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Video game localization (or computer game localisation), is the process of preparing a video game for a market outside of where it was originally published. The game's name, art assets, packaging, manuals, and cultural and legal differences are typically altered. Before localization, producers consider economic factors such as potential foreign profit.Bernal-Merino 2008 Most official localizations are done by the game's developers or a third-party translation company. Nevertheless, fan localizations are also popular. Localization is largely inconsistent between platforms,
engines An engine or motor is a machine designed to convert one or more forms of energy into mechanical energy. Available energy sources include potential energy (e.g. energy of the Earth's gravitational field as exploited in hydroelectric power gen ...
and
companies A company, abbreviated as co., is a legal entity representing an association of legal people, whether natural, juridical or a mixture of both, with a specific objective. Company members share a common purpose and unite to achieve specifi ...
due to its recency. Localizers intend to create an experience like the original game, with discretion to the localization audience. Localizations are considered to have failed if they are confusing or difficult to understand and this may break the player's immersion.Kohler 2005, p. 226


History

Since the beginning of video game history, video games have been localized. One of the first widely popular video games, ''
Pac-Man ''Pac-Man,'' originally called in Japan, is a 1980 maze video game developed and published by Namco for arcades. In North America, the game was released by Midway Manufacturing as part of its licensing agreement with Namco America. The pla ...
'' was localized from Japanese. The original transliteration of the Japanese title would be "Puck-Man", but the decision was made to change the name when the game was imported to the United States out of fear that the word 'Puck' would be vandalized into an obscenity. In addition, the names of the ghosts were originally based on colors - roughly translating to "Reddie", "Pinky", "Bluey", and "Slowly". Rather than translate these names exactly, they were renamed to Blinky, Pinky, Inky, and Clyde. This choice maintained the odd-man-out style of the original names without adhering to their exact meaning. This is an early example of a change in cultural context. Early localization had one main concern. Due to the small memory size of the NES and
SNES The Super Nintendo Entertainment System, commonly shortened to Super Nintendo, Super NES or SNES, is a 16-bit home video game console developed by Nintendo that was released in 1990 in Japan, 1991 in North America, 1992 in Europe and Oceania an ...
cartridges many translated text strings were too long. Ted Woolsey, translator of ''
Final Fantasy VI also known as ''Final Fantasy III'' in its initial North American release, is a 1994 role-playing video game developed and published by Square for the Super Nintendo Entertainment System. It is the sixth main entry in the ''Final Fantasy'' ser ...
'', recounts having to continually cut down the English text due to limited capacity. Early video game translation was not often a priority for companies, leading to budgets being low and localization time being cut short. Early translations were sometimes "literally done by a 'programmer with a phrase book'".O'Hagan and Mangiron, p. 327 For example, the original translation for the Sega Genesis game '' Beyond Oasis'' was discarded as the editor considered it nonsensical and an entirely new story was rewritten without any input from the translator. Occasionally the poor translation of video games has made the game notable. An example of this is with the game ''
Zero Wing is a horizontally scrolling shooter video game developed by Toaplan for arcades. It was released in Japan by Namco in 1989 and North America by Williams Electronics. Controlling the ZIG space fighter craft, players assume the role of protagon ...
'' whose
Engrish ''Engrish'' is a slang term for the inaccurate, poorly translated, nonsensical or ungrammatical use of the English language by native speakers of other languages. The word itself relates to Japanese speakers learning r and l, Japanese speaker ...
text "
All Your Base Are Belong to Us "All your base are belong to us" is an Internet meme based on a Engrish, poorly translated phrase from the opening cutscene of the Japanese video game ''Zero Wing''. The phrase first appeared on the European release of the 1991 Sega Mega Drive P ...
" became an early
Internet meme An Internet meme, or meme (, Help:Pronunciation respelling key, ''MEEM''), is a cultural item (such as an idea, behavior, or style) that spreads across the Internet, primarily through Social media, social media platforms. Internet memes manif ...
. As technology in the early 2000s improved, localization was made both easier and harder. These improvements made in technology allowed text to be stored in
ASCII ASCII ( ), an acronym for American Standard Code for Information Interchange, is a character encoding standard for representing a particular set of 95 (English language focused) printable character, printable and 33 control character, control c ...
strings instead of in picture format. Audio processing capability also improved allowing
voice acting Voice acting is the art of performing a character or providing information to an audience with one's voice. Performers are often called voice actors/actresses in addition to other names. Examples of voice work include animated, off-stage, off-sc ...
to be included in video games. The addition of dubbing into video games made the localization process harder and localization producers had to choose if they wanted to record entirely new voice lines or keep the original voice over.Chandler and Deming 2012, p. 317 Graphical capability also improved making games more cinematic, so making sure the newly recorded voice lines matched the lip movements of the characters was important. Also, ensuring that visual gestures of animated characters made sense to a different audience was important. Modern video games are becoming increasingly complex in scope. As opposed to their older counterparts, video games can have a large amount of dialogue and voice over, making localization efforts significantly harder. The team in charge of localizing ''
Fable II ''Fable II'' is a 2008 action role-playing video game developed by Lionhead Studios and published by Microsoft Game Studios for Xbox 360. The game is the second installment in the ''Fable'' game series, and the sequel to 2004's ''Fable''. The ...
'' into five languages consisted of 270 actors and 130 personnel. Likewise, the dialogue scripts for '' Star Wars: The Old Republic'' contained over 200,000 lines. Director of audio and localization Shauna Perry said that the game had as much audio as ten ''Knights of the Old Republic'' recorded back-to-back.


