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Key Aspects of a Localisation
         Process:

 Translation in video game
        localisation

         Dipinto Vito

          12096695
Some definitions of what is video game translation



The translator’s role and required skills


Translation procedures and techniques used by
video game translators


Compensation technique in the Italian localisation
of Far Cry 3


Linguistic variation in the Italian localisation of
Word of Warcraft



Experimental video game translation: Dear Easter
Video game Translation
• Video game translation is the process of modifying linguistically an existing
  video game to make it accessible, usable and culturally suitable to a target
  locale.

• The process of translation of video games concerns the sphere of cultural
  localisation: that is the adaption of visuals, sound and scripts conceived in one
  language by members of one community to another language and another
  culture

• The process can be considered as an adaption rather than a translation.
  Adaption is meant to recreate the Message, to give it the look and feel of the
  equivalent local product.

• Video game translation is performed by translators. Individuals who do not just
  transfer words or sentences as unit of texts, but act as cultural mediators who
  are responsible for successful cross-cultural communication and for the creation
  of functionally optimal target texts in target cultures.
‘The main priority of video game
translators is to produce a
version that will allow the
players to experience the game
as if it were originally developed
in their own language and to
provide enjoyment equivalent to
that felt by the players of the
original versions’
(Magiron & O’Hagan 2006)
Controversial issues about video
      game localisation

Video game localisation supports the role of Translation as ‘domestication’
= THE TRANSALTED TEXT TO PASS FOR THE ORGINAL
(Mangiron & O’Hagan 2006)

Cultural localisation is about unsettling, recombination, hybridization, ‘cut
and mix’
(Di Marco 2007)


Video game localisation creates neutral translations (Gutiérez 2012)
Translator’s role and required
                 skills

 The Translator should      Translators should be
                                                        Be familiar with the
be able to deal with the    aware of the software
                                                         specific features of
  different kind of text    age ratings. (Europe:
                                                         screen translation
types displayed in video     PEGI; Unites States:
                                                      (dubbing and subtitling)
         games              ESRB; Germany: USK)


                Mastering of natural
              and idiomatic language.    We really need this by
                  They should not         today, can you do it
                 translate word for             faster?
                       words!
Cultural awareness.
“Please be careful not to    Video games are packed
  break the variables       with pop culture reference
 throughout the text”       , which can be challenging
                                    to localise!


 ARE YOU A FAN? SURE, I
     JUST WROTE A
FANFIC, WOULD YOU LIKE       Familiar with the global
TO READ IT? SURE, THAT’S          pop culture.
HOW YOU MAKE A GREAT
 TRANSLATION, ISN’T IT?




                    CREATIVITY
Tools                       Description                 Useful for:
Translation Memory          Fuzzy matching              Reusing data
systems: SDL Trados,                                    Reduce translation time,
Wordfast, OmegaT etc.                                   improves consistency and
                                                        quality.
Terminology management Extracting terminology           Maintaining game
systems                Creation of glossaries           glossaries
Shared folders. Dropbox                                 Storing Reference, Source
                                                        Text, Work in
                                                        Progress, finalised files
                                                        etc.
Project management          Tracking and managing       Planning, scheduling etc.
Software: Microsoft         projects
Project, qdPM,
Speech recognition tools:   Dictation, text-to-speech   Improves productivity,
Dragon Naturally            and command input           reduce translation,
Speaking                                                mistakes,
                                                        Improve quality
ApSIC XBench                Quality assurance tool      Terminology search.
                                                        Terminology check,
                                                        Creation of translation
Translation procedures and techniques used by
            video game translators

 Linguistic variation (use of         Compensations techniques
  dialects, accents, idiolects used
  to achieve a comic effect )          Borrowing

 Re-naming of key terminology         Literal or word for word
  and character names                   translation

 Contestualisation by addition (to    Calques
  make clearer a concept to the
  player)                              Rewriting

 Recreation of play on
  words, puns, jokes, rhymes and
  idioms
Compensation technique
    in FAR CRY 3

             English Source Text
             You see. The thing is, up there, you thought you had a chance way up
             in the fucking skies you thought you had your finger on the pussy
             trigger. But hermano, down here, down here…? You hit the ground.

