Professional Documents
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The Translation of Realia and
The Translation of Realia and
The Translation of Realia and
(4.6) It’s compartmented program, brand new joint effort between us and
Langley. They’re calling it Task Force Blackbird.
Si tratta di un nuovo programma, un’operazione congiunta tra noi e
Langley. La chiamano Task Force Blackbird.
Es un programa compartimentado, un nuevo esfuerzo conjunto entre
Langley y nosotros. Lo llaman Fuerza de combate Mirlo.
Acknowledgments xi
60%
1 Introduction 1 40%
17% 20%
1.1 Translation and Globalization: The Case of Video
20%
3%
Games 1 0%
of
(4.11) “A nation reveals itself not only by the men it produces but also by
the men it honors, the men it remembers”.
“Una nazione si vede non solo dagli uomini che forgia, ma anche da
quelli che onora, quelli che ricorda”.
“Una nación se caracteriza no solo por los hombres que crea sino
también por aquellos a los que honra y recuerda”.
(John F. Kennedy)
3.1 Characteristics of the Games Included in the Corpus 69
3.2 Playtime and Wordcount of the Corpus 70 According to the website of the John F. Kennedy Presidential Library and
3.3 Wordcount of the Games’ Databases 71 Museum (2021a, online), and also to the Miller Center of the University
3.4 Taxonomy of Realia and Irrealia 93 of Virginia (online), the quotation comes from the speech John F. Kennedy
gave at Amherst College in Amherst (Massachusetts) on October 26, 1963,
3.5 Taxonomy of Translation Strategies for Realia and
upon receiving an Honorary Degree while taking part in a ceremony in
Irrealia 94
honor of the poet Robert Frost who had died in January of that year. While
in its original setting it referred to the impact artists like Frost had had on
the country’s spirit, conscience, and growth, in the game it seems to con-
tribute to the rhetorical images of sacrifice, heroism, and patriotism, US
warfighters represent, as envisioned by MoHW developers.
From a translational perspective, since Kennedy is a historical figure,
whose speeches enjoy worldwide fame, one might speculate that the transla-
tor had to do some research in order to transfer the quotation. Moreover,
since the website of the John F. Kennedy Presidential Library and Museum
(2021b, online) provides a multilingual database which contains most of
his speeches’ transcriptions, including the one in question, the solution was
ready-made: even if they may not be the “official” translations, should an
official translation exist at all, they may be safely borrowed. On the con-
trary, the versions contained in example (4.11) are personal abridged ver-
sions created by MoHW Italian and Spanish translators, which are less literal
than the ones provided by the website of the John F. Kennedy Presidential
Library and Museum (ibid.). For example, the rhetorical repetition of “men”
is omitted, and the noun is substituted by demonstrative pronouns.
According to Schulze von Glaßer (2012, 10), the second intertextual ref-
erence in MoHW is a quotation from Stacey Freiwald at the funeral of her
husband, Jason Freiwald, a Navy SEAL killed in action in Afghanistan on
September 11, 2008, during “Operation Enduring Freedom” and, as such,
this quotation aims to pay tribute to soldiers’ families too. Not by chance, the
lines contained in example (4.12) follow the touching images of the funeral of
one of the main game characters, namely Mother, while being enhanced by
the most expressive song of the game soundtrack: “With Honors” by Iranian-
German composer Ramin Djawadi. In this sense, in terms of “gendered
of
(4.12) Real life superheroes exist; they walk among us every day, ready
to defend our great nation and its citizens in a moment’s notice.
They are husbands, fathers, brothers, and sons capable of star-
ing death in the face, and still come home to rock their newborn
infant to sleep in the same day.
This kind of warrior cannot be manufactured or purchased. They are AEVI Asociación Española de Videojuegos [Spanish Video Game
born into this life, blessed with a higher sense of purpose, and the Association]
understanding of exactly what their fate may hold. We chose to share AVT Audiovisual Translation
this life with them, because we would rather love an extraordinary man BF Battlefield
for a brief moment, than spend a lifetime with a man far more ordinary. BF4 Battlefield 4
DTS Descriptive Translation Studies
You can never be prepared for certain events in life, they change you, ESA Entertainment Software Association
and their consequences turn your world upside down. Meeting your FIGS French, Italian, German, Spanish
husband’s casket as he makes his final journey home. The prospect of FPS First Person Shooter
raising your children alone. Living the rest of your days without the one GILT Globalization, Internationalization, Localization, Translation
person that loved you unconditionally and never let you down. In truth, GL Game Localization
these men never let anyone down, which is why they are no longer here IDEA Italian Interactive Digital Entertainment Association
today. LISA Localization Industry Standards Association
ME Mass Effect
These amazing warriors chose to spend their brief but amazing lives ME3 Mass Effect 3
with us. We raise their children. We honor and remember them, we live MMOG Massively Multiplayer Online Game
in the present, and we look to the future. They knew we would have MOH Medal of Honor
the strength to carry on in the face of tragedy, and to become stronger, MOHW Medal of Honor Warfighter
more amazing versions of ourselves. They knew we would never be QA Quality Assurance
defined by their passing but inspired by their memory to live more fully RPG Role-Playing Game
and to make each moment we are given count. ST Source Text
(Stacey) TS Translation Studies
TT Target Text
As regards the translation of this second quotation, although Stacey Freiwald UI User Interface
refers to a real-world woman, she is not a “public domain” person and the VO Voice Over
transfer of her speech during her husband’s funeral is known only through
the game. This seems to imply that translators are not constrained by a text
which has been officially rendered into Italian and Spanish, as opposed to
Kennedy’s speech. However, the transfer of this second and long quotation,
which is quite literal on the whole, seems to require translators to reproduce
the same rhetoric as the original to be effective.
In more detail, some expressions must be read in the light of the legendary
representation of US Navy SEALs. The US culture values and beliefs related
Realia and Irrealia in Game Translation 121
to the military role, which are conveyed through the words used to refer to
Acknowledgments these soldiers, must be transferred with the same emphasis. “Real life super-
heroes”, “defend”, “great nation”, “warrior”, “blessed with a higher sense
of purpose”, “fate”, the dichotomy of extraordinary-versus-ordinary man,
“staring death in the face”, “final journey”, “brief but amazing lives” are
just a few of the loaded words and concepts Stacey Freiwald uses to com-
memorate her husband and, with him, the entire US Army.
The use of this quotation, at the end of the game, aims at testifying to
MoHW developers’ deep reverence to these soldiers through the perspective of
their wives, who represent the personal and private side of the tragedy which,
needless to say, affects the whole bereaved family. As the game executive
producer Greg Goodrich reveals (cit. in Campbell 2012, online), the MoHW
My gratitude goes to all the people who have supported this project, both team “had the privilege of spending a lot of time with these guys” and
consciously and unconsciously. First, I would like to thank Professor Stefania
Nuccorini and Professor Serenella Zanotti for their generous contributions get a real sense of the types of human beings these people are. They have
of time, ideas, and suggestions. I thank them for sharing their knowledge the same sort of worries as you or me, paying bills, family. But then they
and for having accompanied me during the research process in their distinc- flip that switch between who they are as humans and who they are as
tive, special manner: both caring and authoritative, an extremely rare com- operators, and these superheroes go and do extraordinary things.
bination. The joy and enthusiasm they show for their work were contagious
(Goodrich cit. in Campbell 2012, online)
and motivational to me, even during tough times.
My grateful thanks go to Professor Miguel Bernal Merino and Professor
Accordingly, in order to reproduce the linguistic tribute, it is possible to
Carmen Mangiron, for their time, interest, and insightful comments on
speculate that translators had to resort to their rhetorical or literary writing
my research, as well as for their kind support during my research stays in
skills.
London and Barcelona. Their pioneering works aroused my interest in game
For the purposes of comprehensiveness, it seems worth mentioning that
localization and their great expertise contributed to the study presented in
intertextuality in MoHW also concerns sound and, in particular, it includes
this book.
a song of the game’s soundtrack resulting from the collaboration between
I would also like to thank Electronic Arts, and especially Anneta
the game developers and the US rock band Linkin Park. As the game pub-
Mitsopoulou, for their open-minded and far-sighted approach and for their
lisher announced in a press release during the marketing campaign, “Castle
constant willingness to answer my questions.
of Glass” serves as the “warrior-inspired” theme song. “Consistent with the
My sincere thanks go to the publisher and the editors Elysse Preposi,
dramatic themes and authentic action within the game”, the song “looks at
Helena Parkinson, and Ruth Berry for being very supportive. I would also
the life of a soldier” and “elaborates on the many sacrifices they and their
like to thank both the anonymous reviewers for their insights and sugges-
families make” (Electronic Arts 2012, online). Moreover, the “Castle of
tions, and my friend reviewers Anna Connealy, Joanna Fallon, and Anna
Glass” official video features “a unique mix of live action footage edited
Rita Gerardi for improving the quality of my manuscript.
with gameplay recordings taken from Medal of Honor Warfighter” (ibid.),
And last but not least, my deepest gratitude goes to all my beloved fami-
thus it is “based on a mutual relationship with the game, providing a
lies: my parents and sister, my partner, and my friends, for their understand-
summary of the story contained within the game” (Robinson 2016, 17).
ing, patience, and encouragement during all the stages of this project. Thank
Although no mention is made in game texts, this song clearly exemplifies
you very much.
both a non‑verbal intertextual reference to pop culture, namely US pop
music, and its use in video games’ soundtracks.
In the meeting ground of video games with music is set intertextuality in
Battlefield 4 and expresses itself in two references made to songs. First, Bonnie
Tyler’s “Total Eclipse of the Heart” (1983) plays in the background during
the game’s prologue, and is linked to the BF4 game world through an explicit
mention made by one of the characters, namely Pac. While sinking into the
122 Realia and Irrealia in Game Translation
Caspian Sea in Baku, Pac says “Oh, man, I don’t wanna die to this song” and
Tyler’s 1980s biggest career hit is the referent of “this song”. Its transfer does
not pose any issue since translators deal with a simple common noun in the two
target languages. Secondly, and more relevantly for the nature of this book, an
intertextual reference to the American culture folk music is made by another
character, namely Dunn, when, seriously wounded and with a leg amputated,
he escapes from Azerbaijani forces by car with Pac, Irish, and Recker, at the
end of the mission set in Baku. Dunn is going into shock, the pain due to
amputation and bleeding causes him to have an auditory hallucination and
he utters the line contained in example (4.13). This is a reference to the song
titled “Dixie” by US composer Daniel Decatur Emmett, which was written
in 1859 and became the marching song and de facto national anthem of the
Confederate States of America during the American Civil War (1861–1865)
and of the South thereafter (Wright 2013, 175–176). Indeed, “Dixie” refers to
the Southern US States according to the Encyclopedia Britannica (online). No
background sound can be heard when this line is uttered, the opening bars of
“Dixie” are playing only in Dunn’s mind but the intertextual reference to this
song suggests that he is delirious, and his death is approaching.
(4.14) “In the fell clutch of circumstance, I have not winced nor cried aloud.