Styles of localization

There are many styles of localizing a video game. "No localization" is when a game is released in an overseas territory with little to no effort to localize the game. "Box and documentation localization" is when only the manuals and box are translated into the target language, but the game itself is not. This style is mostly chosen if the game is an arcade game or if the target country is expected to decently know the original language. In partial localization, the game's text is translated, but voice-over files are not re-recorded. This style is popular with many new
Japanese role-playing games While the early history and distinctive traits of role-playing video games (RPGs) in East Asia have come from Japan, many video games have also arisen in China, developed in South Korea, and Taiwan. Japanese role-playing games Japanese c ...
and
visual novel A visual novel (VN) is a form of digital interactive fiction. Visual novels are often associated with the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with static or animated illustratio ...
s. Full localization is when all assets of a game are translated and all voice-over is recorded in the target language. This option is usually undertaken by
AAA game AAA, Triple A, or Triple-A is a three-letter initialism or abbreviation which may refer to: Arts, entertainment, and media Gaming * AAA (video game industry) - a category of high budget video games *'' TripleA'', an open source wargame M ...
companies.O'Hagan and Mangiron, p. 117 Academics in translation studies describe four primary methods for translating video games: foreignization (keeping a "foreign taste"), domestication (translating as game to suit characteristics and cultural standards of the destination), no translation (leaving parts of the game in the source language), and transcreation (creating a new text in the destination language).


Production models

Officially produced localization generally fit into one of two categories: "Post-gold" or "Sim-ship". Post-gold means that the game has been released and completed. This usually means there is a gap of time between the release of a localized version and original. The post-gold model allows the producers of a localization to access and play the fully completed game, generally allowing more time to work on and complete a thorough translation. This model was commonly used by Japanese AAA producers, but these companies are now moving towards the sim-ship style.Chandler 2005, pp. 46–47 The other main model is "Sim-ship". This is when a localization is produced before the original game has been released. This method is more viable as games are prone to be pirated at release so there is a profit incentive to releasing this way. Though being crucial to maintain a good release window and leave games less prone to piracy, Sim-ship has its drawbacks. When localizing with this model, a completed game is unlikely to be ready. This results in a few risks for the continuity of the game, since a lot of the crucial context and information needed may be missing. Most western games follow this model.O'Hagan and Mangiron, p. 118 There are two means to go about making a localization that follow one of each of these models: outsourced or in-house. Most game companies in North America and Europe rely on outsourcing as a means of localization. This model is also popular in emerging video game markets such as Chile, Russia, and China. When outsourced, a company that specializes in producing localization is hired to undertake the process. An issue that arises with an outsourced localization is that the company lacks knowledge of the game, as opposed to in-house developers. A localization that arises from the lack of knowledge about the game is commonly known as a "blind localization". If a localization is outsourced, the developers will usually provide the outsourced company with a localization kit. A localization kit may contain elements such as general information about the project (including deadlines, contact information, software details), resources about the game itself (a walk-through, plot or character descriptions,
cheat codes Cheating in video games involves a video game player using various methods to create an advantage beyond normal gameplay, usually in order to make the game easier. Cheats may be activated from within the game itself (a cheat code implemented by ...
), reference materials (glossaries of terms used in the game world or used for the specific hardware), software (such as computer-aided translation tools), code, and the assets to be translated.O'Hagan and Mangiron, p. 56 Companies may choose to localize in-house. This practice is common for Japanese developers, most notably
Square Enix is a Japanese Multinational corporation, multinational holding company, video game publisher and entertainment conglomerate. It releases role-playing video game, role-playing game franchises, such as ''Final Fantasy'', ''Dragon Quest'', and '' ...
. When localized in-house, the process is completely controlled by the original developers. Although it is common practice to hire freelance translators to work alongside the development team, in-house producers usually have greater access to the original game and to the original artists and authors, who can be consulted about changing art assets or story concerns. Since Japanese companies prefer the post-gold method, in-house translation is favored. In-house productions usually have fewer mistakes and an overall smoother localization. The downside is that this causes a delay between the release of the international and home versions. Another means of localization is through the unauthorized effort of fans. Fans of video games without an international release may be willing to put unpaid effort into localizing a game if the game is not released internationally. The most notable example of this is the ''
Mother 3 is a 2006 role-playing video game developed by Brownie Brown and HAL Laboratory and published by Nintendo for the Game Boy Advance. It is the third and final entry in the Mother (video game series), ''Mother'' series. The game follows Lucas, a ...
'' (2006) localization. Fans attempted a petition to Nintendo to localize the game into English, and when this failed they undertook the process themselves. Sometimes, fan interest and fanmade localization is used as a metric of interest. For example, when '' The Great Ace Attorney'' was only released in Japan and fans localized it into other languages upon release, it was clear to
Capcom is a Japanese video game company. It has created a number of critically acclaimed and List of best-selling video game franchises, multi-million-selling game franchises, with its most commercially successful being ''Resident Evil'', ''Monster ...
that there was enough interest in their game to warrant an international release with an official localization. When a game is released with a fan-deemed "inferior translation", or the game has been "blindly translated", it can prompt fan action to correct or completely re-do the process of localization. A fan group called DLAN has undertaken the work of localizing many games, mods, cheats, guides, and more into
Castilian Spanish In English, Castilian Spanish can mean the variety of Peninsular Spanish spoken in northern and central Spain, the standard form of Spanish, or Spanish from Spain in general. In Spanish, the term (Castilian) can either refer to the Spanish langu ...
when the official versions were of poor quality, such as with '' The Elder Scrolls IV: Oblivion''.Diaz Montón 2007