             Italian Target Tex
             Vedi, il fatto è, lassù credevi di avere una chance. Là. Tra quelle nuvole
             di merda pensavi davvero di aver il dito sul grilleto. Ma hermano,
             quaggiù..quaggiù. Hail il culo per terra.

 FINGER ON THE PUSSY TRIGGER =
 The Play on words with sexual reference in the Italian language doesn’t have an equivalent
 and it’s lost in translation.

 The translator, compensates for that lost by introducing in the following sentence an Italian
 expression: ‘Hai il culo per terra’ = BT ‘are on the ground’.
Linguistic variation in Word of Warcraft
Word of Warcraft (in a nutshell)

  •   Company: Blizzard Entertainment (USA)
  •   MMORPG
  •   The player impersonates a character
  •   Stratified word: race and creatures
  •   Idea of progression often through missions
  •   Lots of interactions between users
  •   WoW the most successful  of all times
  •   12 millions of subscribers in March of 2011 and Guiness Record!

  • The game has been fully localised into different languages and
    locale: German; French, Spanish, Russian, Korean, both
    Traditional and Simplified Chinese and recently into Italian.
What is a linguistic variation?
• It’s the introduction in the target text of language depending on geographical, social
  cultural and/or historical conditions (Gutiérez 2012)


     Choice of words

     Linguistic structures

     Accents

     Dialects

     Idiolects (a variety of language that is unique to a person)
The localisation of game’s races into Italian:

                             The Neaples Connection
Races in WOW            English Version       Italian localication
Humans of Glineas       London accent         Standard Italian
                                              Language
Dwarves                 Scottish accent       Standard Italian
                                              Language
Trolls                  Jamaican accent       Neapolitan dialect




         Troll
         ‘The savages trolls of Azeroth are infamous
         for their cruelity, dark mysticism, and
         seething hatred for all other races’
Reception
The solution to use Neapolitan dialect has been criticised by many players in the
official forum of WoW

• Neapolitan dialect introduces un undesirable comic effect

• The Neapolitan accent is judged by game players as out of context

• It contributes to break the suspension of disbelief

• Some players complained about the absence of other dialects. Why not make
  dwarves speak with a dialect from North of Italy? For example Milanese dialect
  (spoken in Milan and the surrounding area)

• It contributed to some generate among players some form of racism
• It reinforced existing stereotypes about people from Naples: criminal, cruel,
  corrupted, immoral, deplorable
What does this teach us?
• Before reproducing any linguistic variation in the target
  locale, translators should research any possible implication
  and effect.

• Translators should act as geopolitical strategists and
  suggest the best solution to developers.

• In Video games accents, dialects and idiolects act as a
  jarring link to reality (real word)

• The solution is to remove the accent altogether, using
  standard language
   NEUTRALISATION
Italian Localisation

Experimental video game =
 Experimental translation
The reception

• The Italian players didn’t like the translation

• Many players say that ‘it’s a bad translation’.

• It doesn’t make easy to follow. Very hard to
  understand.
A bad work?
• Not at all! The translation is extremely careful and
  clearly the translator had to work hard during the
  process of creation.

• But, it feels artificial and disjointed.
Conclusion
In video game localisation, translators have the freedom to make
any change they want.

• Translators can choose to create ‘domesticated translations’
  , that rely on fluent strategies (standard translation / easy
  translation. Extensive use of adaption and rewriting.

• Translators can choose to create ‘ hybrid translations’, trying to
  maintain some flavor of the foreign culture

• Translators can choose to create ‘non standard translations’, by
  deviating from the norm (the standard) (Community translation)
References
Arsludica.org (2012). Lo strano caso della traduzione in Italiano di Dear Esther. [Online] Accessed: 29 November 2012). Available at:
http://arsludica.org/2012/02/27/lo-strano-caso-della-traduzione-in-italiano-di-dear-esther/

Costales, A.F. (2011). Adapting humor in video game localization. Multilingual. Volume 22, Issue 6. pp. 33-35

