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Cultural issues in video games localisation

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Cultural issues in video games localisation: balancing expectations between
the general public and core gamers
This article is also published on the Brand2Global blog:
http://www.brand2global.com/cultural-issues-video-games-localisation-balancing-exp
ectations-general-public-core-gamers
Abstract
Game localisation now plays a big part in the industry's total revenue stream. Yet,
the process of altering game elements to appeal to a global market is sometimes
qualified of ‘censorship’ by some vocal strong groups of fans (core gamers) who can
now spot the difference from the source language via the instant access to
international digital media. Core gamers feel their expectations are being denied for
business reasons and their critics can cause a possible impact on sales or brand
image. This paper discusses first the common cultural issues encountered in game
localisation, followed by a selection of cases that triggered players’ uproar. Finally,
this paper explores several ways to find the right balance between the different
levels of expectations and how to anticipate them.
Introduction
Localisation is defined by Singh (2011: 124) as “the process of adapting products
and services (websites, manuals and software applications) to the linguistic, cultural,
technical, functional, and other locale-specific requirements of the target market”. For
video games, there is a general practice Mangiron (2006) describes as making sure
the players can experience and enjoy the game as if it were initially created in their
own language. Many aspects need to be taken into account to provide this illusion,
such as providing different box packagings or altering game elements that were not
present in the original product but gives a local feel to the players. Japanese names
for instance may be changed into Western names.
Edwards (2012) defines two types of audiences: the intended (regular game players
and/or familiar with the context) and the unintended (little familiarity or no exposure
to games). She recommends companies to create content that are compatible with
the expectations of those two groups to appeal them. One of those expectations is to
anticipate the cultural sensitivity that may offend consumers from different locales,
such as: politics, history, faith, mentality, behaviour, geography, status, lifestyle, or
recent world events. Recently for instance, the publisher Electronic Arts apologised
for an oversight in their game EA Sports UFC 2 (2016) in which it gave the
non-fictional practicing Muslim fighter Khabib Nurmagomedov a Christian victory
celebration gesture, which disappointed Muslim players and the fighter himself.
Yet cultural content that may be removed in certain locales to attract a wider
audience and maximise the ROI can also trigger core gamers' uproar and some of
them accuse companies of censorship as the game delivered may not be seen as
complete and therefore not faithful to the original product.
Cultural gap between Japanese games connoisseurs and the general public
The latest example is Nintendo’s title Fire Emblem Fates (2016) which sparked a
great controversy as several removals were made for its US release, such as a
minigame where the player can rub allies’ faces in his/her private quarters to
strengthen relationships. Another cut-off is a storyline where a character drugs a
homosexual female character and convinces her to change her sexual orientation.
There were also several lines of dialogues where two characters discuss about their
shared love for pickles that got erased and replaced by ellipses.
In this day and age of the internet, masses of fans can now rally globally to express
their concerns over the localisation process in social media and address directly their
feelings to the publishers involved. To some core gamers, Consalvo remarks they
perceive games as an artistic form and no textual or visual elements should be
altered to preserve the intent of the author (2015: p.143). They often believe that
those changes are made solely for business reasons or generating more money. In
the present case they used the Twitter hashtag #Torrentialdownpour to complain
about the decision-making process and created several online petitions to stop
further removals in future games. Orselli, the editor-in-chief of Niche Gamer claims:
“I’m of the volition that we should celebrate other cultures and let media from such
cultures exist as is, and not have it be altered or sugar-coated for foreign audiences.
It’s a catch-22 when trying to appeal for people who may not appreciate things alien
to their culture goes and alienates the people who enjoy experiencing other
cultures.” (Kotaku, 2015).
Those conflicts can be regular, as Jenkins highlights "fan and corporate interests are
never perfectly aligned" (2008, para 15). It seems natural Nintendo wanted to avoid
negative media attention by erasing what may be perceived as a “gay conversion
therapy” or implicit sexual connotations. Regarding certain dialogues, Nintendo might
have assessed they would not be as funny for a Western audience.