Under the bludgeonings of chance, my head is bloody, but unbowed”.
“La morsa feroce degli eventi non m’ha tratto smorfia o grido.
Sferzata a sangue dalla sorte non s’è piegata la mia testa”.
“En las feroces garras de la circunstancia, no he gemido ni gritado.
1.1 Translation and Globalization: The Case of Video Games Bajo los golpes del azar, mi cabeza sangra, pero no se inclina”.
The multimedia interactive entertainment software, which is commonly (4.15) Invictus, by Henley. One of my dad’s sappy poets.
referred to as video game, first became popular in the USA and Japan in the Invictus, di Henley. Uno dei poeti sdolcinati di mio padre.
1970s and rapidly evolved into the global mass consumption product we Invictus, de Henley. Uno de los poetas sentimentaloides de mi padre.
all know today. The history of video games is therefore rather short when
compared with other leisure artifacts, such as plays, poetry, novels, cinema, (4.16) “Boldly they rode and well, into the jaws of Death, into the mouth
etc. Nevertheless, their non-stop progression has made video games into of Hell”.
the most lucrative entertainment industry ahead of books, music, and films “E prodi essi cavalcarono, nelle fauci della Morte, nella bocca
(Bernal-Merino 2011a). According to NewZoo (2020a), in 2020 the global dell’Inferno”.
games market generated revenues of $159.3 billion, representing an increase “Y valientes cabalgaron a las fauces de la muerte, a la boca del
of +9.3% year on year, with more than 2.7 billion gamers across the world. infierno”.
More relevantly, the “success story [of video games] was fully depend-
ent, and is inextricably linked to the success story of the game localization As regards the context of the dialog excerpts above, in (4.14) and (4.15),
profession that had to be created from scratch in order to cover the unprec- the two characters are talking about Ashley’s relatives who managed to
edented demands of multimedia interactive products” (Bernal-Merino save themselves from the Reapers’ attack although her sister’s husband was
2011a, 11). The field of game localization arose exactly from the industry’s killed in action. Thus, they start discussing the horrors of war, especially
unique needs: allowing video games to go beyond cultural and linguistic from the viewpoint of soldiers’ families. Greatly discouraged, Ashley tries
borders in order to reach players in different territories, each representing a to boost their morale by quoting one of the most famous poems by William
“locale”, which is “a specific combination of region, language and character Ernest Henley which, as she explains, “it’s about not giving up”. The dialog
encoding” (Esselink 2000, 1). line in (4.16), on the contrary, is uttered just before the final fight against
At the global level, as NewZoo (2020a) reports, the most significant area the Reapers. It could be the last time Shepard and Ashley speak to each
is the Asia Pacific region, accounting for 49% of the global total revenue, other and quoting a literary work Ashley loves seems to Shepard a suitable
with China confirming itself as the most important single-country mar- antidote in order to hearten her.
ket, notwithstanding the fast growth of emerging areas such as South East To discuss the translation of these four intertextual references, first, it is
Asia and India. North America is the second-largest region by game rev- important to mention that, while Ashley’s middle name never occurs in the cor-
enues ($40 billion, 25%), while Europe represents 19% of the total global pus, “Ashley” and its abbreviation “Ash” are always retained in both localiza-
games market. However, as both producers and consumers, the leading tions, as explored and evaluated in Section 4.2.2. Secondly, as for the quotation
countries are China, the USA, and Japan, which come in at number one, in (4.15), the title of Henley’s poem is retained in both target languages as it is:
two, and three, respectively, on the Top 10 Countries/Markets by Game “invictus” is a Latin word made of the prefix “in-” and the past participle of the
Revenues ranking (NewZoo 2020b). Consequently, despite the hybrid and verb “vincĕre” [win] and means “unconquered, undefeated” and also “invinci-
multicultural nature of the game industry (Consalvo 2006), it is possible ble”. As a proper name, and also thanks to Italian and Spanish familiarity with
to speculate that the main source languages of video games are Chinese, Latin words, retention proves to be effective.
DOI: 10.4324/9781003001935-1
124 Realia and Irrealia in Game Translation 2 Introduction
As regards the quotation of the stanza, a brief digression is useful. As Guerra Japanese, and particularly English, the latter as either native and/or work-
(2011, 209) explains, Henley’s poem made itself known to an Italian audience ing language.
via director Clint Eastwood’s 2009 movie titled Invictus about South African In order to grasp the worldwide spread of video gaming, the US
politician Nelson Mandela. The poem is indeed recited in a very important Entertainment Software Association (ESA) yearly statistics give an insight
scene by Mandela (interpreted by actor Morgan Freeman), in order to lift his as to how it has evolved since the early beginning and has become perva-
spirits during imprisonment for apartheid. Before 2009, according to Guerra sive in today’s society. For the purposes of this book, since US English is
(ibid.), both studies on Henley’s poetry and his works were hardly accessible. the source language of the video games in the corpus used for this research,
In this view, Invictus the movie served a popularizing function for “Invictus” it seems interesting to briefly outline the impact of video games on US
the poem. Nevertheless, Guerra (ibid.) complains that the Italian translation society.
of the poem was produced under the severe constraints of the dubbing process According to the 2020 Essential Facts about the Computer and Video
which distorts the actual meaning and limits the comprehension of the text, as Game Industry (ESA 2020, 3), as “the leading form of entertainment” video
envisioned by the author. A more in-depth analysis of Henley’s poem and the games are an integral part of American culture: the US players represent
comparison between Guerra’s translation and the one quoted in the movie is a diverse cross section of the American population spanning every age,
beyond the scope of this book. What is more relevant here is that in Italian the gender, and ethnicity. In detail, as the report suggests (ibid., 4–5), 75% of
poem’s filmic version is the same as ME3 Ashley Williams’ quotation. On the Americans have at least one video game player in their household, with a
contrary, in Spanish, the translation of the stanza is not based on the movie total of 214.4 million US game players, of which 79% are aged 18 or older.
rendition and different versions may be found, probably because, as happens Gamers are 59% male and 41% female, with an average age range of 35–44
in Italy, Henley’s works are not well known to the general Spanish audience. years. Moreover, video games are a strong engine for economic growth,
Given the absence and, consequently, the constraint, of an official translation, which has generated $35.4 billion in revenue in 2019.
it is possible to speculate that translators’ research work was limited to finding As regards Europe, the continent has alone over 40 different countries
one of the versions available on the media which, interestingly, in Italian cor- and languages, but the biggest game markets are Germany, the UK, and
responds to a filmic quotation, thus showing how cinema may turn out to be a France (NewZoo 2020b). These three European nations come in at number
source and a reference for language professionals in game localization. five, six, and seven, respectively, on the ranking, behind China, the USA,
With regard to the quotation in (4.16), which comes from Alfred Japan, and the Republic of Korea on a global scale. The list then comprises
Tennyson’s “The Charge of the Light Brigade”, which is in turn a hom- Canada at number eight and, finally, Italy and Spain coming in at number
age to the Battle of Balaclava during the Crimean War (1853–1856) and nine and ten, respectively (ibid.).
which is literally referred to as “La carica della brigata leggera” and “La Accordingly, it comes as no surprise to learn that the standard set of tar-
carga de la brigada ligera” in Italian and Spanish, respectively, it seems get European languages for video games is commonly referred to as “FIGS”
that no official translations exist but varied interpretations are provided on (French, Italian, German, and Spanish), an acronym which was coined in
the Internet. In ME3, the approach is a direct translation which takes into the1980s and still represents “the minimum default group of languages that
account the poetic nature of the dialog line. For example, the marked posi- most games are translated to” (Bernal-Merino 2011a, 14–15). However,
tion of the emphatic adverb “boldly” preceding the subject in the source the number of target languages for major games now routinely exceeds ten,
text is kept in both target texts and rendered into the Italian high-register including both European and Asian languages (Hasegawa cit. in O’Hagan
adjectives prode and valiente [valiant]. and Mangiron 2013, 60).
On the whole, the transfer of these references present translators with dif- Although considered as secondary markets at the global level, Italy and
ferent challenges since, on the one hand, retention allows them to straight- Spain are rapidly growing game consumption areas where full localizations
forwardly deal with titles and, on the other hand, when quotations are made (see Chapter 2) are becoming more and more common (Maxwell-Chandler
from works which are not mainstream and, more importantly, whose local and O’Malley-Deming 2012, 45). Publishers usually opt for either partial
version, if any, is almost inaccessible, they can rely on ready-made transla- or full localization on the basis of the target locale significance and the pos-
tions from other media or they can make use of their poetic writing skills. sible return on investment. The inclusion of Italian and Spanish into the
FIGS group from the beginning of the industry’s consolidation, and recent
favorable trends, testify to the importance of these target locales, as shown
4.6 Geographical References
by the data provided by national associations such as the Italian Interactive
A fundamental “component of a game world is the gamespace, understood Digital Entertainment Association (IDEA) and the Spanish Video Game
as the setting for the gameplay” or game experience (Egenfeldt-Nielsen Association (AEVI).
Introduction 3 Realia and Irrealia in Game Translation 125
According to IDEA (2021a), 16.7 million Italians played video games et al. 2016, 206). Spatial representation can range from two-dimensional
in 2020, accounting for 38% of the population aged between 6 and 64. to three-dimensional, from open to very restrictive landscapes, and from
As regards gender, 56% of Italian gamers are male and 44% are female indoor corridors to space travel. The gamespace is a powerful tool to engage
and as concerns the most significant age groups, 24% of players are aged players and make them feel they are inhabiting a world and not just per-
between 15 and 24, 22% between 45 and 64, and 19% between 25 and ceiving space representation. Geography, story, and gameplay are strongly
34. Moreover, in 2020, the Italian game market recorded €2.179 mil- interrelated (ibid., 129), since the geographical dimension of a game world
lion in revenue, with a 21.9% increase compared to 2019, and 82% were depends on its entertainment value, which in this book lies in ludic war
generated by purchases of software, of which 43% is digital content and experiences set between realism and fictionality.
includes console and PC games. As to genres, the bestselling video games In Medal of Honor Warfighter, military operations take place in real
for console platforms belong to action (27%), sport games (16%), adven- world hotspots central to the War on Terror and the geographical extent
ture (12%), shooter (11%), and role-playing (10%), whereas the most of this game world translates into toponyms which appear on-screen in two
successful genres for PC are action (23%), strategy (17%), adventure text types. First, as example (4.17) illustrates, the information regarding
(16%), shooter (15%), and role-playing (14%). Moreover, as the IDEA every mission’s geographical setting is displayed on the bottom left of the
census (2021b) reports, in Italy there are also about 160 game develop- screen at the beginning of each level. The names of cities, regions, areas, and
ment companies and informal teams, with over 1,600 people employed in countries are written in capital letters and occur together with their latitude
the industry. The geographic dimension of these companies covers most and longitude coordinates. Although these geographical references are made
regions, but the areas with more concentration include Lombardy, Lazio, in a text type other than dialog lines, and consequently are not included in
Emilia Romagna and Sicily. the analysis, they are worth briefly mentioning because they are peculiar to
As regards Spain, according to AEVI (2021), the number of players MoHW texts, especially in view of geographical realism. Secondly, a wide
in 2020 totaled 15.9 million, representing 42% of the population aged number of toponyms are mentioned in dialogs between characters, includ-
between 6 and 64, of which 54% are male and 46% are female. As con- ing vast regions like East Africa, the Arabian Peninsula, or the Arabian Sea,
cerns the major age groups, in Spain 25% of players are aged between 25 cities and countries like Washington in the USA, Islamabad, Karachi, and
and 34, 23% between 15 and 24, and 15% between 35 and 44. In terms of Chitral in Pakistan, Mogadishu in Somalia, Manila and Isabela City in the
revenues, in 2020 the Spanish game market amounted to €1,747 million, of Philippines, Sarajevo in Bosnia and Herzegovina, Dubai in the United Arab
which 55% was generated by purchases of online software. As to genres, the Emirates, and Damascus in Syria.
most popular video games for console and PC belong to action and adven-
ture (34%), sport games (13%), and role-playing (12%). Furthermore,
about 9,000 people are employed in the industry in Spain and although (4.17) CHITRAL, PAKISTAN
game studios are mostly based in the areas of Madrid and Catalonia, the 35°50’ N 71°47’ E – Inspired by Actual Events
number of companies is constantly increasing across the country.