Dellepiane, A. (2012). Podcast: Videogame Localization special feature on Outcast.it. [Online] Accessed: 27 November 2012). Available at:
http://localization.it/podcast-videogame-localization-special-on-outcast-it/

Dellepiane, A (2012). (not so) Funny accents, the case of Jamaican in the Italian Videogame Translations . [Online] Accessed: 27 November 2012).
Available at: http://localization.it/not-so-funny-accents-the-case-of-jamaican-in-italian-videogame-translations/


Bernal-Merino, M. (2007) .Challenges in the translation of video games. Revista tradumàtica. Numero 5: Localizacio de videojocs. [Online] Accessed: 26
November 2012). Available at: http://www.fti.uab.es/tradumatica/revista/num5/articles/02/02art.htm

Bernal-Merino, M. (2008). Where terminology meets literature. Multilingual. Volume 19 Issue 7. pp.42-44

Chandler, H. (2005). The Game Localization Handbook. Massachusetts: Charles River Media.

Crosignani, S. (2008). Preserving the spell in games localization. Multilingual. Volume 19 Issue 7. pp. 78-41


Dellepiane, A. (2012). Writing for game translators: Dear Esther, the (ghost) in the (game) machine. . [Online] Accessed: 29 November 2012). Available at:
http://localization.it/writing-for-game-translators-dear-esther-the-ghost-in-the-game-machine/

Di Marco, F. (2007). Cultural Localization: Orientation and Disorientation in Japanese Video Games. Revista tradumàtica. Numero 5: Localizacio de
videojocs. [Online] Accessed: 26 November 2012). Available at: http://www.fti.uab.es/tradumatica/revista/num5/articles/06/06art.htm

Mangiron, C. & O’Hagan, M. (2006) “Game Localization: unleashing imagination with ‘restricted translation’. The Journal of Specialised Translation 6: 10-
21. [Online] Accessed: 25 November 2012) Available at:
http://www.jostrans.org/issue06/art_ohagan.pdf

Mangiron, C. (2009). Video Games Localisation: Posing new Challenges to the Translator. Perspectives: Studies in Translatology. [Online] Accessed: 29
November 2012). Available at: http://www.tandfonline.com/doi/abs/10.1080/09076760708669046
O’Hagan, M., Ashworth, D. (2012). Translation-Mediated Communication in a Digital World: Facing the Challenges of Globalization and Localization.
Clevedon: Multilingual Matters LTD.
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Translation in video games localisation dipinto vito

