Smart Globalization Techniques for Maximizing the Cultural Appeal of Game Content Kate Edwards Principal Consultant & Founder, Englobe Inc. Chair & Founder, IGDA Game Localization SIG www.englobe.com kate@englobe.com 6 December, 2010 Content: Information created for perpetuation and dissemination; in games, anything a player will see, hear or read. Context: The circumstances or events that form a unique environment in space and time, within which information is created and managed. Culture: The accumulated, managed content of a specific context. Think of a “culture” as “content assets”. Content carries culture. Reflects the culture in which it’s created. Evokes a reaction from cultures to which it’s distributed. Critical globalization issue! Cultural expectations equate to an in/compatibility of content assets. Origin Culture Target Culture Challenge: Making the correct assumptions about expectations; i.e., culturalization. Origin Culture Target Culture The Game Industry’s Future is Global Localization = ~50% of total industry revenue. PricewaterhouseCooper’s projections show industry growth at 10.5% annually through 2014 (worth US$84B - from US$41.9B in ‘07). Localization typically contributes from ~33% to 70% of total revenue per company. Designing games for a global audience is critical for long-term growth. Localization Culturalization Regional flavors: Hokkaido: yubari melon and baked corn o Tokyo: Sweet potato and soybean. o Culturalization – Culturalization + Zone of Globalization Risk Game Worlds (Very) Real Worldviews All gamers import The theircollective assumptions, The aggregation of collectively-created culture into the experience beliefs and expectations of content spaces (games, and begin to contrast local individuals and/or MMOs, social networks, against expectations. cultural groups. mobile, etc.) External manipulation of a culture’s content assets is intensely defended. Culturalization often means knowing what to avoid in order to know what to improve. Key Culturalization Strategies: 1. 2. 3. 4. Avoid primary culturalization challenges Observe context proximity & autonomy Perform smart, surgical decisions Anticipate local expectations Key Culturalization Strategies: 1. 2. 3. 4. Avoid primary culturalization challenges Observe context proximity & autonomy Perform smart, surgical decisions Anticipate local expectations Primary Culturalization Challenges History: Past and Present Religion: Sacred vs. Secular Ethnicity: Inclusion vs. Exclusion Politics: Geopolitical Perceptions Culture: Cultural Friction History: Past and Present Historical memory is persistent. Korea: Age of Empires (1997) United States: Six Days in Fallujah (2009) United States: JFK Reloaded (2004) Religion: Sacred vs. Secular Cultures maintain expectations that may originate in religious beliefs. India: Fallout 3 (2008) & Fallout: New Vegas (2010) United Kingdom: Resistance: Fall of Man (2007) Islam: Kakuto Chojin (2002) & Little Big Planet (2007) Ethnicity: Inclusion vs. Exclusion Perceived inequitable treatment of a specific culture, ethnicity and/or nationality. United States: Resident Evil 5 (2009) Polynesia: Pocket God (2009) Poland: Microsoft IT Tools Marketing (2009) Politics: Geopolitical Perceptions Government reinforcement of national sovereignty and territorial integrity. Korea: Ghost Recon 2 (2004), Mercenaries (2005) & Homefront (2010) China: Ninja Gaiden (2004) Country/Region Taiwan India: Jammu and Kashmir Some governments require by law that maps conform to their local worldview. U.S./Global Locale India Locale Culture: Cultural Friction General tension or inaccuracies between cultures and nationalities on a wide variety of issues. Singapore: Just Cause 2 (2010) Players disliked Bolo Santosi’s poor accent; a mash-up of Thai, Indian, Chinese, Malaysian and Singlish accents. Korea: Age of Empires II (1999) Key Culturalization Strategies: 1. 2. 3. 4. Avoid primary culturalization challenges Observe context proximity & autonomy Perform smart, surgical decisions Anticipate local expectations Context Proximity: The closer a content element approaches the original context in person, place, time and/or form, the greater the potential for sensitivity. United States: Medal of Honor (2010) “Taliban”? “Opposing Force”? Context Autonomy: Content elements become more independent the less they require their original context for meaning. (an expansion of Edward Hall’s High & Low Context) • Which image has more context autonomy? Germany & Israel: Medal of Honor & Pokemon Context is a matter of perspective. Key Culturalization Strategies: 1. 