These data confirm that Italy and Spain are historically more consumer Also, in Battlefield 4 the close geographical relationship between the game
countries than producing ones, although it is clear that the video game land- world and the real world becomes immediately clear in action, since missions
scape is evolving day by day. In the future, this might also affect localization are named after the locations where they take place: Baku in Azerbaijan,
practice and research as far as Italian and Spanish could be both source and Shanghai, South China Sea and Kashgar in China, Singapore, the Kunlun
target languages and this seems to paint extremely interesting scenarios for Mountains in southern Central Asia, and Suez in Egypt. Accordingly, geo-
both scholars and professionals. graphical references occurring in game dialogs correspond to these places.
As a short digression, although no occurrence is found in this book cor-
pus, it seems relevant to mention that in the BF4 database two toponyms
1.2 Aims, Scope, and Structure of the Book are mentioned with a humorous purpose: “Sweden” and “Carolina”. These
As O’Hagan and Mangiron (2013, 26) point out “game localization intro- are references to locations which are not connected to the story but repre-
duces dimensions that challenge some of the current assumptions about sent, on the one hand, the culture of the game developer and, on the other,
translation, thus raising epistemic issues for the discipline” and it also a specific aspect of US culture.
“involves dealing with a new medium whose characteristics may not be fully DICE, Battlefield 4 developer, is a Swedish company based in Stockholm
accounted for in the current theoretical framework available in Translation and this self-reference is playfully used as a guarantee of quality. Indeed,
Studies” (ibid., 40). The professional practice of game localization “could “Sweden” occurs in a dialog line uttered by the Chinese character Hannah
126 Realia and Irrealia in Game Translation 4 Introduction
in order to reassure the US marine Irish that the C4 charges they are going conceivably result in a change in the perception of translation in the 21st
to plant on the blind spot of Admiral Chang’s warship in the game final mis- century with regards to traditional views on equivalence, creativity, author-
sion are secure. In the relevant scene, Hannah explicitly says: “They’re made ship” (Bernal-Merino 2015, 2–3) and “in certain aspects, may challenge to
in Sweden”. As regards “Carolina”, this toponym is mentioned by Irish dur- traditional theoretical models in translation because of the implications of
ing the conversation with Hannah which can be heard at the very end of the their [video games’] interactivity and the international simultaneous ship-
game while closing credits roll on the screen. Irish makes a reference to his ment model the game industry employs” (ibid., 11).
uncle Jay and calls him “Carolina boy”, a countryman who knows the back In this light, the main objective of this book is to contribute to the ongo-
country very well, as opposed to Irish who defines himself as a city boy. In ing scholarly debate on game localization and translation by outlining cor-
this sense, “Carolina” seems to be a reference to the rural culture of that pus-assisted theoretical guidelines for researchers and professionals in the
area of the USA and to the city-country dichotomy. field. The focal point is therefore that of conceptualizing this new domain
Consistent with its science-fiction narrative genre, the geographi- from the perspective of Descriptive Translation Studies, as originally devel-
cal setting of Mass Effect 3 war players’ fight against alien invasion is oped in 1995 and later revised by Toury (2012). Indeed, this study aims
the real-world Milky Way galaxy, which is fictionally reinterpreted as to describe the strategies adopted by game translators in the linguistic and
a large spiral system consisting of several star clusters linked together cultural localization of video games, from English into Italian, and to a
by the huge network of mass relays which allow interstellar travel. lesser extent, into Spanish. More specifically, this research aims to detect
Interestingly, as Mitchell (2012, online) from NASA Blueshift project the tendencies or regularities, if any, in game translators’ decision-making
remarks, “the geography of Mass Effect is an interesting mix of realism process from a descriptive viewpoint.
and fiction”. In other words, geographical references in ME3 exemplify The aim to sustain a descriptive work theoretically should not be inter-
both realia and irrealia. preted as the intent to explain everything that occurs in game translation.
According to Mitchell (2012, online), some of the places players can visit This study value, then, should be considered in its own measure and with
are “real astronomical objects”, and “the game’s developers may have had precautions. Since a more detailed overview of the debate surrounding the
some serious NASA-based inspiration” for their design. Indeed, as ME3 descriptive approach in Translation Studies (TS) is peripheral for the pur-
executive producer Casey Hudson explains (cit. in Mitchell 2012, online), poses of this book, it seems more beneficial to discuss the ideas and premises
BioWare designers “tried to include real-life locations wherever possible, which have influenced this research, and which show how the emergent field
such as famous nebulae, stars, the moon etc.” After all, of game localization can be interpreted in the light of TS theoretical ground.
For this reason, an explanation about these methodological aspects, which
part of the goal with the Mass Effect universe was to set it in the real clarifies the reach of the analysis contained in this book, will be provided in
world, so that even as we created storylines of epic scale and exotic Chapter 3.
science-fiction themes, it would all appear to be an extension of the In order to achieve the aims of this work, my examination has been
astronomy that you can read about today. conducted on a purposefully selected corpus of three video games, namely
(Hudson cit. in Mitchell 2012, online) Medal of Honor Warfighter (Electronic Arts 2012), Battlefield 4 (Electronic
Arts 2013), and Mass Effect 3 (Electronic Arts 2012). The purposeful selec-
Geographical realia in ME3 include planets like Earth and Mars, satellites tion of the corpus means that, since it was compiled to be sufficiently large
like the Moon, stars like the Sun, countries like Australia and the United and also homogeneous in terms of genre, main theme, target audience, and
Kingdom, cities like London and Vancouver, and “geographical objects” audience reception, it was possible to isolate the degree of realism or fic-
(Díaz-Cintas and Remael 2014, 201) like the Big Ben of London. The tionality of the game worlds, i.e. the relationship between the real world
majority of these existing referents are expressed through their conventional and the virtual game world, as the potential single most important variable
toponyms, except for two cases: Sol and Luna. These geographical realia which may influence translators’ approach to the translation of game texts,
refer to the Sun and the Moon, respectively, but both forms are high-register which is the major research hypothesis of this book. While the notion of
Latinisms normally used as the names of the Roman god and goddess repre- “real world” as the world we all know, the actual world, the way things are,
senting the Sun and the Moon, respectively (Merriam Webster Dictionary, without going into philosophical details, is quite self-evident, it seems worth
online). In this light, it is possible to speculate that these two unusual forms briefly pointing out that here “game world” is “an imaginary world”, “an
are used as proper names aimed at producing a foreignizing stylistic effect in artificial universe, an imaginary place where the events of the game occur.
English, which is inevitably neutralized in both target Romance languages, When the player enters the magic circle and pretends to be somewhere else,
where Latin-based equivalent toponyms are the norm. the game world is the place where” s/he pretends to be (Adams 2014, 137).
Introduction 5 Realia and Irrealia in Game Translation 127
The magic circle here refers to a much-cited notion developed by Johan Lastly, as regards geographical realia and culture-specificity, it seems rel-
Huizinga, a Dutch scholar who pioneeringly published a homage to the evant to mention that a purposeful geographical reference to Vancouver,
importance of play in culture titled Homo Ludens ([1938] 2000), Latin for and therefore to Canadianness (Kuling 2014), is made visually at the begin-
Man the Player, and observed that games construct a magic circle which ning of the game. As Sapieha (2012) reports, this is a deliberate and expres-
separates the game from the outside real world. Accordingly, in Huizinga’s sive choice of the Canadian game designers, since ME3 is the first episode
view, playing a game implies setting oneself apart from the outside world, of the trilogy which offers players a real-world geographical background.
and submitting to a formally defined system or experience that has no effect As art director Derek Watts himself admits (cit. in Sapieha 2012, online),
on anything which lies beyond the circle, with rules which make sense in to choose a suitable setting for the beginning of the Reapers’ invasion, the
themselves and are only important within their particular game context. developers’ Canadian origin was the reason for selecting a Canadian city
Thus, video game players enter into the magic circle of another imaginary and Vancouver, which had just finished the 2010 Winter Olympics, and
world, interpreted as “all the surroundings and places experienced by a fic- particularly Canada Place, Vancouver’s most iconic landmark, were ideal
tional character […] that together constitute a unified sense of place which is candidates.
ontologically different from the actual, material, and so-called ‘real’ world” The science-fictional extension of the Milky Way galaxy envisioned by
(Wolf 2014, 461). So, in this sense, “game world” means an interactive and ME3 developers is pure astronomical imagery which presents, however,
experiential realm. as Mitchell observes (2012, online), “an impressive level of realism. You
However, the idea of games as a completely separate sphere of human can explore nebulae and star systems, collect data about exoplanets […]
existence must be challenged. Although the experience within a game, or and so much of the imagery looks like something straight from a NASA
specifically a video game, does not usually extend directly into other parts press release”. This rich and varied galaxy includes numerous geographical
of real life, games do have real-world consequences, games interact con- locations, each with very precise position and distinctive characteristics in
tinuously and manifoldly with the real world and, since the ways in which terms of length, width, weight, orbital distance, pressure, temperature, lay-
the worlds inside games and the world outside are connected are crucial out, population, history, etc. In this regard, ME3 executive producer Casey
in this book, this interrelationship deserves more in-depth discussion in Hudson argues that the design was based on some basic astronomical and
Chapter 3. mathematical principles that provided reasonably believable results (cit. in
The focus of my analysis is on the translation of realia and irrealia, as Mitchell 2012). Conversely, but more relevantly for the purposes of this
defined in Chapter 3, because they represent the main borders between the study, the naming process of ME3 geographical irrealia was completely ran-
two worlds, and they pose interesting culture-related translational phenom- dom and meant the concatenation of several lists of word segments which
ena from an academic perspective. To my knowledge, this subject is still created strange names which “worked surprisingly well” (Hudson cit. in
unexplored in game localization, although, with reference to slightly dif- Mitchell 2012, online).