  • 1. Key Aspects of a Localisation Process: Translation in video game localisation Dipinto Vito 12096695
  • 2. Some definitions of what is video game translation The translator’s role and required skills Translation procedures and techniques used by video game translators Compensation technique in the Italian localisation of Far Cry 3 Linguistic variation in the Italian localisation of Word of Warcraft Experimental video game translation: Dear Easter
  • 3. Video game Translation • Video game translation is the process of modifying linguistically an existing video game to make it accessible, usable and culturally suitable to a target locale. • The process of translation of video games concerns the sphere of cultural localisation: that is the adaption of visuals, sound and scripts conceived in one language by members of one community to another language and another culture • The process can be considered as an adaption rather than a translation. Adaption is meant to recreate the Message, to give it the look and feel of the equivalent local product. • Video game translation is performed by translators. Individuals who do not just transfer words or sentences as unit of texts, but act as cultural mediators who are responsible for successful cross-cultural communication and for the creation of functionally optimal target texts in target cultures.
  • 4. ‘The main priority of video game translators is to produce a version that will allow the players to experience the game as if it were originally developed in their own language and to provide enjoyment equivalent to that felt by the players of the original versions’ (Magiron & O’Hagan 2006)
  • 5. Controversial issues about video game localisation Video game localisation supports the role of Translation as ‘domestication’ = THE TRANSALTED TEXT TO PASS FOR THE ORGINAL (Mangiron & O’Hagan 2006) Cultural localisation is about unsettling, recombination, hybridization, ‘cut and mix’ (Di Marco 2007) Video game localisation creates neutral translations (Gutiérez 2012)
  • 6. Translator’s role and required skills The Translator should Translators should be Be familiar with the be able to deal with the aware of the software specific features of different kind of text age ratings. (Europe: screen translation types displayed in video PEGI; Unites States: (dubbing and subtitling) games ESRB; Germany: USK) Mastering of natural and idiomatic language. We really need this by They should not today, can you do it translate word for faster? words!
  • 7. Cultural awareness. “Please be careful not to Video games are packed break the variables with pop culture reference throughout the text” , which can be challenging to localise! ARE YOU A FAN? SURE, I JUST WROTE A FANFIC, WOULD YOU LIKE Familiar with the global TO READ IT? SURE, THAT’S pop culture. HOW YOU MAKE A GREAT TRANSLATION, ISN’T IT? CREATIVITY
  • 8. Tools Description Useful for: Translation Memory Fuzzy matching Reusing data systems: SDL Trados, Reduce translation time, Wordfast, OmegaT etc. improves consistency and quality. Terminology management Extracting terminology Maintaining game systems Creation of glossaries glossaries Shared folders. Dropbox Storing Reference, Source Text, Work in Progress, finalised files etc. Project management Tracking and managing Planning, scheduling etc. Software: Microsoft projects Project, qdPM, Speech recognition tools: Dictation, text-to-speech Improves productivity, Dragon Naturally and command input reduce translation, Speaking mistakes, Improve quality ApSIC XBench Quality assurance tool Terminology search. Terminology check, Creation of translation
  • 9. Translation procedures and techniques used by video game translators  Linguistic variation (use of  Compensations techniques dialects, accents, idiolects used to achieve a comic effect )  Borrowing  Re-naming of key terminology  Literal or word for word and character names translation  Contestualisation by addition (to  Calques make clearer a concept to the player)  Rewriting  Recreation of play on words, puns, jokes, rhymes and idioms
  • 10. Compensation technique in FAR CRY 3 English Source Text You see. The thing is, up there, you thought you had a chance way up in the fucking skies you thought you had your finger on the pussy trigger. But hermano, down here, down here…? You hit the ground. Italian Target Tex Vedi, il fatto è, lassù credevi di avere una chance. Là. Tra quelle nuvole di merda pensavi davvero di aver il dito sul grilleto. Ma hermano, quaggiù..quaggiù. Hail il culo per terra. FINGER ON THE PUSSY TRIGGER = The Play on words with sexual reference in the Italian language doesn’t have an equivalent and it’s lost in translation. The translator, compensates for that lost by introducing in the following sentence an Italian expression: ‘Hai il culo per terra’ = BT ‘are on the ground’.
  • 11. Linguistic variation in Word of Warcraft
  • 12. Word of Warcraft (in a nutshell) • Company: Blizzard Entertainment (USA) • MMORPG • The player impersonates a character • Stratified word: race and creatures • Idea of progression often through missions • Lots of interactions between users • WoW the most successful of all times • 12 millions of subscribers in March of 2011 and Guiness Record! • The game has been fully localised into different languages and locale: German; French, Spanish, Russian, Korean, both Traditional and Simplified Chinese and recently into Italian.