2. 3. 4. Avoid primary culturalization challenges Observe context proximity & autonomy Perform smart, surgical decisions Anticipate local expectations Perform smart, surgical decisions: Be informed, make the most minimal change to the least amount of content. Islam: Halo 2 (2004) Dervish: a title from Sufi Islam; a Covenant operative. Prophet of Truth: a synonym for Mohammed; a Covenant leader. Master Chief: a US-style super soldier out to stop the Covenant. Geopolitical context: Not long after 9/11. Dervish Arbiter United States: Touch Dictionary (2005) Key Culturalization Strategies: 1. 2. 3. 4. Avoid primary culturalization challenges Observe context proximity & autonomy Perform smart, surgical decisions Anticipate local expectations Anticipate local expectations: Gamers are communities; socially-networked, dynamic rallying points for swift approval and rejection. Assume instant, global exposure. You are always guilty. Review Known “Hot” Issues: Iran Most maps use “Persian Gulf” and Iran favors this name Arab states use the name “Arabian Gulf”, and some outlaw the use of “Persian Gulf” Review Social Impact: Vietnam & Thailand Never tolerated by the government: o o Extreme violence Sexual content (hentai, pornography, etc.) Games like Grand Theft Auto are banned and controversial, but still obtainable. Both countries link violent games to local crimes and a negative effect on youth. Online game addiction is linked to murders and robberies to get money for online game fees. Review Recent Actions: Malaysia Review Long-Term Trends: Singapore Excessive violence Sexual issues (including homosexuality) Anything against Islam Examples: Mass Effect (2007) The Darkness (2007) Just Cause 2 (2010) Review Long-Term Trends: United States Ethnicity issues – very sensitive! Religious issues, especially against Christianity Explicit drug use Explicit sex or pornographic material Very extreme violence U.S. is a sensitive market; reaction comes from public outcry, rarely government intervention. Culturalization in the Game Development Cycle General Concept Content Type to Review Back Story & Plot Character Design Environment Design Audio (Effects, Music, Voice) At least 75% of potential issues are identified in during concept phase in these content types In-game Text (UI, Dialogue) Final Review for All Identified Issues Imagery: Symbols, Icons, Flags, Maps Marketing & Packaging Distribution Plans CONCEPT PRODUCTION Phase of Content Development RELEASE Concept Phase: Goal: Identify the High Level Risks & Opportunities Follow the Culturalization Strategies Perform a “Cultural Risk Audit” Assign Responsibility! Production Phase: Goal: Manage Random Design Create Bug Type: “Cultural” Triage for Severity (next slide) Ask Questions: As content is produced, ask questions about creative choices: o o o What is the meaning of that icon/symbol? Why does that culture look how they do? Why does that building look like a temple? How to Triage Content for Severity: Step 1: Research to Determine the ‘Knee-Jerk’ Reaction: o o o o Input from local subsidiaries (if possible) Online query tools (Yahoo Answers or Facebook Questions) Step 2: Separate Reasonable Risks from Overt Offenses: o o Texts, Wikipedia, journals External subject-matter expertise (academics, consultants) Reasonable Risks: Content that might be a problem. Overt Offenses: Content that will always be a problem. Step 3: Revise the content, if needed. Release Phase: Goal: Make clear, defensible choices Rethink your distribution model and consider market trade-offs. Defend your content choices. Closing points: Culturalization is successful as a model for global content development - not as an afterthought. Effective culturalization = invisible origin. Act early! Late discovery = higher costs. Thank you for attending. Questions or comments? kate@englobe.com IGDA Game Localization SIG Work in game localization? Or just interested in game loc? The IGDA Special Interest Group for Game Localization was created for YOU. Game Localization Summit: Occurs at GDC in San Francisco, 28 February, 2011. www.igda.org/wiki/Localization_SIG