ferent concepts with different terminology, due to its culture-specificity, it The analysis of geographical irrealia in the corpus shows several rand-
has widely been recognized by TS scholars as one of the most challenging omized toponyms which include, among others, planets representing the
translation issues, not only in the cognate area of Audiovisual Translation homeworlds or colonies of alien cultures (Tuchanka, Palaven, Thessia,
(see Pedersen 2011 and Ranzato 2015, among others) but also, for example, Rannoch, Haestrom, Sur’Kesh, Kahje, and Taetrus), human colonies like
in literary translation (see Leppihalme 1997, 2001, 2011). Benning and Ferris Fields, space stations like the Citadel and Omega, a
The transfer of realia and irrealia into other languages and cultures seems small moon named Torfan, a huge nebula called Perseus Veil, a place for
to be particularly interesting in the case of video games as this kind of soft- the afterlife called the Void and, on a much smaller scale, other toponyms
ware and audiovisual products usually contain a great number of culture- referring to nightclubs like the Purgatory and the Flux, one hospital called
related elements, be they non-fictional or fictional. Their role in the text Huerta Memorial, and one complex of offices, shops, embassies, restau-
can be varied and the specific function they fulfill in the games included in rants, etc., called the Presidium, all situated on the Citadel space station.
the corpus is analyzed in the following chapters. Generally speaking, such As Figure 4.3 shows, in translation, the geographical dimension of the
elements are used by game developers and writers to give substance to the three game worlds expressed in realia does not create any referential vacu-
scripts of the imaginary worlds they create, to provide the text with features ums: real toponyms are all directly translated into equivalent toponyms, the
which are often intimately embedded in the culture(s) represented, be they conventional forms established by competent authorities, the ones we find on
real or fictional, and to which the audience, or parts of the audience, can atlases. Conversely, the referential gaps behind geographical irrealia might
relate. Realia and irrealia in video games may stimulate mnemonic asso- represent a challenge for translators, but the above-mentioned arbitrary
ciations and, at the same time, appeal directly to people’s knowledge and naming process for the majority of ME3 fictional toponyms may explain the
128 Realia and Irrealia in Game Translation 6 Introduction
emotions as they can evoke images and feelings that are familiar to the
100% 100% audience.
100%
As O’Hagan and Mangiron (2013, 103) point out, in video games “cul-
80%
tural issues both at micro and macro levels loom large, especially for major
60% 60%
titles, as the industry seeks finely tuned cultural adaptation to appeal to tar-
60% get users”. This delicate negotiation can in turn call for translators’ creativ-
40% 40% ity and their agency may be so highlighted and celebrated that they are often
40% allowed a freedom almost unseen with other types of translation (ibid.).
20%
And it’s not by chance that the “founding father” of the publications about
game localization, probably the most cited one in the scholarly literature at
0% the international level, focuses exactly on the unprecedented freedom game
Italian Spanish Italian Spanish translators can enjoy for the sake of fun, the skopos of video games globally
(Mangiron and O’Hagan 2006).
Retention Direct translation
More specifically, video games offer interactive fun and interactivity is
Realia Irrealia arguably the most accurate defining characteristic of gaming. The “reader”
of the videoludic text, namely the player, is not a passive user but rather a
Figure 4.3 Translation Strategies for Geographical References. co-author. “Players co-author games by playing them, since if the player
doesn’t interact with the game and make choices about what will happen,
nothing will happen” (Gee 2007, 8). In this sense, it is easy to understand
tendency toward retention in both target languages, which represents 60% how detrimental a translation that misdirects the player and interferes in
of instances. Indeed, the strategy of direct translation is adopted to transfer his/her gameplay and, thus, with his/her fun can be. For example, a ren-
few geographical irrealia which carry some sort of meaning, like the Citadel, dition which is unclear, or which does not replicate the original function
the Perseus Veil, and the Void. can have severe consequences in video games and these consequences, e.g.
The Citadel is the most frequently occurring fictional place name, denied access to further content, or abrupt and frustrating end of players’
accounting for 30% of references within irrealia. It is a “colossal deep- engagement, seem bigger and more dangerous in games than in other media.
space station” which “serves as the capital of the Citadel Council”, the Culture-specificity between realism and fictionality may be especially
latter can be defined as the galaxy governing body (Mass Effect Wiki, challenging in game translation, and inappropriate renditions may be dis-
online). The Citadel is one of the most iconic features of the Mass Effect ruptive in players’ immersion into the game experience. After all, “modern
trilogy and, according to game fans (ibid.), it seems to pay homage to the video games are technically complex cultural artefacts designed to engross
science-fictional space station Babylon 5 of the namesake television series (J. the end user, where the nature of engagement is more than merely functional
Michael Straczynski, 1993–1998). This proper name is directly translated and encroaches into the affective dimensions” (O’Hagan and Mangiron
into Cittadella and Ciudadela in Italian and Spanish, respectively and the 2013, 103).
original meaning of city fortress or stronghold that the English language As already mentioned, the main hypothesis of this book is that the
has borrowed from Middle French [citadelle] and Old Italian [cittadella] is relationship between the fictional game world and the real word, i.e. the
maintained. Similarly, the motivation behind “Perseus Veil” which might degree of realism or fictionality of game contents, may influence transla-
be named after the real Perseus Arm of the Milky Way (Mass Effect Wiki, tors’ approach to the linguistic and cultural localization of video games.
online) is transferred with a direct translation into Velo di Perseo and Velo Accordingly, this study aims to map out the strategies activated by transla-
de Perseo, and also the concept behind a semantically transparent name like tors in response to cultural constraints within a realism-fictionalism1 spec-
the “Void” for an afterlife place is made clear in its direct equivalent ver- trum of video games (Dietz 2006), and to detect the tendencies and patterns,
sions in Italian and Spanish, Vuoto and Vacío, respectively. if any, that are prevalent in the case of game translation from English into
Italian and Spanish.
The specific lens through which the translational analysis is carried out
4.7 Ethnic References
is that of realia and irrealia: realia refer to real entities existing in the real
The ethnic dimension is another important means of structuring the three world in contrast to “irrealia” (Loponen 2009, 167) which are “non-exist-
game worlds in this book. Deeply dependent on their geographical extent, it ing realia tied to a fictional setting, whose effect is to define and determine
Introduction 7 Realia and Irrealia in Game Translation 129
the fictional cultural, geographical and historical settings” (original empha- represents a framework which gives additional meaning to players’ experi-
sis). Therefore, since realia is a problematic term when applied to fictional ence. As typically happens in imaginary worlds, the “clash between cultures
texts which describe fictional worlds (Leppihalme 2011, 126), in this study provides much of the narrative conflict” (Wolf 2018, 32), since it justifies
it is reinterpreted in opposition to irrealia to indicate all references to the and defines the wars players fight, while the degree of realism and/or fic-
actual world. tionality affects the cultures at war, which serve as referents to the linguistic
In Translation Studies, realia represent items which have been referred expressions falling into ethnic realia and irrelia.
to with a vast array of terms by scholars,2 but all of them agree upon their In Medal of Honor Warfighter ethnic references belong to realia, as the
cultural specificity. As Palumbo (2009, 33) suggests, they are “expres- peoples inhabiting the game world represent real-world cultures which either
sions referring to elements or concepts that are closely associated with a actively take part in the game events such as the US American, the Arab, the
certain language and culture” and, one might add, with a certain reality. Pakistani, the Filipino, and the Bosnian peoples, or are simply mentioned due
Consequently, in this study, realia represent references to real cultures while to the global scope of the war represented, such as the German, the Russian,
irrealia represent references to fictional cultures, although the very concept and the Serb peoples. Within the dichotomy between source and target cul-
of culture related to video games is extremely complex, as will be discussed ture and/or other cultures, Medal of Honor Warfighter is the only game of the
in Chapters 2 and 3, from the perspectives of game localization and of game corpus in which the source culture of its developers is the same as the game’s
translation research, respectively. protagonists, namely the US culture. The MoHW world is indeed a virtual stage
In conclusion, the theoretical foundation of this book is primarily where the US military elite soldiers lead and win the war on terror. In this light,
Game Localization (O’Hagan and Mangiron 2013, Bernal-Merino 2015), it comes as no surprise that in game dialogs 50% of references are made to the
which has been referred to as “the periphery” of Audiovisual Translation USA. Similarly, given the America-versus-Islam perspective, references to “the
Studies (Bogucki 2013, 30), while subscribing to the broader descriptive evil” Muslim peoples were to be expected, mainly affecting the Pakistani and
framework. The primacy given to Game Localization (GL hereafter) as the Filipino ones. In sum, ethnic realia in MoHW are expressed through nation-
theoretical background is based on the belief that, by adapting Romero- ality nouns and adjectives which do not pose any issues in localization, and they
Fresco’s claim (2012, 183) concerning Audiovisual Translation (AVT), are all directly translated in both target languages.
“the most fruitful studies on” GL should “include or assume to some Ethnic references in Battlefield 4 fall into realia too. The inhabitants of
extent two basic notions: the independence of” GL “as an autonomous this game world belong to the real-world cultures connected to the story,
discipline and its dependence on other related disciplines”. “Although such as the US American, the Chinese, the Russian, and the Azerbaijani
apparently contradictory, these notions are perfectly compatible. The peoples, that is to say the cultures fighting the political-fiction war of 2020.
first one may be regarded as a starting point. As an autonomous dis- Like in MoHW, these references, which are expressed through nationality
cipline within Translation Studies”, GL “is an entity in its own right, nouns and adjectives, do not pose any problems for language professionals,
rather than a subgroup or a lesser manifestation of” AVT and software who tend to opt for direct translation.
localization (ibid.). In my opinion, scholars should not only “resort to However, unlike MoHW, some ethnic references in BF4 are used or
extended versions of” TS models, but create, if and whenever possible, transferred with a loaded meaning, which seems to motivate the use of
GL “own models focusing on the specificity of this area. And here is another translation strategy in both languages, namely transcreation. In
where the second notion comes in, given that an important part of this Spanish, a loaded solution replaces “American” when disparagingly used by
specificity lies in its interdisciplinary nature. In this sense, if the auton- the Russian character Dima to address Irish, as in example (4.18). Yanqui
omy of” GL “is the starting point for research, its interdisciplinarity is is indeed a colloquial and derogatory expression to name US people, which
the way forward […] as it is drawing on other disciplines that” GL “finds makes the ongoing ethnic conflict between the two characters explicit,
new and fruitful avenues of research” (ibid.). and thus between the two countries and cultures. In Italian, as in example
Going into the overall structure of this book, Chapters 2 and 3 describe (4.19), transcreation affects “ruski”’, a variant spelling of “russki” which
the theoretical and methodological framework of the research, respectively, represents an English offensive form for “Russian”, seemingly deriving
while Chapters 4 and 5 are devoted to the linguistic and translational analy- from the transliteration of the adjective “Russian” in the Russian language
sis. The three games representing the realism-fictionalism spectrum of video (Merriam Webster Dictionary, online). In translation, while Spanish profes-
games that the corpus of this study aims to simulate are examined on the sionals toned down the register and opted for the neutral ruso [Russian], in
basis of the degree of realism and fictionality of their game worlds, which Italian it is transcreated into compagno [comrade], which carries a politi-
has been assessed according to the set of criteria described in Chapter 3. The cally loaded meaning, based on the common and stereotypical association
analysis of the translation of realia and irrealia found in game dialogs – the between Russia and Soviet communism.