Tasks and challenges

The major types of localization are as follows: *
Linguistic Linguistics is the scientific study of language. The areas of linguistic analysis are syntax (rules governing the structure of sentences), semantics (meaning), Morphology (linguistics), morphology (structure of words), phonetics (speech sounds ...
and
cultural Culture ( ) is a concept that encompasses the social behavior, institutions, and Social norm, norms found in human societies, as well as the knowledge, beliefs, arts, laws, Social norm, customs, capabilities, Attitude (psychology), attitudes ...
: the translation of language and cultural references maintaining the feel of the game but making it more appealing for the receiving locale. * Hardware and software: for example the change between
PAL Phase Alternating Line (PAL) is a color encoding system for analog television. It was one of three major analogue colour television standards, the others being NTSC and SECAM. In most countries it was broadcast at 625 lines, 50 fields (25 ...
and
NTSC NTSC (from National Television System Committee) is the first American standard for analog television, published and adopted in 1941. In 1961, it was assigned the designation System M. It is also known as EIA standard 170. In 1953, a second ...
, re-mapping of hotkeys,
gameplay Gameplay is the specific way in which players interact with a game. The term applies to both video games and Tabletop game, tabletop games. Gameplay is the connection between the player and the game, the player's overcoming of challenges, and t ...
modifications. * Legal: age ratings may differ depending on the country of release. They are controlled by national or international bodies like
PEGI PEGI ( ), short for Pan-European Game Information, is a European video game content rating system established to help European consumers make informed decisions when buying video games or apps through the use of age recommendations and content ...
(for Europe),
ESRB The Entertainment Software Rating Board (ESRB) is a self-regulatory organization that assigns age and content ratings to consumer video games in Canada, the United States, and Mexico. The ESRB was established in 1994 by the Entertainment Softw ...
(for US and Canada), ACB (for Australia), or CERO (for Japan). * Graphics and music: some games may exhibit different characters, or the same ones with a slightly different appearance in order to facilitate players identification with their
avatar Avatar (, ; ) is a concept within Hinduism that in Sanskrit literally means . It signifies the material appearance or incarnation of a powerful deity, or spirit on Earth. The relative verb to "alight, to make one's appearance" is sometimes u ...
. Music may also vary according to national trends or the preferences of major fan communities. Localization can be affected by the space on the screen allocated for text, which is often set based on the source language. This can include game elements such as dialogue, signage, captions, or narrative. German is an example of a destination language that presents difficulties due to length the constraints of screen space. When games are more story-driven than
action Action may refer to: * Action (philosophy), something which is done by a person * Action principles the heart of fundamental physics * Action (narrative), a literary mode * Action fiction, a type of genre fiction * Action game, a genre of video gam ...
-driven, culturalising them can be challenging because of all the
premise A premise or premiss is a proposition—a true or false declarative statement—used in an argument to prove the truth of another proposition called the conclusion. Arguments consist of a set of premises and a conclusion. An argument is meaningf ...
s the
designer A designer is a person who plans the form or structure of something before it is made, by preparing drawings or plans. In practice, anyone who creates tangible or intangible objects, products, processes, laws, games, graphics, services, or exper ...
s are taking for granted in the development of the plot. Asian gamers seem to prefer more childlike characters, while
Western Western may refer to: Places *Western, Nebraska, a village in the US *Western, New York, a town in the US *Western Creek, Tasmania, a locality in Australia *Western Junction, Tasmania, a locality in Australia *Western world, countries that id ...
countries might emphasize adult features. An example of the changes that are likely to happen during localization is the first ''Fatal Frame'' game (known in Japan as ''Zero'' and known in Europe as ''Project Zero''). In the original Japanese version the
protagonist A protagonist () is the main character of a story. The protagonist makes key decisions that affect the plot, primarily influencing the story and propelling it forward, and is often the character who faces the most significant obstacles. If a ...
, Miku Hinasaki, was a frightened seventeen-year-old girl looking for her brother Mafuyu who disappeared after entering a
haunted mansion Haunted Mansion may also refer to: *Haunted house, house or other structure inhabited by disembodied spirits *Haunted attraction (simulated), a type of amusement attraction Disney * The Haunted Mansion, a dark ride attraction located at multiple ...
. In the US and European versions Miku is nineteen, has Western features, and is not wearing the original
Japanese school uniform The majority of Japan's junior high and high schools require students to wear Japanese school uniforms. Female Japanese school uniforms are noted for their sailor aesthetics, a characteristic adopted in the early 20th century to imitate the pop ...
, but developers did not think necessary to change her brother's appearance, so when players do find Mafuyu at the end of the game they do not seem to be blood-related. While most games only need small changes to be localized for another region, there are also games that had to be thematically overhauled for a new region. For example, efforts to localize the Nintendo DS rhythm game ''
Osu! Tatakae! Ouendan or ''Ouendan'', is a rhythm video game developed by iNiS and published by Nintendo for the Nintendo DS handheld game console in 2005, for release only in Japan. ''Ouendan'' stars a cheer squad rhythmically cheering for various troubled peopl ...
'' for the western world led to a completely new and thematically different game, ''
