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Video game localization (
American English American English, sometimes called United States English or U.S. English, is the set of varieties of the English language native to the United States. English is the most widely spoken language in the United States and in most circumstances ...
), or video game localisation (
British English British English (BrE, en-GB, or BE) is, according to Lexico, Oxford Dictionaries, "English language, English as used in Great Britain, as distinct from that used elsewhere". More narrowly, it can refer specifically to the English language in ...
; see spelling differences), 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 and
companies A company, abbreviated as co., is a legal entity representing an association of people, whether natural, legal or a mixture of both, with a specific objective. Company members share a common purpose and unite to achieve specific, declared ...
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 it is confusing or difficult to understand; 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 originally called ''Puck Man'' in Japan, is a 1980 maze video game, maze action game, action video game developed and released by Namco for Arcade game, arcades. In North America, the game was released by Midway Manufacturing as part of its l ...
'' 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 cartridges many translated text strings were too long.
Ted Woolsey Ted Woolsey is an American video game translator and producer. He had the primary role in the North American production and localization of Square's role-playing video games released for the Super NES between 1991 and 1996. He is best known for ...
, translator of ''
Final Fantasy VI also known as ''Final Fantasy III'' from 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' ...
'', 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'' (original Japanese title, Story of Thor) 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 whose
Engrish ''Engrish'' is a slang term for the inaccurate, nonsensical or ungrammatical use of the English language by native speakers of Japanese language, Japanese, as well as Chinese language, Chinese and other Languages of Asia, Asian languages. The ...
text " All Your Base Are Belong to Us" became an early
Internet meme An Internet meme, commonly known simply as a meme ( ), is an idea, behavior, style, or image that is spread via the Internet, often through social media platforms. What is considered a meme may vary across different communities on the Internet ...
. 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 ( ), abbreviated from American Standard Code for Information Interchange, is a character encoding standard for electronic communication. ASCII codes represent text in computers, telecommunications equipment, and other devices. Because ...
strings instead of in picture format. Audio processing capability also improved allowing
voice acting Voice acting is the art of performing voice-overs to present a character or provide information to an audience. Performers are called voice actors/actresses, voice artists, dubbing artists, voice talent, voice-over artists, or voice-over talen ...
to be included in video games. The addition of dubbing into video games made the localization process harder and localization producers had to chose 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. Especially in AAA RPGs. The team in charge of localizing Fable II 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 reports 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. The first style is "No localization". This is when a game is released in an overseas territory with little to no effort to localize the game. The next style is "Box and documentation localization" This is when only the manuals and box are translated in the target language, but not the game itself. This style is mostly taken if the game is an arcade game or if the target country is expected to decently know the original language. The third style is "Partial localization" Where the games text is translated, but voice-over files are not re-recorded. This style is popular with many new JRPGS and Visual novels. The final style is "Full localization" This 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 companies.O'Hagan and Mangiron, p. 117


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. Also, post-gold generally allows more time to work on and complete a thorough translation. Leading to fewer issues. This model is used commonly by Japanese AAA producers. But now, these companies are moving towards the sim-ship style.Chandler 2005, p. 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. Either 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, 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), 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 Opposed to outsourcing. Companies may choose to localize in-house. This practice is common for Japanese developers, most notably
Square Enix is a Japanese multinational holding company, production enterprise and entertainment conglomerate, best known for its ''Final Fantasy'', ''Dragon Quest'', '' Star Ocean'' and ''Kingdom Hearts'' role-playing video game franchises, among numerou ...
. When localized in house, the process is completely controlled by the original developers. Although it is common practice to hire freelance translators to work along side the development team. In house producers usually have greater access to the original game and to the original artists and authors. Whom can be consulted about changing art assets and story concerns. Since Japanese companies prefer the post-gold method, in-house translation is favored. In-house productions usually have lesser mistake and an overall smoother localization. The downside is that this causes a delay between the releases of the international and home version. 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 (2006) localization. Fans attempted a petition to Nintendo to localize the game into English, when this failed they undertook the process themselves. Leading to a release in 2008. Sometimes, fan interest and fan made localization is used as a metric of interest. An example is ''
The Great Ace Attorney ''Ace Attorney'' is a series of visual novel adventure video games developed by Capcom. With storytelling fashioned after legal dramas, the first entry in the series, ''Phoenix Wright: Ace Attorney'', was released in 2001; since then, five f ...