130 Realia and Irrealia in Game Translation 8 Introduction
(4.18) DIMA: Another American. latter is the text type this research focuses on – is supported by the discus-
DIMA: Un altro americano. sion of the games’ most relevant features as representational and narrative
DIMA: Otro yanqui. media from a cultural perspective. Given these preliminary clarifications,
this book will be structured as follows:
(4.19) IRISH: Okay, ruski. Get that gate open! Chapter 2 details the theoretical context in which the study is situated.
IRISH: OK, compagno. Apri quel cancello! It illustrates and provides an overview of the contemporary debates around
IRISH: Venga, ruso. ¡Abre esa puerta! fundamental background notions like translation, localization, internation-
alization, and culturalization. Moreover, the chapter is intended to equip
The galactic scale of the Mass Effect 3 game world remarkably broadens the readers with a basic grounding in the issues and key aspects which distinc-
quantity and quality of ethnic references, which consequently may fall into tively characterize the translation of video games, i.e. textual non-linearity,
either realia or irrealia. Moreover, culture-specificity within realia quickly multitextuality, and playability, since they inform the subsequent linguistic
fades in ME3 in comparison with the geographical dimensions associated analysis.
with real-world cultures in MoHW and BF4. Indeed, in the ME3 galaxy, Chapter 3 deals with the methodological stand of the study. It outlines the
the only real-world species is human, and the science-fictional genre of this research questions, the theoretical model of the realism-fictionalism spec-
game narrative inevitably impacts the representation of this macro culture trum which serves as the background to the research hypothesis, it describes
which pivots on the opposition to alien cultures. Human characters in ME3 the corpus which has been purposefully created, the analytical procedure
are numerous and prominent in the game’s narrative and the humanity of followed, the objects under examination, namely realia and irrealia, and the
the playable protagonist was a deliberate and strategic choice made by the working taxonomies used to perform the analysis reported in the following
developers to give players a foothold in the setting, a frame of reference to chapters.
experience a universe through human eyes. In the words of ME3 creative Chapter 4 presents the linguistic and translation analysis of the research.
director Mac Walters (cit. in Farokhmanesh 2016, online), “Mass Effect The realia and irrealia found in the three games are explored in light of the
has always been a very human-centric story” which “gives the players […] classifications described in the previous chapter. Data are quantitatively and
something they can relate back to”, since “ultimately we’re all humans”. qualitatively examined in order to illustrate the nature and role of realia and
All ethnic realia in ME3 are nouns and adjectives, like “human”, irrealia in the corpus and to discuss the strategies translators used in the two
“humans”, and “humanity”, all expectedly rendered into equivalent coun- localizations.
terparts. Thus, within realia, ethnic references do not present any special Chapter 5 focuses on a special phenomenon within realia, namely mili-
elements to be discussed, except for the Italian non-standard use of an ini- tary language in war-themed videogames. After an introductory discussion
tial capital letter for Umani [humans], which exemplifies a typographical concerning the nature of this complex language for specific purposes, the
tendency affecting all nouns which refer to species in Italian, also within wide range of phenomena it includes are defined, i.e. military titles, clock
irrealia. code, phonetic alphabet, etc., and investigated in the corpus.
In sum, as Figure 4.4 illustrates, the overall tendency when dealing with Lastly, Chapter 6 illustrates the most relevant conclusions of the study
ethnic realia is direct translation, accounting for 98% of references, with and suggests future directions for research. The main findings of the analysis
very few interesting exceptions representing the use of transcreation as are summarized and critically discussed, the variety of realia and irrealia is
a strategy to creatively reinterpret the contextual meaning of nationality examined and the consequent diversity of translational approaches is the-
nouns and adjectives. matically interpreted, on the basis of the areas of interface between reality
Going back to the wide range of cultures populating the ME3 universe, and fictionality of the game worlds’ dimensions. This chapter also includes
it is within irrealia that the majority of ethnic references can be observed. comparative evaluations of the three games in respect of the different cat-
Players interact with numerous invented alien species which cooperate with egories realia and irrealia fall into, in order to highlight similarities and
each other and with real-world humans to stop the Reapers’ invasion. All differences and finally evince regularities. Despite the limitations of this
imaginary races have their own unique features, with specific biological, cul- work, which are also outlined in this chapter, the reading of quantitative
tural, economic, governmental, and military traits which demonstrate how and qualitative data presents the theoretical and practical implications of
accurately developed the “environmental dimension” of the ME galaxy-size the research and puts forward several possible avenues for more in-depth
world is, in terms of “cultural context” (Rollings and Adams 2003, 69). studies which might better describe the role of culture-specificity in game
More importantly, all fictional alien cultures in ME3 have a name localization.
including, among others, the Geth, the Krogan, the Turian, the Asari, the
Introduction 9 Realia and Irrealia in Game Translation 131
1.3 Summary
98% 98%
This chapter has presented the rationale behind this book research. First, 100%
it has offered an overview of the commercial and cultural status of video
80%
games to foreground the role localization and translation play in the inter-
national success of the multimedia interactive entertainment industry. The 60% 53% 53%
global games market has been briefly outlined in order to show the impact 45%
39%
of gaming in today’s society, with special attention to the leading US mar- 40%
ket and to the Italian and Spanish target locales. Moreover, this chapter
20%
explains the aims and scope of this book research, which descriptively 8%
2% 2% 2%
investigates the translation of culture-specificity and, particularly, of realia 0%
and irrealia in a corpus of three war video games, namely Medal of Honor Italian Spanish Italian Spanish Italian Spanish
Warfighter (Electronic Arts 2012), Battlefield 4 (Electronic Arts 2013), and Retention Direct translation Transcreation
Mass Effect 3 (Electronic Arts 2012), purposefully selected to represent a
realism-fictionalism spectrum and to explore whether and to what extent Realia Irrealia
the relationship between the real world and the game world may influence
the linguistic and cultural dimension of video games, and consequently their Figure 4.4 Translation Strategies for Ethnic References.
localization and translation.
Prothean, the Quarian, the Salarian, the Rachni, the Batarian, and the
Notes Hanar. However, nothing is known about the naming process of these
1 Fictionalism is meant only as a high degree of fictionality and represents a work-
races, and very few of them seem to have a meaning. The significance of
ing term which relates to realism, the other end of a continuum, with no refer- “Geth”, for example, lies in a diegetic intercultural relationship: the Geth
ence to philosophical notions of the same name, and together with realism it are a race of networked artificial intelligences that were created by another
represents one of the two sides of the same coin, namely the game world, as will alien species, the Quarians, as laborers and tools of war. Indeed, in Khelish
be discussed in Chapter 3. (Quarians’ language) “Geth” means “servant of the people” (Mass Effect
2 See, for example, Ranzato’s literature review (2015, 53–59).
Wiki, online). Another meaningful name is “Prothean”, probably based on
the mythological Titan Prometheus, who gave mortals the gift of fire and
enabled them to learn the arts of civilization (ibid.). The Protheans are the
founding fathers of the Mass Effect universe, they are an extinct alien race
which created the Mass Effect field technology forming the basis of galac-
tic evolution (ibid.). This is the reason why the Protheans are also called
the “Enkindlers” by other races, which metaphorically alludes to light and
knowledge, meaning those who enlighten with their wisdom. In localiza-
tions, this nickname is transcreated into Illuminati [the enlightened] in
Italian and dómines [schoolmasters] in Spanish, both representing creative
interpretations of this evocative name.
Figure 4.4 illustrates the translation strategies used in the transfer of
ethnic irrealia in ME3 and shows a general tendency toward retention in
both target languages, which affects the above-mentioned fictional and
mostly meaningless names and accounts for more than 50% of instances.1
However, while Italian translators completely retained names and, above
all, capitalized them when they serve as a noun referring to the whole
race, even if standard Italian does not capitalize either adjectives or nouns
denoting nationality or affiliation with a place, in Spanish most names are
slightly adapted into a local version made of the consonant-ending root
132 Realia and Irrealia in Game Translation
of the species’ name plus the suffixes -o and -a. For example, “Quarian”,
“Turian”, “Batarian” become quariano/a, turiano/a, batariano/a, respec- 2 Game Localization
tively. Moreover, findings demonstrate a remarkable use of other strate-
gies: transcreation in Italian and direct translation in Spanish, which affect and Translation
the transfer of meaningful names referring to evil alien creatures like the
Reapers, husks, and thresher maws. This points to translators’ willingness
to make the meaning of these names clear, in the case of direct transla-
tion, or to creatively deviate from a literal equivalent to make names sound
more enjoyable to target players with respect to the narrative role these alien
monsters perform in action, in the case of transcreation.
Expectedly enough, the most frequently occurring ethnic references
(36%) are to Commander Shepard’s enemies par excellence: The Reapers.
They are “a highly-advanced machine race of synthetic-organic starships”, 2.1 Introduction
which “reside in dark space” where they hibernate, “dormant for fifty thou-
sand years at a time, before returning to the galaxy” in order to commit The study of video games has seen a surge of interdisciplinary academic
their cyclical genocide (Mass Effect Wiki, online). In this sense, the source of interest since the late 1990s and the areas involved are many and diverse.
inspiration may have literary origin: the idea of a terrifying and incompre- Nowadays, the “new medium” and the related cultural, social, and eco-
hensible alien intelligence waiting in the depths of space is a feature of hor- nomic phenomenon identified as gaming are self-sustained research
ror works by American author Howard Phillips Lovecraft (ibid.). As regards topics in Game Studies, “an interdisciplinary domain, with scholars ana-
their name, from a linguistic and translational perspective, “Reaper” repre- lyzing games from diverse perspectives, such as anthropology, sociology,
sents an interesting phenomenon: in English, the meaning of this agentive psychology, narratology, semiotics, cultural studies, genre studies, media
noun alludes to this race’s mission to cyclically reap all organic life in the studies, and computer studies, to name but a few” (Mangiron 2017,
galaxy. After all, the word “reaper” presents a steady figurative use, espe- 76). Fundamental readings in this sense are, for example, the works by
cially in literary works, which refers to war, famine, epidemic, and death. Aarseth (1997, 2001), Egenfeldt-Nielsen et al. (2016), Jenkins (2006a,
As regards the latter, indeed, “the Grim Reaper” actually means death, 2006b), Juul (2005), Kerr (2006), Newman (2008, 2013), Rutter and
especially when personified as a man or skeleton with a scythe (Merriam Bryce (2006), Wolf (2001, 2008, 2012), and Wolf and Perron (2009a,
Webster Dictionary, online). In other words, this race name perfectly serves 2014). Video games and gaming are also explored with a focus on lan-
its evocative function in English. In localizations, the relationship between guage in disciplines like Education and Language Learning in particu-
the agricultural image of reaping and the ideas of death and devastation are lar (see Gee 2003, 2004, 2007, Gee and Hayes 2011, Lombardi 2013,
transferred with different strategies. As in example (4.20), while in Spanish Peterson 2013, Prensky 2001, 2006, Reinders 2012, Thomas 2011),
“Reapers” is directly translated into segadores, the Italian translator tran- and Linguistics (see Ensslin 2012, 2014, Ensslin and Balteiro 2019, Iaia
screated the name into Razziatori [raiders], an agentive noun deriving from 2016a), among others.
the verb razziare [raid]. A direct translation in Italian would have been mie- As regards Translation Studies, the game localization practice went
titori since the equivalent verb for “reap” is mietere but Razziatori, possibly mainly unobserved until the late 1990s and early 2000s, when the first
thanks to its double-zed sound and the idea of annihilation associated to papers on this new phenomenon were published by professionals working
raiding, sounds more frightening. in the field. In the last decade, as Mangiron (2017) demonstrates, research
on game localization has gained impetus and the number of books, journal
(4.20) The Reapers are more advanced than we are. articles, book chapters, undergraduate, masters, and doctoral dissertations
I Razziatori sono più avanzati di noi. aiming to shed light on this relatively young area of study has increased
Los segadores son más avanzados que nosotros. considerably.