Elite Beat Agents ''Elite Beat Agents'' is a rhythm video game developed by iNiS and published by Nintendo for the Nintendo DS. It was released in North America, Europe and South Korea. As the second of three rhythm games developed by iNiS specifically for the DS, ...
'', which reuses ''Ouendan''s gameplay but is re-themed to feature special agents helping people around the world instead of oendan cheering people in Japan, due to ''Ouendan''s innate reliance on Japanese culture making a plain localization of that game unviable. A similar thing happens with the depiction of blood, and real historical events; many things have to be readjusted to fit the country's tolerance and
taste The gustatory system or sense of taste is the sensory system that is partially responsible for the perception of taste. Taste is the perception stimulated when a substance in the mouth biochemistry, reacts chemically with taste receptor cells l ...
in order not to hurt sensibilities. This is probably one of the reasons why so many games take place in imaginary worlds. This customization effort draws on the knowledge of
geopolitical Geopolitics () is the study of the effects of Earth's geography on politics and international relations. Geopolitics usually refers to countries and relations between them, it may also focus on two other kinds of states: ''de facto'' independen ...
strategist A strategist is a person with responsibility for the formulation and implementation of a strategy. Strategy generally involves setting goals, determining actions to achieve the goals, and mobilizing resources to execute the actions. A strategy ...
s, like Kate Edwards from Englobe. During the 2006
Game Developers Conference The Game Developers Conference (GDC) is an annual conference for video game developers. The event includes an expo, networking events, and awards shows like the Game Developers Choice Award for Game of the Year, Game Developers Choice Awards and ...
in
California California () is a U.S. state, state in the Western United States that lies on the West Coast of the United States, Pacific Coast. It borders Oregon to the north, Nevada and Arizona to the east, and shares Mexico–United States border, an ...
she explained the importance of being culturally aware when internationalizing games in a presentation called "Fun vs. Offensive: Balancing the 'Cultural Edge' of Content for Global Games". Both developers and
publisher Publishing is the activities of making information, literature, music, software, and other content, physical or digital, available to the public for sale or free of charge. Traditionally, the term publishing refers to the creation and distribu ...
s want to please their clients.
Gamer A gamer is someone who plays interactive games, either video games, tabletop role-playing games, skill-based card games, or any combination thereof, and who often plays for extended periods of time. Originally a hobby, gaming has evolved in ...
s are not particularly interested in where the game comes from, or who created it any more than someone buying a new car or DVD player. A product for mass consumption only keeps the
brand A brand is a name, term, design, symbol or any other feature that distinguishes one seller's goods or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create and ...
ing features of the
trademark A trademark (also written trade mark or trade-mark) is a form of intellectual property that consists of a word, phrase, symbol, design, or a combination that identifies a Good (economics and accounting), product or Service (economics), service f ...
; all the other characteristics might be subject to customization due to the need to appeal to the local market. Therefore, the translation will be in some cases an actual recreation, or, in the words of Mangiron & O'Hagan (2006), a "
transcreation Transcreation is a term coined from the words "translation" and "creation", and a concept used in the field of translation studies to describe the process of adapting a message from one language to another, while maintaining its intent, style, ton ...
", where translators will be expected to produce a text with the right "feel" for the target market. It is important for translators to be aware of the logic behind this. Video games are a software product, and as such, they will have manuals and instructions, as well as interactive menus and help files. This will call for technical
translation Translation is the communication of the semantics, meaning of a #Source and target languages, source-language text by means of an Dynamic and formal equivalence, equivalent #Source and target languages, target-language text. The English la ...
. On the other hand, players also find narration and dialogue closer to literary texts or film scripts where a more creative translation would be expected, but unlike most forms of translation, video games can adapt or even change the original script, as long as it is in the search of enhanced fun and playability of the target culture. Players only find a parallel of this type of practice in the translation of children's
literature Literature is any collection of Writing, written work, but it is also used more narrowly for writings specifically considered to be an art form, especially novels, Play (theatre), plays, and poetry, poems. It includes both print and Electroni ...
where professionals often adapt or alter the original text to improve children's understanding and enjoyment of the book. David Reeves of SCEE said that the main reason that Europe is often affected by significant content delays is because of language localization and "that there isn't enough incentive for developers to work on multiple language translations during development. Hence, Europeans suffer delays and may never see a particular title". He also commented on why the UK and Ireland, which are English speaking countries, also experience the same delays as those in continental Europe with many different languages despite little or no modification. In his words: "With
PlayStation Store PlayStation Store (PS Store) is a digital distribution service for users of Sony's PlayStation 3, PlayStation Vita, PlayStation 4 and PlayStation 5 game consoles via PlayStation Network. The store offers a range of downloadable content both ...
we could probably go in the UK almost day and date. But then what are the Germans and the French going to say to me? That I'm Anglo-centric", indicating that the reason that these countries also must wait is to avoid criticism from other large European gaming countries such as Germany and France.