''. ''
The Great Ace Attorney ''Ace Attorney'' is a series of visual novel adventure video games developed by Capcom. With storytelling fashioned after legal dramas, the first entry in the series, ''Phoenix Wright: Ace Attorney'', was released in 2001; since then, five f ...
'' was only originally released in japan. So fans localized it into English and other languages upon release. This made it clear to
Capcom is a Japanese video game developer and publisher. It has created a number of multi-million-selling game franchises, with its most commercially successful being '' Resident Evil'', '' Monster Hunter'', '' Street Fighter'', '' Mega Man'', '' ...
that there was significant 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" 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 langua ...
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 human language. It is called a scientific study because it entails a comprehensive, systematic, objective, and precise analysis of all aspects of language, particularly its nature and structure. Linguis ...
and
cultural Culture () is an umbrella term which encompasses the social behavior, institutions, and norms found in human societies, as well as the knowledge, beliefs, arts, laws, customs, capabilities, and habits of the individuals in these groups.Tylor ...
: 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 and
NTSC The first American standard for analog television broadcast was developed by National Television System Committee (NTSC)National Television System Committee (1951–1953), Report and Reports of Panel No. 11, 11-A, 12–19, with Some supplement ...
, re-mapping of
hotkeys computing, a keyboard shortcut also known as hotkey is a series of one or several keys to quickly invoke a software program or perform a preprogrammed action. This action may be part of the standard functionality of the operating system or a ...
,
gameplay Gameplay is the specific way in which players interact with a game, and in particular with video games. Gameplay is the pattern defined through the game rules, connection between player and the game, challenges and overcoming them, plot and pla ...
modifications. * Legal: age ratings may differ depending on the country of release. They are controlled by national or international bodies like PEGI (for Europe), ESRB (for US and Canada), ACB (for Australia), or CERO (for Japan). * Graphics and music: Some games may exhibit different
character Character or Characters may refer to: Arts, entertainment, and media Literature * ''Character'' (novel), a 1936 Dutch novel by Ferdinand Bordewijk * ''Characters'' (Theophrastus), a classical Greek set of character sketches attributed to The ...
s, 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 "descent". It signifies the material appearance or incarnation of a powerful deity, goddess or spirit on Earth. The relative verb to "alight, to make one's appeara ...
. Music may also vary according to national trends or the preferences of major fan communities. When games are more story-driven than action-driven, culturalising them can be challenging because of all the
premise A premise or premiss is a true or false statement that helps form the body of an argument, which logically leads to a true or false conclusion. A premise makes a declarative statement about its subject matter which enables a reader to either agre ...
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 exp ...
s are taking for granted in the development of the
plot Plot or Plotting may refer to: Art, media and entertainment * Plot (narrative), the story of a piece of fiction Music * ''The Plot'' (album), a 1976 album by jazz trumpeter Enrico Rava * The Plot (band), a band formed in 2003 Other * ''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 i ...
countries might emphasize adult features. An example of the changes that are likely to happen during localization is ''
Fatal Frame ''Fatal Frame'', titled in Japan and ''Project Zero'' in Europe and Australia, is a Japanese survival horror video game series created, published and developed by Koei Tecmo (originally Tecmo). Debuting in 2001 with the first entry in the serie ...
'' (known in Japan as ''Zero'' and known in Europe as ''Project Zero'') (
Tecmo , was a Japanese video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, game controller, controller, computer keyboard, keyboard, or ...
2001). 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 st ...
,
Miku __NOTOC__ Miku may refer to: People *Miku (みく), the vocalist for the Japanese rock band An Cafe *, member of the Japanese rock band Band-Maid * Miku Ishida (未来), Japanese teen idol *Miku Itō (美来), Japanese voice actress *Miku Kanem ...
, was a frightened seventeen-year-old girl looking for her brother Mafuyu who disappeared after entering a haunted mansion. In the US and
Europe Europe is a large peninsula conventionally considered a continent in its own right because of its great physical size and the weight of its history and traditions. Europe is also considered a subcontinent of Eurasia and it is located enti ...
an versions Miku is nineteen, has Western features, and is not wearing the original
Japanese school uniform The Japanese school uniform is modeled in appearance similar to that of the European-style naval uniforms. It was first used in Japan in the late 19th century, replacing the traditional kimono. Today, school uniforms are common in many of the J ...