The following paragraphs mention only some of the many authors
Mietitori, with capital letter, is instead the Italian version of “harvester”, one who have published their works on game localization and contributed
of the Reapers’ subtypes, whose name represents another agentive noun which to consolidating it as an established research domain. However, it seems
might be interpreted as a synonym of “reaper” and which is directly translated important to underline that the following list may hardly be considered as
into both target languages, being cosechadores the Spanish counterpart. truly representative of the existing and/or potentially available literature
DOI: 10.4324/9781003001935-2
Game Localization and Translation 11 Realia and Irrealia in Game Translation 133
on game translation and localization, due to a number of reasons: first, Associated with the main narrative threat, the cyclical genocide which
the difficulty in accessing unpublished works, like conference presenta- destroys all organic life in the galaxy, are the alien races of “husks” and
tions, undergraduate, masters, and even doctoral theses (see, for example, “thresher maws”. Like the Reapers, these ethnic irrealia have been trans-
O’Hagan and Mangiron 2013, 26–39); secondly, the limitations in read- ferred with strategies other than retention. Husks are zombies created from
ing works written in languages other than English, Spanish, and Italian, the bodies of organic beings which are used as ground troops by the Reapers
i.e. this book author’s working languages; the awareness that research (Mass Effect Wiki, online). Thus, in English, the meaning of this noun,
might be, but possibly will never be, published due to the obstacles in which refers to the outer covering of seeds and fruits (Merriam Webster
accessing materials and information on localization practice in general. Dictionary, online), is clearly figurative. In localization, this image is tran-
As pointed out by Bernal-Merino (2008b, 2015), Muñoz-Sánchez (2011), screated into mutante [mutants] in Italian, since direct equivalent words like
Mangiron (2017), and O’Hagan and Mangiron (2013), most localization buccia, guscio, and pula are not appropriate to refer to cruel alien enemies,
vendors and most mainstream game developers and publishers are unwill- and directly translated into cascarón [eggshell] in Spanish. Thresher maws
ing or unable to provide scholars with access to authentic game texts are enormous and violent subterranean carnivores, whose name is a noun
or localization-related data, which are necessary in Translation Studies. phrase which, like the Reapers and harvesters, relates to the domain of agri-
This means that researchers must resort to other very time-consuming, culture to figuratively express a meaning. In ME3 target versions, the link to
and somehow limited activities to study video games. In this sense, as agriculture is kept by means of a calque into the Spanish fauces trilladoras,
Mangiron advocates (2017, 86), “academia-industry partnerships would while in Italian the reference to farming is lost and “thresher maw” is tran-
be beneficial to overcome this hurdle” and, more importantly, would be screated into divoratore [devourer], an agentive noun which conveys the
advantageous to both. ideas of eating up greedily, and, by extension, of destroying.
Going back into the existing literature on the topic, first, special atten- Another important aspect of the ethnic dimension of game worlds is the
tion must be paid to three comprehensive and ground-breaking books, properly linguistic representation of other cultures, meaning the representa-
which have paved the way to systematic research within what might be tion of languages other than US American English, which produces a for-
labeled as Game Localization Studies: Maxwell-Chandler and O’Malley- eignizing effect which serves characterization purposes between realism and
Deming’s The Game Localization Handbook (2012), written by two fictionality in terms of multilingualism.
professionals who adopt an industry-oriented perspective; O’Hagan In Medal of Honor Warfighter, some “foreign” characters speak
and Mangiron’s Game Localization: Translating for the Global Digital their own languages throughout the game and as mentioned in the clos-
Entertainment Industry (2013) and Bernal-Merino’s Translation and ing credits, for the sake of realism, the audio localization of this game
Localization in Video Games: Making Entertainment Software Global involved native speaker dialect coaches to record the related dialog lines,
(2015), which conceptualize the subject as a translational phenomenon. together with native speaker translators to render them into the sub-
Moreover, there are other recent monographs which contribute to enrich titles of the US English version, which later served as the original for
the landscape, since they offer a more language-specific approach to the the Italian and Spanish subtitles. In other words, MoHW players may
subject, as happens with publications in Spanish like Localización de hear “foreign” languages and read subtitles in US English, Italian, and
videojuegos: Fundamentos traductológicos innovadores para nuevas Spanish. Characters speaking their own language include a Pakistani
prácticas profesionales by Méndez-González (2015a), Localización de soldier (Urdu), the Cleric (Arabic), a Filipino soldier (Tagalog), and
videojuegos by Muñoz-Sánchez (2017), and La traducción de videojue- Bosnian soldiers (Bosnian). However, while the Urdu, Tagalog, and
gos by Granell, Mangiron, and Vidal (2017), or because they explore the Bosnian dialog lines are simple military instructions, the Cleric’s mono-
phenomenon from or in connection with another scientific perspective, logue when training the playable character Argyrus is a culturally loaded
as in the case of Video Game Translation and Cognitive Semantics by text containing some key words which apparently belong to the typical
Sajna (2016). jihadi verbal repertoire, such as “infidels” and “infidel lands”, “cause”,
However, before discussing the literature in detail, it is worth highlight- “worthy”, “jihad” itself, “brothers”, and first-person plural adjectival
ing that many sources can be found online, because game localization is a and pronominal items such as “our” and “us”. This text is too short to
young and dynamic field that is driven by technology, led by market forces, lend itself to critical discourse analysis, but to look at the big picture of
and influenced by popular discourses on video games and the Internet con- cultural representation in MoHW, especially as regards Muslim cultures,
tinuously offers fresh evidence of the lively interest surrounding games as this brief mention seemed relevant to show how US game developers
translatable content for global entertainment. On the contrary, academia characterize the enemy linguistically and, one might add, trivialize their
has been slow in giving due attention to translational issues concerning way of speaking into an automatous discourse (Schulzke 2013, 209).
134 Realia and Irrealia in Game Translation 12 Game Localization and Translation
In Battlefield 4, “foreign” cultures include the Chinese and the Russians. game localization. Indeed, according to O’Hagan and Mangiron (2013,
As regards the former, although players can hear Chinese characters speak- 102):
ing their language in several cutscenes, subtitles are not provided, and no
Chinese words occur in the game texts analyzed. Conversely, the Russian While there has been a lack of interest in theoretical arguments about
culture is also expressed through language and, more precisely, by the translation in the localization industry, it is also true that Translation
Russian words uttered by Dima. The first instance appears in a dialog line Studies as a whole has not been fully engaged with the localization phe-
addressed to Irish when he attacks Hannah for her seeming betrayal, as in nomenon to the extent of integrating it wholeheartedly into the main
example (4.21), and the second Russian expression occurs shortly after- conceptualization of the discipline.
wards when Dima rebukes Irish and Hannah for fighting, as in example
(4.22). The third instance occurs in another dialog line uttered by Dima Broadly speaking, this has probably been due to the lack of respectability
when he escapes from the Chinese prison where he has been confined for that video games have always suffered from, because of a number of fac-
six years, as in example (4.23). In all cases, these Russian phrases appear in tors such as the general perception of games as entertainment of little or
their Romanized version, that is transliterated into the Latin alphabet. no importance, or the debate about their presumed detrimental impact. As
Newman (2013, 5) explains:
(4.21) DIMA: You want to kill this Kitayetz zhenshchina? […]
DIMA: Vuoi uccidere questa zhenshchina Kitayetz? […] First, video games are (still) very often seen as being a children’s medium.
DIMA: ¿Quieres matar a esa Kitayetz zhenshchina? […] This means that they are easily and readily denigrated as trivial – some-
thing that will be “grown out of” – and demanding no investigation.
(4.22) DIMA:Maltshite, children. Unless you all want to die here. […] Second, video games have been considered as mere trifles – low art – car-
DIMA: Calma, figlioli. O volete morire tutti qui? […] rying none of the weight, gravitas, or credibility of more traditional media.
DIMA: Callaos, niños. A menos que queráis morir aquí. […]
2.2 Definition and Terminological Issues
(4.23) DIMA: Freedom. Slava Bogu.