Cultural changes

Often localization changes include adjusting a game to consider specific cultural sensitivities. These changes may be self-enforced by the developers themselves, or enacted by national or regional rating boards (
Video game content rating system A video game content rating system is a system used for the classification of video games based on suitability for target audiences. Most of these systems are associated with and/or sponsored by a government, and are sometimes part of the local m ...
), but the games are still sometimes released with controversial or insensitive material, which can lead to controversy or recall of the product. Games localized for import into Germany often have significant changes made due to the
Unterhaltungssoftware Selbstkontrolle Unterhaltungssoftware Selbstkontrolle (''Entertainment Software Self-Regulation'', abbreviated USK) is the organisation responsible for video game ratings in Germany.USK. Protecting Children and Young People. URL:http://www.usk.de/fileadmin/d ...
's (USK) strict policies against blood and gore, profanity, and symbols associated with racial hatred, such as Nazi symbolism (until 2019). For instance, the German version of ''
Team Fortress 2 ''Team Fortress 2'' (''TF2'') is a Multiplayer video game, multiplayer first-person shooter game developed and published by Valve Corporation in 2007. It is the sequel to the 1996 ''Team Fortress'' Mod (video gaming), mod for ''Quake (video g ...
'' (2007) has no blood or detached body parts as a result of this regulation, which can cause difficulty for players as it is hard to tell if an enemy has been hit or taken damage. As a result, mods known as "bloodpatches" have been created for this and many German games that allow the blood and gore of the original game to be unlocked. Despite a significant overhaul of the graphics, the German localization of the World War II game ''
Wolfenstein ''Wolfenstein'' is a series of alternate history World War II video games originally developed by Muse Software. The majority of the games follow William "B.J." Blazkowicz, an American Army captain, and his fight against the Axis powers. Earlie ...
'' (2009) contained a single visible swastika on an art asset. As a result,
Raven Software Raven Software Corporation (trade name: Raven; formerly Raven Software, Inc.) is an American video game developer based in Middleton, Wisconsin, and part of Activision. Founded in May 1990 by brothers Brian and Steve Raffel, the company is most ...
recalled the game. China also has strict censorship rules, and forbids content that endangers the "unity, sovereignty and territorial integrity of the state" or the "social moralities or fine national cultural traditions", amongst other qualifications.Zhang 2012 As a result, the Swedish PC game '' Hearts of Iron'' (2002), set during World War II, was banned because maps depicted Manchuria, West Xinjiang, and Tibet as independent states. Additionally, Taiwan was shown to be a territory of Japan, as was accurate for the time period, but these inclusions were considered harmful to China's territorial integrity, so the game was forbidden from being legally imported. The localization of ''
Football Manager ''Football Manager'', also known as ''Worldwide Soccer Manager'' in North America from 2004 to 2008, is a series of football management simulation video games developed by British developer Sports Interactive and published by Sega. The game beg ...
