanese
video game available in Europe, not only do
words have to be translated into a target
language but the translated text also needs
to be integrated into the software. In turn,
the software as a whole needs to be adjusted
to local user environments in order to function
properly.
Games localisation emerged in response to
the needs of the market and the resultant
industry practices continue to develop without
any insight from translation research. Prior
research on games localisation (O’Hagan,
2004; O’Hagan
& Mangiron, 2004) suggests that the
games industry operates with no clear understanding
of norms of games localisation. However, the
increasingly sophisticated and complex games
domain will clearly benefit from focused studies,
such as on localisation and translation strategies
in relation to user reception. Video games
comprise interactive elements in text and
graphics, as well as multimodal user input
mechanisms, and in some cases also include
non-interactive audiovisual elements in the
form of pre-rendered movies. From the point
of view of the text typology, video games
involve new hybrid content. This, together
with potential commercial benefits, offers
persuasive motives for conducting translation
research into the area of video games. This
paper argues the case for doing so in an attempt
to promote the domain of video games as a
worthwhile target for translation research,
with suggestions for a number of specific
lines of investigation.
2.
Video games in the context of TS research
This section provides a brief overview of
video games in the context of TS research
interests and thus does not pretend to be
an exhaustive introduction to the domain itself.
Video games can be divided up according to
the different platforms on which they are
played, including recent developments of games
on mobile phones. Games can also be played
in online modes, which present a totally different
paradigm from the isolated offline mode in
terms of interactivity and game dynamics.
Games are categorised into different genres,
such as action, adventure, simulation, role-playing
games (RPGs), first-person shooters (FPSs),
racing, sports, strategy, etc. The category
is relevant to translation in that some genres,
such as RPGs, tend to involve more text and
are heavily narrative-driven, and hence have
more implications for translation (Mangiron,
2004). Genres and platforms also matter
in terms of preferences in different markets,
and thus are relevant to the localisation
of games. For example, US players favour sports
and action games, whereas in Europe games
with interesting rules appeal (Sankei
Shinbun, 14 March 2007). PC-based online
RPGs are well developed and extremely popular
in Korea and China, while console-based offline
RPGs are popular among Japanese players, who
seek unique world views and complex stories.
Regardless of genre, games are normally structured
into different levels, where a player progresses
to higher and more challenging levels over
time, on the basis of trial and error on the
part of the player and feedback received from
the game system. There is a certain predictable
pattern in each genre, recognised by the player.
The localisation task is facilitated by the
translator having a clear understanding of
such universal features, especially when the
original and its localised versions are to
be shipped simultaneously in a localisation
mode known as simship, for which localisation
has to be carried out without the source text
in its complete form and in the absence of
co-text or context (Bernal-Merino, 2006).
According to industry sources (O’Hagan,
2005), in such cases translators can only
rely on their intuition, based on prior knowledge
and familiarity with the game domain. Investigation
into the role played by the translator’s
domain knowledge will form a potential area
of translation research with implications
for translator training (O’Hagan,
ibid).
Video games belong to an area of development
significantly influenced by technological
innovation, and there is a considerable difference
between earlier generation games and today’s
games, as chronicled in detail elsewhere (Herz,
1997; Poole, 2000).
A diachronic approach in games research will
be fruitful in tracing how games localisation
practices have evolved in relation to the
characteristics of games at a given point
in time. For example, the release of PlayStation2
in 2000 introduced the capacity to incorporate
recorded human voices into games, replacing
text boxes and mechanical computer-generated
sounds, and leading to the application of
dubbing mode in localised games (Mangiron,
2004). As this example illustrates, the
increasing sophistication of game machines
and games themselves is driving new modes
of translation. Another area of relevant development
is online games, which often incorporate chat
among players while the game is being played.
This implies a need for simultaneous translation
of text chat and chat based on speech, as
online games have no regard for linguistic
boundaries. This raises the scope for research
into the application of dedicated natural
language processing systems.