DIMA: Libertà! Slava Bogu. In emergent fields of study, especially when driven by technology and sus-
DIMA: Libertad… Slava Bogu. ceptible to popular discourses, terminological issues arise when concepts
need definitions, thus resulting in predictable heterogeneity. In Game
In (4.21), “Kitayetz zhenshchina” means “Chinese woman” and indeed Studies, there is a variety of terms and spellings referring to the object under
refers to Hannah. In (4.22) “maltshite” means “be quiet” and “Slava Bogu” investigation: computer games, video games, videogames, digital games,
in (4.23) means “thank God”. Only the second instance is domesticated, and others. The same happens when dealing with game genres and sub-
since calma [keep calm, calm down] and callaos [be quiet] are the two trans- genres since classifications may considerably vary. Moreover, the industry
lations in Italian and Spanish. Conversely, the other two Russian expres- shows an increasing tendency to combine elements belonging to differ-
sions are retained in both target languages, although in Italian the noun ent genres within the same title, thus creating the so-called “mixed genre
phrase word order is inverted in (4.21), and the noun is placed before the games” (Scholand 2002, 2) and this inevitably affects research.
adjective. However, even if players can understand their meaning only if As regards game translation, the very definition of this domain has been
they know Russian or do some research, retention is a suitable strategy to debated with reference to its belonging to Translation Studies: game locali-
produce the same foreignizing effect of the original. zation, game translation, linguistic and cultural game localization, among
Within realia in Mass Effect 3, a traditional value of culture-specificity others. The argument concerns the relationship between localization and
is conveyed through James Vega, a human character whose Latin-American translation, and this goes beyond terminology, because the boundary seems
origin manifests itself in dialogs. For example, Vega addresses and refers debatable and so far, unclear (see Cronin 2003, Pym 2004, 2010). Moreover,
to another character named Steve as “Esteban” which is just Spanish for the tension may stem from the somewhat reductionist view of translation
“Steve” and he usually nicknames male Shepard as “Loco” and female prevalent in the localization industry, on the one hand, and the lack of full
Shepard as “Lola”. In the dialogs analyzed, the only instance of this Latino recognition of localization as a phenomenon of epistemic significance within
talk can be found in the way Vega reacts to Commander Shepard’s decision the academic community on the other (O’Hagan and Mangiron 2013, 103).
to go to Mars by saying “This is loco!”. In localizations, “loco” has been The ambiguity is manifest in many respects. For example, the game indus-
translated into assurdo [absurd] in Italian and de locos [of crazy people] try professionals Maxwell-Chandler and O’Malley-Deming (2012, 8) define
Game Localization and Translation 13 Realia and Irrealia in Game Translation 135
localization as “the process of translating the game into other languages” in Spanish, thus losing the original effect in both languages for different
(emphasis added). The software localizer Esselink (2000, 1) describes locali- reasons. In Italian, “loco” is neutralized into an equivalent adjective, even
zation as “the translation and adaptation of a software or web product” if the Spanish word is likely to be familiar to Italian players. Conversely, in
(emphasis added) and explains that it “involves taking a product and mak- Spanish, the “foreign” expression is inevitably domesticated, unless transla-
ing it linguistically and culturally appropriate to the target locale (country/ tors decide to reproduce the foreignizing effect through different linguistic
region and language) where it will be used and sold” (ibid., 3). The pro- resources such as, for example, Spanish regional varieties or special idiolects.
fessional translator Gouadec (2007, 37) considers localization as a “spe- Within irrealia in ME3, the representation of alien cultures through invented
cialized translation” (emphasis added), or more in detail, an “instrumental language concerns the Quarians, a nomadic species of humanoid aliens who
translation” meaning “translation that literally produces instruments” have been living in exile for centuries (Mass Effect Wiki, online). For this rea-
(ibid., 38). It is also worth mentioning the definition of the Localization son, they have created a common language named “Khelish” and some words
Industry Standards Association (LISA), operational from 1990 to 2011, as occur in the dialog lines involving the main Quarian character Tali’Zorah. For
“the process of modifying products or services to account for differences in example, the expression “Keelah se’lai” means “by the homeworld I hope to
distinct markets” (cit. in O’Hagan and Mangiron 2013, 88). see someday”, as Tali herself explains in (4.24), where the homeworld refers to
the Quarians’ original homeland planet Rannoch, and may also be abbreviated
Facing the challenges posed by the emergence of further new areas of local- into “keelah”, as in (4.25), to express shock or surprise. Khelish occurrences are
ization such as game localization, along with rapid developments in an retained in both target versions and this contributes to the overall depiction of
increasing range of new media facing the need for globalization, the disci- the Quarians who express feelings in their own (foreign) language.
pline of translation urgently needs to address the current gap between indus-
try and academia in the conceptualization of localization and translation. (4.24) You’ve heard me say, “Keelah se’lai”? The best translation I can
(ibid., 102) come up with is, “By the homeworld I hope to see someday”.
Mi hai mai sentita dire “Keelah se’lai”? Più o meno, si traduce con:
More importantly, the development of this conceptualization and the con- “Per il pianeta natale, che spero un giorno di rivedere”.
clusion of this terminological discussion might be fundamental with a view ¿Me has oído decir “Keelah se’lai”? La mejor traducción que se me
to framing this emergent domain into Translation Studies, especially in rela- ocurre sería “Por el mundo de origen que espero ver algún día”.
tion to the global digital era.
According to Munday (2016, 287–288), “in the digital age, translation has (4.25) Keelah, it’s huge!
become big business and in industry (especially the software industry) the term Keelah, è enorme!
is often subsumed into the acronym GILT” (Globalization, Internationalization, ¡Keelah, es enorme!
Localization, Translation), where “localization (L10n) refers to the adaptation
of the product to the target locale”, the latter meaning “the combination of
4.8 Sociopolitical References
a sociocultural region and a language in industrial setting” (Jiménez-Crespo
2013, 12). Although “the difference between localization and translation is The sociopolitical dimension is another cultural manifestation of a game
blurred”, in general nowadays localization refers to the whole process which world designed to engage players in a narrative conflict between cultures,
covers technical, cultural, and linguistic operations; localization is therefore since it shapes their social and political systems and provides a further con-
“a superordinate term which encompasses translation” (Munday 2016, 288), ceptual ground of realities and irrealities to interpret the scope of the war
but translation is “the core of localization” because “localization cannot stand they are simulating.
alone without translation” (O’Hagan 2006a, 39). Given the global nature of the real-world war scenario of Medal of Honor
Translation is thus a narrower component of the whole operation of Warfighter, sociopolitical realia are references to existing institutions expressed
localization which “actually involves more than translating text or contents” through common nouns like mayor, authorities, diplomats, embassy, visa, navy,
(Gouadec 2007, 38). As argued by Dunne (2006, 1), the superordinate term capitol and security officials, and proper nouns, mostly in the form of acronyms
localization itself is difficult to be defined, there is “no consensus as to what and initialisms, like “OGA”, “CIA”, “ISI”, “ASG”, “NATO”, and “Langley”.
precisely constitutes localization”, maybe because it “simply does not lend Culture-specificity manifests itself in the variety of “extralinguistic” referents
itself well to being perceived globally” (ibid., 3, original emphasis). these nouns denote, which are deeply linked to the real-word cultures and geo-
The boundaries between translation and localization are far from clear- graphical areas of this game world. However, while the sociopolitical refer-
cut and there is no agreement in academia on whether the latter term is ents of common nouns are accessible only thanks to co-textual and contextual
136 Realia and Irrealia in Game Translation 14 Game Localization and Translation
information, since they relate to institutions which are generic enough to be suitable to describe the phenomenon, because localization is considered too
shared by most communities, proper nouns refer to definite international and broad a term involving several non-linguistic activities to be used within
national realities which can be easily associated with terrorism and counterter- Translation Studies. O’Hagan and Mangiron (2013, 104), however, adhere
rorism. These include the North Atlantic Treaty Organization (NATO), the to the recognized industry term “game localization”, because it is well
Pakistani Inter-Services Intelligence (ISI), the US Central Intelligence Agency defined by industry practice and it is already a well-established field within
(CIA), and the Filipino Islamist separatist organization Abu Sayyaf Group Translation Studies (TS). On the contrary, in order to provide a path through
(ASG). The only exception is “Langley” which, in game dialogs, represents what he calls “a terminological maze” (2015, 91), Bernal-Merino analyzes
a metonymy used to refer to the CIA, as Langley is the site of its headquar- the terms used to refer to language transfer, i.e. “localization”, “game local-
ters in Virginia (USA). Similarly, OGA stands for Other Government Agency ization”, “transcreation”, “rewriting”, “adaptation”, “transadaptation”,
and can be used as a euphemism for the CIA in secret operations (CIA 2013, and “audiovisual translation” (ibid., 92–107) and finally proposes his own
181). OGAs are indeed those agents which work uncover for the CIA, such as term for research in Translation Studies, namely “TMIES, the Translation
Argyrus in Medal of Honor Warfighter. of Multimedia Interactive Entertainment Software” (ibid., 107).
In Battlefield 4, the culture-specificity of sociopolitical realia revolves
around the USA and references are made to institutions of the US Navy and TMIES is an accurate term with which to describe the purely linguistic
intelligence via their proper names: “marine” and the “CIA”. and cultural issues involved in the translation of video games. […] It
In sum, the linguistic representation of sociopolitical realia translates into incorporates all the key concepts that set this professional practice and
names which are mostly transcultural in form; since they are shared across research apart from other areas in TS, namely that video games are
linguistic communities, language professionals can easily substitute the origi- multichannel and multitextual creations belonging to a complex enter-
nal items with equivalent forms which correspond to the official counterparts tainment product that places emphasis on the type of interactivity that
in the target language. In the case of Italian and Spanish, these forms mostly forces players to influence the virtual world they are playing in.
result from retention, which is used for all proper nouns and accounts for more (ibid., 108)
than 70% of instances, as shown in Figure 4.5. Direct translation, as an alter-
native, affects all common nouns and one language-specific acronym OTAN In this book, which deals with the translation of culture-specificity in game
(Organización del Tratado del Atlántico Norte) for NATO in Spanish. localization, translation is meant as the process and the result of the interlin-
In the Mass Effect 3 universe, the galactic community is an ensemble of guistic and intercultural transfer of game texts from one original language/
races whose equilibrium depends on interplanetary relationships ruled by a culture into other languages/cultures, that is the process and the result of
the linguistic and cultural mediation of video games as texts. Thus, transla-
tion is interpreted as one of the fundamental phases of the whole localiza-
tion process which also affects many and diverse extralinguistic contents.
100% However, video games are very complex digital artifacts, whose nature is
simultaneously software and audiovisual, and these qualities profoundly
80% 75% influence their design, their production, and their global distribution, and
70%
consequently their translation. Therefore, game translation cannot but be
59%
60% 55% examined in view of localization and must necessarily interact with aspects
41% 41% other than language(s), culture(s), and text(s), because of the multilayered
40%
30% and multifaceted phenomenon video games represent.