'' (2005) was similarly banned because Tibet, Taiwan, Hong Kong, and China were all treated as separate teams, putting them on equal footing. Other localization challenges or controversies arise from material deemed too sexual for the cultural expectations of the target market. For example, when the Japanese game ''
Xenoblade Chronicles X ''Xenoblade Chronicles X'' is a 2015 action role-playing game developed by Monolith Soft and published by Nintendo for the Wii U. The game is part of the ''Xenoblade Chronicles'' series, itself forming part of the wider ''Xeno (series), Xeno'' ...
'' was localized for the North American market, the options to change a protagonist's bust size was removed, as were clothing options including bikinis. This resulted in complaints from American players who had been playing the Japanese version. Some translators of video games favor
glocalization Glocalization or glocalisation (a portmanteau of ''globalization'' and '' localism'') is the "simultaneous occurrence of both universalizing and particularizing tendencies in contemporary social, political, and economic systems". The concept comes ...
over the process of localization. In this context, glocalization seeks from the outset to minimize localization requirements for video games intended to be universally appealing. Academic Douglas Eyman cites the '' Mists of Pandaria'' expansion for ''
World of Warcraft ''World of Warcraft'' (''WoW'') is a 2004 massively multiplayer online role-playing (MMORPG) video game developed and published by Blizzard Entertainment for Windows and Mac OS X. Set in the '' Warcraft'' fantasy universe, ''World of War ...
'' as an example of glocalization because it was designed at the outset to appeal to global audiences while celebrating Chinese culture.


Linguistic assets

In video games there are a number of different types of texts that require translation. These can be manuals, subtitles and dubbing scripts. There is another type of script that poses an issue to developers of localization. This type of script is in a format common with software like web browsers or word processors. Utility programs like this have a commonality with each other because a user can input any text into it. This is referred to as "interactivity". The interactive element of this type of text makes it difficult for producers of localization because it has an aspect of randomness, for example a user may have to input a command or a message at a certain point. The random nature of this takes away linearity and contextual information that a game has. As a result of this, translators do not have important sources in the translation process and loose both co-text and context in text. When the game is unfinished or an inadequate localization kit has been supplied the team must look elsewhere to draw from. There are many resources which they use to do this. Due to the differences between each of the ways a video game can be produced, there is no standard localization tool that producers use. In modern games it is able to do this in the game engine but older titles do not have this. There are multiple programs that can be used, most popular being
Catalyst Catalysis () is the increase in rate of a chemical reaction due to an added substance known as a catalyst (). Catalysts are not consumed by the reaction and remain unchanged after it. If the reaction is rapid and the catalyst recycles quick ...
and Passolo, which allow producers to work directly with the game code. Producers of localizations deal with a variety of different linguistic assets, which include the game itself, the official website, promotional articles, game updates and patches.