As said earlier, game localisation generally requires erasing any foreign cultural
element to make sure players would experience the same enjoyment as the original
audience. This practice is inevitable in terms of money and immersion as
Bernal-Merino (2007) explains:
“[What we must] take into account is the cultural context the game is taking for
granted. We can assume that hardcore gamers around the globe share a small
degree of background knowledge, but that doesn’t apply to most players. The place
we grow up in, the customs and lifestyle of the country we live in, can be dramatically
different from one player to another. Concepts like ‘funny,’ ‘acceptable,’ ‘honourable’
and so forth – the very way people interact – depend on long established traditions
particular to each country or territory. [...] Apart from the obvious legal implications,
these issues can influence greatly the number of sales in a particular country.”
On the contrary, Consalvo think the popularity of those games are precisely due to
the foreign cultural elements present: “while most companies attempt through
localisation to erase the ‘cultural odor’ of their products, more recent hardcore
Western fans seem intent on preserving as much of the local Japanese ‘flavor’ as
possible. Thus leaving some of the ‘Japanese-ness’ in the game might be as much
of a draw as the game’s skillful use of language.” (2015: 129). O'Hagan (2013: 174)
also precises games which have plenty of foreign cultural elements can also be
popular internationally as long as the narrative and gameplay are entertaining.
To appease core gamers, Orselli states: “I think if more publishers would at least talk
about the changes they make and why they made them. People would be a LOT
more understanding, at the very least. Instead we mostly get quiet
edits/changes/removal of content, and most people avoid talking about it.” (Kotaku,
2015)
Law and Technical issues
Some severe reactions may be due to a lack of knowledge of the industry: players
may not be aware of standards and regulations regarding the age-rating system
specific to every region that might forbid a release or restrict the audience. O’Hagan
and Mangiron (2013: 207) specify Japanese regulations are not as strict regarding
contents related to nudity, alcohol or sexuality, which means they would generally be
banned for the underage audience internationally when those elements are not
toned down.
Localisation is also a big investment and the industry is tied to tight deadlines that
may not give enough time or funds to provide creative translations. Besides,
translating Japanese characters is a challenge: the author Kiyama (1999: 18) says
‘Puns and regional dialects are the bane of all translators of Japanese. [...] they
revolve around words that sound the same yet have different meanings. These are
usually impossible to translate, especially when linked with a visual element.’
Additionally, translations might not be as accurate as the source language because
of space restrictions: Latin alphabet appears bigger on screen compared to
Japanese characters in text boxes, which would lead to higher development costs to
adjust the layout.
Finding the right balance
This paper showed how game localisation can create conflicts with some consumers
who feel their expectations are not met when adapting a foreign game. It is difficult to
accommodate core gamers who view games as an art and the general public who
may not be familiar with a particular foreign culture.
Backlash can be anticipated if game developers engage early with localisation
experts so that they can identify potentially sensitive regional content that game
developers may not be aware of. Furthermore, this would also limit literal or
uncreative translations that can negatively affect the gaming experience as it might
pull the player out of immersion.
Obviously it does not sound ideal if the player needs to search for a particular
cultural term frequently during their game experience. However this may also initiate
a learning process for different cultures. Perhaps an option could be for game
developers to add a feature that would allow people to have an instant access to the
definitions for foreign terms. This way, players who do not wish to constantly
research for definitions could still see what it is and other players could have it turned
off and not break the immersion. Another way to explore would be to have the
possibility to implement alternative textual content that would display foreign cultural
names.
This would involve more investment; however this could be a further step in game
localisation and globalisation as a whole. Moreover this would improve the brand
image of game companies, without turning off any audience. Instead of erasing
elements deemed as “alien”, keeping them may break down cultural barriers over
time.
References
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http://www.gamecareerguide.com/features/454/localization_and_the_cultural_.php
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Consalvo, M. (2015). Atari to Zelda. Cambridge, MA: MIT Press.
Critchley, M. (2016). EA Sports apologise for Muslim UFC fighter's 'sign of the cross'
celebration. [online] The Independent. Available at:
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