By definition, video games provide an interactive
environment. Such interaction typically takes
place through the buttons and the levers on
the game controller. More recent games also
allow player input via speech and handwriting,
as in the case of many game titles designed
for Nintendo DS. Released in 2006,
the Nintendo Wii game console is an example
of development that incorporates a new modality
into hardware, by introducing a wireless magic
wand concept for the handheld game controller,
which detects the player’s hand motion
and rotation in three dimensions. In this
way, new generation video game consoles are
enhancing the multimodal aspect by hard-wiring
new modalities into the game machine itself.
The study of the multimodality of game interaction
in a localised game could provide another
new avenue of research, bringing in somatic
considerations that seem to be lacking in
translation studies, as discussed by a number
of researchers (Melby 1995
;O’Hagan &
Ashworth, 2002; Robinson,
2003). This can also be linked to the
issue of the design of a game’s interface
in terms of the concept of affordances, for
example, which are considered to be a measure
of a superior game (Masuyama,
2001:130).
3. Localising for an equivalent game play
experience
Recent trends in actual games research recognise
the need to include perspectives based on
ludology (studies on games and play) (Frasca,
1999/2000), in addition to a more traditional,
narrative-driven approach, reminding researchers
of the ultimate purpose of video games as
a pleasure-giving medium. This, in turn, constitutes
skopos in the context of translation
and is something that the games localiser
needs to bear in mind, as the raison d’être
of the end product. With games localisation,
the translator is expected to convey a game
play experience that is as close as possible
to the equivalent of the original. Furthermore,
unlike other entertainment genres, such as
literature, cinema or theatre, modern video
games constitute a technologically constructed
multimodal space that renders itself to various
adjustments beyond textual components during
localisation. It is these technical characteristics
that give rise to the fundamentally different
scope entailed by games localisation as a
mode of language transfer, compared with translation
practices applied in other, more traditional
entertainment genres.
The following case illustrates the extent
of the adaptive approach that games localisation
is prepared to take in order to recreate the
pleasure provided by a given game for a target
market. The popular Japanese dating simulation
game series Tokimeki Memorial by
Konami sold 2.3 million units in the Japanese
domestic market and is a top-selling game
within the genre (Sankei
Shinbun, 2007). Set in a Japanese high
school, the game allows a player to simulate
a high school student’s experience of
becoming involved in relationships. While
the nature of the game and the content are
considered to be culture-specific, the game
developed a certain overseas following despite
lacking an official translation (Levi, 2006).
The official localised version, which is to
be released during 2007 under the title Brooktown
High: Senior Year Hands-on, retained
only the theme of dating simulation from the
original, while everything else had to completely
change as a consequence of market feedback
conducted in the US (Sankei Shinbun, ibid).
The process took one and a half years to complete,
including redesigning the originally anime-influenced
style of graphics for characters and making
it less esoteric to suit the North American
market. The fact that this particular game
genre did not previously exist in North America
also seems to have contributed to the need
for drastic adaptation, despite some fans
having embraced the Japanese game in its original
form. Given the cultural differences between
Japanese high school life and its American
counterpart, fundamental changes could well
be expected. Whether the game Brooktown
High can still be called a localised
version, given that it retains almost no trace
of the original, is open to debate. On the
other hand, the approach taken is in line
with the basic principle of localisation,
which suggests that localised products should
have the “look and feel” of the
equivalent local product in the target market
(Fry, 2003). As shown in
this example, games localisation can involve
adjustments that go far beyond the textual
components of the verbal message and sometimes
requires a completely liberal transformation
approach.
There are other cases of games localisation
where ideological stance and games rating
systems in the receiving culture drive the
decision for various changes to be made during
localisation. Yahiro’s study [2]
(2005) compared some
20 original Japanese Nintendo RPG titles and
their American localised versions published
between 1989 and 1996. The study found that
areas of change involving graphics and text
were mainly concerned with: (1) religious
expressions; (2) sexual content; (3) discriminatory
expressions against minority groups; and (4)
alcohol and food-related references. For example,
in the religious category, the graphical changes
included the absence of crosses on graves,
in church or on a coffin in an original Japanese
game. Under the sexual category, a female
character’s bikini was substituted with
a less revealing outfit. Meanwhile, graphics
showing the sign of a sake house were altered
to show that of a tea house. This study also
gave an example of a significant change in
the style of the graphics on the packaging
of Dragon Warrior by Enix, as well
as Breath of Fire II by Capcom (Yahiro,
ibid:11). These instances demonstrate
how games localisation delves into detailed
adjustments beyond textual manipulations,
taking into account how one culture may be
indifferent to certain issues in the context
of games, while the same issues could be taken
seriously in another culture. This, in turn,
can have implications for censorship and age
rating considerations.