Textual types and file formats

In a video game there are various types of text. Video games are also multimedia including a variety of different assets like video. Producers of localization's have to be knowledgeable in dealing with these. When dealing with cut-scenes or pre-rendered video, producers have to put effort into ensuring these stay relatively unchanged. The most important challenge is the lip-syncing of newly recorded dialogue, and fitting the subtitles into each part of a pre-recorded or pre-rendered scene. The types of text and files that are commonly found in video games are as follows: *
Instruction manual An owner's manual (also called an instruction manual or a user guide) is an instructional book or booklet that is supplied with almost all technologically advanced consumer products such as vehicles, home appliances and computer periphera ...
is a document that outlines important details relating to the purchased video game. These can be instructions on how to use the game, a guide on how to complete the game and other information like corporate and legal texts. *
Packaging Packaging is the science, art and technology of enclosing or protecting products for distribution, storage, sale, and use. Packaging also refers to the process of designing, evaluating, and producing packages. Packaging can be described as a coo ...
can include the slip inserted into the DVD or CD case the video game comes in, or before optical disks were adopted in gaming, the box that a game came in. Packaging usually features the title of a game, its rating and logos of companies involved. It also features pictures and other points of information relating to a game. The manual is usually found within the packaging. * A
Readme In software distribution and software development, a README file (computing), file contains information about the other files in a directory (file systems), directory or archive (computing), archive of computer software. A form of Software doc ...
file is a file usually included with digital video games. It contains information on how to install the game and run it. * An official website is a website created for the promotion and usually the sale of a video game. The information found on a website is similar to that of a manual.  *
Dialogue Dialogue (sometimes spelled dialog in American and British English spelling differences, American English) is a written or spoken conversational exchange between two or more people, and a literature, literary and theatrical form that depicts suc ...
for
dubbing Dubbing (also known as re-recording and mixing) is a post-production process used in filmmaking and the video production process where supplementary recordings (known as doubles) are lip-synced and "mixed" with original production audio to cr ...
is the translated dialogue that is prepared for a voice actor to read out.  * Dialogue for
subtitling Subtitles are texts representing the contents of the audio in a film, television show, opera or other audiovisual media. Subtitles might provide a transcription or translation of spoken dialogue. Although naming conventions can vary, caption ...
is the translated dialogue that is applied to pre-rendered or pre-recorded video. Most subtitles are hard-coded in to ensure that the video and subtitles are in-sync. * A user interface (UI) is what the player of a video game interacts with. It can contain a variety of different assets that need to be translated. Producers need to ensure that the interface's assets are big enough to contain readable text when translating, as well as confirming that graphics without text convey a clear message in the target market. Additionally, games must be able to support various special characters if the user is able to input text.


Controversy

During the 2010s there was significant debate surrounding the localisation of Japanese games, particularly for
Nintendo is a Japanese Multinational corporation, multinational video game company headquartered in Kyoto. It develops, publishes, and releases both video games and video game consoles. The history of Nintendo began when craftsman Fusajiro Yamauchi ...
platforms. Some fans consider resulting changes to plot and characterization as marring the original artistic vision, and some object to sexual content being removed or
bowdlerized An expurgation of a work, also known as a bowdlerization, is a form of censorship that involves purging anything deemed noxious or offensive from an artistic work or other type of writing or media. The term ''bowdlerization'' is often used in th ...
. Localization of Nintendo games is commonly handled by a Nintendo division called the Treehouse. In the face of Nintendo's unwillingness to communicate about localization, speculation and conspiracy theories circulated among enthusiasts, and several employees of the Treehouse were alleged to be responsible for unpopular changes. Allison Rapp, a Treehouse employee not directly involved in localization, garnered controversy due to her comments on Twitter. Attention on Rapp was heightened as part of the
Gamergate controversy Gamergate or GamerGate (GG) was a loosely organized misogynistic online harassment campaign motivated by a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the hashtag "#Game ...
by the circulation of an undergraduate essay by Rapp which favored
cultural relativism Cultural relativism is the view that concepts and moral values must be understood in their own cultural context and not judged according to the standards of a different culture. It asserts the equal validity of all points of view and the relati ...
regarding sexualization of minors in Japanese media. The essay argued against the sort of censorship that the Treehouse's critics decried. Some however interpreted the essay as defending the exploitation of children, and readers of the
alt-right The alt-right (abbreviated from alternative right) is a Far-right politics, far-right, White nationalism, white nationalist movement. A largely Internet activism, online phenomenon, the alt-right originated in the United States during the late ...
,
neo-Nazi Neo-Nazism comprises the post–World War II militant, social, and political movements that seek to revive and reinstate Nazism, Nazi ideology. Neo-Nazis employ their ideology to promote hatred and Supremacism#Racial, racial supremacy (ofte ...
publication ''
The Daily Stormer ''The Daily Stormer'' is an American neo-Nazi commentary and message board website that advocates for a Second Holocaust, second genocide of Jews. It is part of the alt-right movement. Its editor, Andrew Anglin, founded the outlet on July 4, ...
'' organized a letter-writing campaign to have her fired. That initiative was controversial within the
Gamergate Gamergate or GamerGate (GG) was a loosely organized online misogyny, misogynistic online harassment campaign motivated by a right-wing backlash against feminism, diversity, and progressivism in video game culture. It was conducted using the ...
movement, with some supporters considering it justifiable treatment of an ideological opponent, while others considered the campaign against Rapp to be unethical or not aligned with the movement's goals. Rapp was subsequently fired, though Nintendo issued a statement that the reason was that Rapp had held a second job against company policy. She maintains that her controversial online presence was the true cause.