. Unfortunately, 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 pe ...
'' 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 D ...
'', 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 Tolerance or toleration is the state of tolerating, or putting up with, conditionally. Economics, business, and politics * Toleration Party, a historic political party active in Connecticut * Tolerant Systems, the former name of Veritas Software ...
and
taste The gustatory system or sense of taste is the sensory system that is partially responsible for the perception of taste (flavor). Taste is the perception produced or stimulated when a substance in the mouth reacts chemically with taste recepto ...
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 (from Greek γῆ ''gê'' "earth, land" and πολιτική ''politikḗ'' "politics") is the study of the effects of Earth's geography (human and physical) on politics and international relations. While geopolitics usually refers to ...
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 Awards and Independent Games Festival, and a variety of tuto ...
in
California California is a state in the Western United States, located along the Pacific Coast. With nearly 39.2million residents across a total area of approximately , it is the most populous U.S. state and the 3rd largest by area. It is also the ...
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" (Edwards 2006). Both developers and
publisher Publishing is the activity of making information, literature, music, software and other content available to the public for sale or for free. Traditionally, the term refers to the creation and distribution of printed works, such as books, newsp ...
s want to please their clients.
Gamer A gamer is a proactive hobbyist who plays interactive games, especially video games, tabletop role-playing games, and skill-based card games, and who plays for usually long periods of time. Some gamers are competitive, meaning they routinely ...
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 good or service from those of other sellers. Brands are used in business, marketing, and advertising for recognition and, importantly, to create a ...
ing features of the
trademark A trademark (also written trade mark or trade-mark) is a type of intellectual property consisting of a recognizable sign, design, or expression that identifies products or services from a particular source and distinguishes them from oth ...
; 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, to put it in the words of Mangiron & O'Hagan (2006), a " transcreation", 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 Software is a set of computer programs and associated software documentation, documentation and data (computing), data. This is in contrast to Computer hardware, hardware, from which the system is built and which actually performs the work. ...
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 Meaning (linguistic), 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 ...
. On the other hand, we will also find narration and dialogue closer to literary texts or film scripts where a more creative translation would be expected. However, 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. We can only find a parallel of this type of practice in the translation of children's
literature Literature is any collection of written work, but it is also used more narrowly for writings specifically considered to be an art form, especially prose fiction, drama, and poetry. In recent centuries, the definition has expanded to inclu ...
where professionals often adapt or alter the original text to improve children's understanding and enjoyment of the book. SCEE David Reeves, has stated that the main reason that Europe is often affected by significant content delays is because of language localization. He stated "the problem is 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 Ireland ( ; ga, Éire ; Ulster Scots dialect, Ulster-Scots: ) is an island in the Atlantic Ocean, North Atlantic Ocean, in Northwestern Europe, north-western Europe. It is separated from Great Britain to its east by the North Channel (Grea ...
which are English speaking countries, also experience the same delays as those in continental Europe with many different languages despite little or no modification. He stated "With PlayStation Store 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 Germany, officially the Federal Republic of Germany (FRG),, is a country in Central Europe. It is the most populous member state of the European Union. Germany lies between the Baltic and North Sea to the north and the Alps to the sou ...
and
France France (), officially the French Republic ( ), is a country primarily located in Western Europe. It also comprises of overseas regions and territories in the Americas and the Atlantic, Pacific and Indian Oceans. Its metropolitan ar ...
.


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). However, 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's (USK) strict policies against blood and gore, profanity, and symbols associated with racial hatred, such as Nazi symbolism. For instance, the German version of ''
Team Fortress 2 ''Team Fortress 2'' is a 2007 multiplayer first-person shooter game developed and published by Valve Corporation. It is the sequel to the 1996 ''Team Fortress'' mod for '' Quake'' and its 1999 remake, ''Team Fortress Classic''. The game was rel ...
'' (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 (218). 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 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. Earlier titles are center ...
'' (2009) contained a single visible swastika on an art asset. As a result, Raven Software recalled the game.Good 2009 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 the historically accurate 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. However, these inclusions were considered harmful to China's territorial integrity, so the game was forbidden from being legally imported. The localization of '' Football Manager'' (2005) was similarly banned because Tibet, Taiwan, Hong Kong, and China were all treated as separate teams, putting them on equal footing.


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 refereed 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 l