Prior studies on the internationally successful
Japanese RPG Final Fantasy (FF) series
(Mangiron &
O’Hagan, 2006: O’Hagan,
2005) have found that localised games
show an adaptive approach with strong domestication
tendencies when it comes to the treatment
of jokes, plays on words, linguistic varieties
and lyrics of theme songs. Mangiron &
O’Hagan (ibid) suggest the term transcreation
to describe the greater freedom of the games
localiser compared with any other modes of
translation. However, the case studies on
FF (O’Hagan
& Mangiron, 2004) also found that
aspects concerning the traits of main characters
require a foreignisation approach where overseas
fans expect a distinctive original flavour
to be retained. Furthermore, the FF series
also added new game features in localised
versions, demonstrating the extra dimension
arising from games localisation from the point
of view of ludology.
Given the characteristics of modern video
games, the technical dimension of a game also
influences the sense of pleasure and, thus,
game play. For example, the conversion between
PAL and NTSC in the process of localisation
is known to cause a delay in response time
from the game control to the screen in some
localised games, which is likely to reduce
game play pleasure in the localised version.
Modern video games form a technological environment
that affords various interactions between
the game and the player through the game’s
interface. Games localisation therefore requires
the consideration of both technical and socio-cultural
aspects in an effort to transfer the game
play experience arising from the multiple
dimensions and modality of a game. By using
a conceptual tool such as the theory of affordance
(Gibson, 1979), such
a technology-driven approach to games localisation
will be equally productive and innovative
in terms of understanding human-machine interactions.
The examples discussed above illustrate how
a popular game in one country is not necessarily
appreciated in its original form by a player
in another country. Furthermore, because of
the nature of game media, localisation considerations
go beyond the level of verbal text and extend
into the technical structure of the game,
as well as a wider range of socio-cultural
issues.
4. Conclusions and implications
Modern games, such as the internationally
successful Japanese RPG FF series, combine
compelling graphics, a detailed storyline,
character designs, theme songs, environmental
sounds and a sophisticated game system to
immerse the player in the game world. Interactivity
takes place through the game controller in
a virtual space represented on screen through
text, graphics and sounds. Recreation of the
game experience in a localised version therefore
demands consideration of all these aspects.
While software localisation in general has
a focus on preserving the functionality of
the product, games localisation is also concerned
with the experience of game play, where artistic
and creative dimensions are of paramount significance
(Darolle, 2004). This
latter notion appears to have led to games
localisation marking its own path, largely
independently from software localisation.
Games localisers seem to emphasise the fact
that each and every game is different and
demands an individualised approach to localisation,
which makes standardisation extremely difficult
to apply (Darolle,
ibid). This is precisely where translation
research could contribute by substantiating
or countering such claims made by industry
experts.
Multidimensionality and multimodality make
modern video games a complex entity to study,
but at the same time provide a number of new
directions for TS research, as explored in
this paper. It has been argued that the dynamically
evolving domain of video games forms a promising
area of new research in TS, as it poses new
challenges for the study of translation. The
games localisation sector currently operates
using intuition developed from experiential
evidence rather than on the basis of reliable
hard data from research findings. The games
industry as a whole will clearly benefit from
insights gained from focused research on localisation
and translation, and translation studies itself
will be rewarded with the new approaches and
perspectives likely to result from the fresh
challenges posed by this new domain of research
into video games.
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Notes:
1 - By way of approximate
indications of the use of terminology, in
May 2007 the Google Scholar search showed
the following number of hits: video games
(33,300); computer games (31,800); electronic
games (4,600); digital games (1,370). [back]
2 - Yahiro notes
(2005:29-30) that he chose game titles published
in the period before the Computer Entertainment
Rating Organization (CERO) in Japan published
the guideline for ratings for video games
in July 1997, and also mostly before the Entertainment
Software Rating Board (ESRB) was established
in 1994. [back]
Novembre
2007
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