See also

*
Fan translation of video games In video gaming, a fan translation is an unofficial translation of a video game made by fans. The fan translation practice grew with the rise of video game console emulation in the late 1990s. A community of people developed that were inter ...
*
Undubbing Undubbing is a type of video game hacking that restores the original language audio content of a game that has been localized for export while retaining the translated text of the language into which it has been localized. A typical candidate fo ...
* Accessibility * Localization of Square Enix video games


References

{{reflist


Bibliography


Bernal-Merino, M. 2006. "On the Translation of Video Games". The Journal of Specialised Translation, Issue 6: 22–36
* Bernal-Merino, M. 2007. "Training translators for the video game industry", in J. Diaz-Cintas (ed.), The Didactics of Audiovisual Translation. Amsterdam / Philadelphia: John Benjamins.
Bernal-Merino, M. 2007. "Localization and the Cultural Concept of Play". Game Career Guide


* ttp://www.develop-online.net/analysis/inside-the-game-localisation-round-table/0116198 Bernal-Merino, Miguel. (2008). "Inside the Game Localisation Round Table". Develop. Retrieved December 2, 2014.* Chandler, H. 2005. ''The Game Localization Handbook''. Massachusetts: Charles River Media * Chandler, Heather M and Stephanie O'Malley Deming. (2012). The Game Localization Handbook (2nd ed.). Sudbury, MA; Ontario and London: Jones & Bartlett Learning.
"Clan DLAN: Traducción de videojuegos, traducción y creación de mods, modding, revisiones, guías, rol y más. Todo en español". (2014). Retrieved December 2, 2014


* Dietz, F. 2006. Issues in localizing computer games. ''Perspectives on Localization'' edited by Keiran J. Dunne. Amsterdam and Philadelphia: John Benjamins, 121–134. * Dietz, Frank. (2007). "How Difficult Can That Be? The Work of Computer and Video Game Localization". Revista Tradumatica 5: "La localitzacio de videojocs". Accessed July 12, 2011.
Diaz Montón, Diana. (2007). "It's a Funny Game". The Linguist 46 (3). Accessed July 12, 2011. Retrieved December 2, 2014

Edwards, Kate. GDC 2006 presentation "Fun Vs. Offensive"
* Esselink, B. 2000. ''A Practical Guide to Localization''. Amsterdam and Philadelphia: John Benjamins.
Fahey, Mike. (2009). "Star Wars: The Old Republic Script More Than 40 Novels Long". Kotaku. Retrieved December 2, 2014

Good, Owen. (2009). "Swastika Gets Wolfenstein Pulled from German Shelves" Kotaku. Retrieved December 2nd, 2014
* Heimburg, E, 2006. Localizing MMORPGs. ''Perspectives on Localization'' edited by Keiran J. Dunne. Amsterdam and Philadelphia: John Benjamins,135–154. * Kohler, Chris. (2005). Power-up: How Japanese Video Games Gave the World an Extra Life. Indianapolis: Brady Games.
Mangiron, C. & O'Hagan, M. 2006. "Game localization: unleashing imagination with 'restricted' translation". The Journal of Specialised Translation 6: 10–21
* O'Hagan, Minako and Mangiron, Carme. (2013). Game Localization: translating for the global digital entertainment industry. Amsterdam/Philadelphia: John Benjamins Publishing Company. * Sutton-Smith, B. 1997. ''The Ambiguity of Play''. Cambridge/London: Harvard University Press.
"The Mother 3 Fan Translation". Retrieved December 2, 2014



External links

* ttps://web.archive.org/web/20050106080816/http://www.gamasutra.com/features/20050105/chandler_01.shtml Localization Production Pitfalls– excerpt from 'The Game Localization Handbook'
Game Localization and the Cultural Concept of Play

Best practices for game localization

You Spoony Bard!: An Analysis of Video Game Localization Practices

Videogame localization and internationalization
Video game development Internationalization and localization