Game Localisation:Unleashing Imagination with "Restricted" Translation

Minako O’Hagan, Carmen Mangirón

The Journal of Specialised Translation · 2006 · 147 citations · 1 references

DOIFull text

Open access

Concepts

TL;DR

Since the 1970s, the video‑game industry has grown into a global phenomenon, prompting most Japanese‑ and English‑produced titles to be localized into many languages and giving rise to the specialized field of game localisation that blends audiovisual translation with software localisation. The study examines the distinctive features that give game localisation its unique nature. The authors analyze the priorities and constraints of translating games—particularly the reliance on imagination and creativity—by presenting a case study of the best‑selling PlayStation series Final Fantasy to illustrate linguistic and cultural challenges. They demonstrate that game localisers confront significant linguistic and cultural challenges, especially when translating imaginative and creative content.

Abstract

From its humble beginning in the 1970s, 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.

References

1