  • 13. What is a linguistic variation? • It’s the introduction in the target text of language depending on geographical, social cultural and/or historical conditions (Gutiérez 2012)  Choice of words  Linguistic structures  Accents  Dialects  Idiolects (a variety of language that is unique to a person)
  • 14. The localisation of game’s races into Italian: The Neaples Connection Races in WOW English Version Italian localication Humans of Glineas London accent Standard Italian Language Dwarves Scottish accent Standard Italian Language Trolls Jamaican accent Neapolitan dialect Troll ‘The savages trolls of Azeroth are infamous for their cruelity, dark mysticism, and seething hatred for all other races’
  • 15. Reception The solution to use Neapolitan dialect has been criticised by many players in the official forum of WoW • Neapolitan dialect introduces un undesirable comic effect • The Neapolitan accent is judged by game players as out of context • It contributes to break the suspension of disbelief • Some players complained about the absence of other dialects. Why not make dwarves speak with a dialect from North of Italy? For example Milanese dialect (spoken in Milan and the surrounding area) • It contributed to some generate among players some form of racism • It reinforced existing stereotypes about people from Naples: criminal, cruel, corrupted, immoral, deplorable
  • 16. What does this teach us? • Before reproducing any linguistic variation in the target locale, translators should research any possible implication and effect. • Translators should act as geopolitical strategists and suggest the best solution to developers. • In Video games accents, dialects and idiolects act as a jarring link to reality (real word) • The solution is to remove the accent altogether, using standard language NEUTRALISATION
  • 17. Italian Localisation Experimental video game = Experimental translation
  • 18. The reception • The Italian players didn’t like the translation • Many players say that ‘it’s a bad translation’. • It doesn’t make easy to follow. Very hard to understand.
  • 19. A bad work? • Not at all! The translation is extremely careful and clearly the translator had to work hard during the process of creation. • But, it feels artificial and disjointed.
  • 20. Conclusion In video game localisation, translators have the freedom to make any change they want. • Translators can choose to create ‘domesticated translations’ , that rely on fluent strategies (standard translation / easy translation. Extensive use of adaption and rewriting. • Translators can choose to create ‘ hybrid translations’, trying to maintain some flavor of the foreign culture • Translators can choose to create ‘non standard translations’, by deviating from the norm (the standard) (Community translation)
  • 21. References Arsludica.org (2012). Lo strano caso della traduzione in Italiano di Dear Esther. [Online] Accessed: 29 November 2012). Available at: http://arsludica.org/2012/02/27/lo-strano-caso-della-traduzione-in-italiano-di-dear-esther/ Costales, A.F. (2011). Adapting humor in video game localization. Multilingual. Volume 22, Issue 6. pp. 33-35 Dellepiane, A. (2012). Podcast: Videogame Localization special feature on Outcast.it. [Online] Accessed: 27 November 2012). Available at: http://localization.it/podcast-videogame-localization-special-on-outcast-it/ Dellepiane, A (2012). (not so) Funny accents, the case of Jamaican in the Italian Videogame Translations . [Online] Accessed: 27 November 2012). Available at: http://localization.it/not-so-funny-accents-the-case-of-jamaican-in-italian-videogame-translations/ Bernal-Merino, M. (2007) .Challenges in the translation of video games. Revista tradumàtica. Numero 5: Localizacio de videojocs. [Online] Accessed: 26 November 2012). Available at: http://www.fti.uab.es/tradumatica/revista/num5/articles/02/02art.htm Bernal-Merino, M. (2008). Where terminology meets literature. Multilingual. Volume 19 Issue 7. pp.42-44 Chandler, H. (2005). The Game Localization Handbook. Massachusetts: Charles River Media. Crosignani, S. (2008). Preserving the spell in games localization. Multilingual. Volume 19 Issue 7. pp. 78-41 Dellepiane, A. (2012). Writing for game translators: Dear Esther, the (ghost) in the (game) machine. . [Online] Accessed: 29 November 2012). Available at: http://localization.it/writing-for-game-translators-dear-esther-the-ghost-in-the-game-machine/ Di Marco, F. (2007). Cultural Localization: Orientation and Disorientation in Japanese Video Games. Revista tradumàtica. Numero 5: Localizacio de videojocs. [Online] Accessed: 26 November 2012). Available at: http://www.fti.uab.es/tradumatica/revista/num5/articles/06/06art.htm Mangiron, C. & O’Hagan, M. (2006) “Game Localization: unleashing imagination with ‘restricted translation’. The Journal of Specialised Translation 6: 10- 21. [Online] Accessed: 25 November 2012) Available at: http://www.jostrans.org/issue06/art_ohagan.pdf Mangiron, C. (2009). Video Games Localisation: Posing new Challenges to the Translator. Perspectives: Studies in Translatology. [Online] Accessed: 29 November 2012). Available at: http://www.tandfonline.com/doi/abs/10.1080/09076760708669046
  • 22. O’Hagan, M., Ashworth, D. (2012). Translation-Mediated Communication in a Digital World: Facing the Challenges of Globalization and Localization. Clevedon: Multilingual Matters LTD.