25%
20%
4% 2.3 The Theory of Game Localization and Translation
0%
Italian Spanish Italian Spanish Italian Spanish
Nowadays game localization in translation research is gathering momen-
tum, as testified by the number of both industry and academic workshops,
Retention Direct translation Transcreation
seminars, and conferences devoted to it at the international level. A prime
Realia Irrealia example of these meetings is Fun for All: International Conference on Video
Game Translation and Accessibility, held by the TransMedia Catalonia
Figure 4.5 Translation Strategies for Sociopolitical References. research group at the Universitat Autònoma de Barcelona, which has been
Game Localization and Translation 15 Realia and Irrealia in Game Translation 137
attended by scholars and professionals since 2010. Other important inter- complex system of interspecies organizations. Moreover, each race presents
national conferences which usually include presentations about the topic steady forms of government with a unique history, structure, and roles in
in their programs are Media for All and Languages and the Media, which their societies. Consequently, dozens of sociopolitical irrealia occur in ME3
provide a platform for all stakeholders, from researchers and developers to dialogs and express themselves in the nouns naming fictional institutions.
analysts, audiences, and business leaders to discuss findings, developments, These include some original and meaningful expressions like Cerberus,
ideas, and experiences from the multifaceted world of audiovisual transla- Spectre, and C-Sec but also common lexical forms which are proper nouns
tion and media accessibility. only inside the game world, like alliance, council, councilor, navy, defense
In academia, as O’Hagan and Mangiron (2013, 39) anticipated, doc- committee and admiralty board. This means that the nature of these com-
toral research has been in the pipeline since the 2010s and this has shown mon nouns as irrealia lies only in the fictional nature of their referents,
a growing scholarly engagement (see, for example, Bernal-Merino 2013, which are designed in the image of existing counterparts. For example, the
Dong forthcoming, Jaén-Diego forthcoming, Lepre 2015, Mandiberg 2015, ‘Alliance’ in ME3 is the representative body of the most powerful human
Méndez-González 2012, Pérez-Fernández 2010, Pettini 2017a, Pujol 2015, nations, a sort of supranational parliamentary system with its own mili-
Strong 2018, Zhang 2015). In this light, this book intends to provide a tary corps. The Alliance Navy is a prime example: it is one of the greatest
contribution to enhance investigation within this domain, to outline a theo- armed forces at galactic level and possesses a specialized branch of opera-
retical framework based on empirical research, and finally to provide new tives known as Alliance Marines, apparently named after the well-known
inputs into TS progress. For these purposes, in this section, it seems useful and culture-specific real-word sociopolitical entity. Another example is the
to summarize the most important stages in the development of this subdis- Council, the actual governing body of the galaxy, composed of one repre-
cipline with a brief literature review which follows Mangiron’s approach sentative from each of the member species, namely the Councilors. In this
(2017). view, the Council in ME3 seems to be a fictional and galaxy-sized copy
In her diachronic analysis, Mangiron identifies four research stages (ibid., of real-world international organizations such as the European Union and
76–82): from 1999 to 2005, the so-called “early days”; 2006 as the “year the United Nations Organization. All these common nouns in sociopoliti-
one” in game localization research within Translation Studies; the stage cal irrealia motivate the tendency toward direct translation in Italian and
from 2007 to 2012 as the development phase; and, finally, the consolida- Spanish, representing almost 60% of instances, as shown in Figure 4.5.
tion phase from 2013 to date. As regards the Italian direct translation of “councilor”, a short digres-
Discussing the early days of game localization and translation research sion is useful, since it exemplifies a language-specific gendered-biased
means, first and foremost, acknowledging that video games have been con- approach which represents a moot point inside and outside academia (see
sidered as a childish pastime deserving little or no scholarly attention for Gheno 2019). Some instances of this sociopolitical noun in the corpus
a long time. This prejudice obviously affected academia and, as a result, refer to the councilor of the Asari race, which is (feminine) monogender.
the first articles were written by industry practitioners including, for exam- While the Spanish translator correctly used the definite article la and the
ple, the English-German game translator Dietz (1999), the Eidos-Interactive feminine form consejera to render the noun, in Italian, the translation is
localization professional Timiani-Grant (2001), the English-German always masculine, i.e. il consigliere, that refers to a male councilor, since
game translator Scholand (2002), the English/Japanese-Spanish translator the feminine form would be la consigliera. This example is in line with
Mangiron (2004), the Square-Enix localization professional Darolle (2004), other masculine-only forms found in the corpus, which points to the sex-
and finally Maxwell-Chandler (2005), who published the first industry-ori- ism behind the use of masculine generics to refer to both genders in stand-
ented monograph on game localization. ard Italian, especially concerning professional names or titles. However,
“The year 2006 is an important landmark in game localization research” over the last decades, especially thanks to the increasing number of women
(Mangiron 2017, 77) since it indicates the beginning of academic approaches. in politics, feminine forms of originally masculine titles have emerged and
Out of a total of six papers issued, only one was written by profession- consigliera, often associated to female political representatives, is one of
als, namely two localizers from Vivendi Universal Games, and published in them. Since ME3 translators could access background information such as
one industry magazine (Kehoe and Hickey 2006), whereas five studies were the gender of speakers and listeners of dialog strings (see Section 2.6.4),
either written by scholars and/or published in academic volumes or journals as clearly displayed in the game’s spreadsheet or database, the Italian
(Bernal-Merino 2006, Dietz 2006, Heimburg 2006, Mangiron 2006/2007,1 solution seems to be inadequate and gender-unfair and provides another
Mangiron and O’Hagan 2006). In particular, the paper published by Bernal- example of the scant attention Italian localizers paid to linguistic and cul-
Merino and the one published by Mangiron and O’Hagan, both available tural gender-equality, at least as opposed to their Spanish colleagues (see
on an online open-access journal like JoSTrans, have become seminal works Pettini 2018, 2020, 2021a).
138 Realia and Irrealia in Game Translation 16 Game Localization and Translation
Another strategy used in the two localizations is retention, which affects of reference in the field, recording hundreds of citations in the course of
two proper names in both target languages: “marine” and, more importantly, time (Google Scholar). Moreover, 2006 is also a very important year for this
“Cerberus”, which is the most frequently occurring sociopolitical reference book, because the paper by Dietz and the one by Mangiron and O’Hagan,
in the corpus and thus represents the majority of instances behind retention. together with the paper by Game Studies scholar Consalvo (2006), contrib-
Cerberus relates to the enemy paramilitary terrorist group led by the enig- uted greatly in laying the foundations of this research hypothesis, aims, and
matic Illusive Man, whose core belief is that humans deserve a greater role design, as will be discussed in Chapter 3.
in the galactic community (Mass Effect Wiki, online). As regards the name, The third stage identified by Mangiron (2017, 78–80) is the 2007–
Cerberus clearly refers to the well-known three-headed dog which guards 2012 development phase, where academic interest flourished consider-
the gates of Hades in Greek mythology and this imaginary monster was the ably. In 2007, the first special issue of a journal was devoted to the topic:
source of inspiration for ME3 game designers: this name comes from the “Localització de videojocs”, Catalan for game localization, of Tradumàtica,
Illusive Man’s manifesto detailing the need for humanity to have a Cerberus edited by Mangiron and Torres-Hostench (2007), containing nine papers
to guard Earth from the aliens beyond the so-called Charon Relay, the latter by both scholars and industry practitioners and covering an array of top-
is the point of access between Earth and the rest of the galaxy (Mass Effect ics. This special issue includes works by Bernal-Merino (2007), Di Marco
Wiki, online). In this light, it is not by chance that this name refers directly to (2007), Dietz (2007), Fernández-Torné (2007), Loureiro-Pernas (2007),
the ferryman who takes the dead across the rivers Styx or Acheron to Hades. Muñoz-Sánchez (2007), O’Hagan (2007b), O’Riada (2007), and Torres-
Given the world popularity of Greek mythological characters, especially if Molina (2007). Publications in the following years had a twofold impact:
we consider Dante Alighieri’s borrowings in the Divine Comedy, it comes as first, they improved and supported academic visibility of game localization
no surprise that this sociopolitical reference has been retained in both target in general but, simultaneously, they started to define the lines of future
versions. Although both Italian and Spanish possess a local form, Cerbero in research, narrowing down the scope of studies and focusing on single
both target languages, this Latinism sounds more engaging. aspects or phenomena, such as text types (Bernal-Merino 2008a), training
From a crosslinguistic point of view, Spectre and C-Sec are interesting (Bernal-Merino 2008b), creativity (Bernal-Merino 2008c), intertextuality
sociopolitical irrealia, since they simulate the widespread practice of abbre- (Bernal-Merino 2009), players’ game experience (O’Hagan 2009a), rom-
viation concerning this category of names. “Spectre” is a title conferred to hacking and fan translation (Muñoz-Sánchez 2008, 2009, O’Hagan 2008,
the agents of the Council’s intelligence, an elite multiracial group whose 2009b), or language and culture-specific case studies, the latter mostly con-
primary responsibility is to preserve galactic stability (Mass Effect Wiki, verging on Japanese games (Jayemanne 2009, Mangiron 2010, O’Hagan
online). This name derives from a creative word-formation process, the 2007a, 2009c). In this development stage, 2011 was another important
blending of the following words: Special Tactics and Reconnaissance (ibid.). landmark in game localization research (Mangiron 2017, 79), due to the
As an English common noun, however, “spectre” has a meaning and this publication of the second special issue of a journal, namely TRANS. Revista
might be the reason for the strategy of direct translation applied to this de Traductología, edited by Bernal-Merino (2011b). Once again, TS schol-
name in Italian and Spanish, which opt for Spettro and espectro [both spec- ars and localization practitioners jointly worked on a fundamental piece
tre], respectively, which completely disregard the original blend. of literature, with papers investigating many and diverse topics: the his-
“C-Sec” is the abbreviation for “Citadel Security Services”, an interspe- tory of game localization (Bernal-Merino 2011a), culturalization (Edwards
cies volunteer police force of the Council. The form of this name is based 2011), whose relevance to this book is explored in Chapter 3, the localiza-
on the Canadian government’s national cryptologic agency (Mass Effect tion and translation of specific game genres or even franchises (Christou et
Wiki, online), formerly called Communications Security Establishment al. 2011, Crosignani and Ravetto 2011, Serón-Ordóñez 2011), fan transla-
Canada (CSEC) and, since the ME3 developer is Canadian, this might be tion (Díaz-Montón 2011), training (Vela-Valido 2011), game localization
interpreted as another example of the Canadianness the game pays homage management (Bartelt-Krantz 2011), and accessibility (Mangiron 2011). In
to (Kuling 2014). In localizations, “C-Sec” becomes the initialism SSC in 2011 and 2012, papers continued spreading knowledge, with both general
Italian, which stands for “Servizio di Sicurezza della Cittadella” [Citadel and subject-specific foci: the challenges of this practice, the role and the
Security Service], while in Spanish the original form is retained but the com- specificities of translation for entertainment software remain the main con-
ponents derive from a direct translation: Seg-C meaning “Seguridad de la cern (Bernal-Merino 2012a, Fernández-Costales 2012, Mangiron 2012a,
Ciudadela” [Citadel Security]. The Italian choice is interpreted as transcrea- O’Hagan 2012b, Zhou 2011), audiovisual translation modalities like sub-
tion, as it represents a creative solution which appropriately conforms to the titling start being descriptively analyzed (Mangiron 2012c, 2012f), and
conventional tendency to abbreviate names of organizations with acronyms related aspects like accessibility (Mangiron 2012d, 2012e, Mangiron and
or initialisms. Orero 2012), censorship (Zhang 2012), humor (Fernández-Costales 2011),
Game Localization and Translation 17 Realia and Irrealia in Game Translation 139
and training (Granell 2011) are further developed. Studies devoted to lan- 4.9 Artifactual References
guage and culture-specific issues in game localization advance and, again,
In the anthropological sense, every result of human action is an artifact in
mostly concern Japanese titles (Mangiron 2012b, O’Hagan 2012a, Schules
the real world. The concept is broad enough to be used as an umbrella term
2012), although some contributions begin broadening the array of target
to refer to any material objects made by human beings, typically items of
languages, such as Brazilian Portuguese (Da Silva 2014, De Souza 2012,
cultural or historical interest. In this view, a key aspect of artifacts is the
2014), Lithuanian (Šiaučiūnė and Liubinienė 2011), and Polish (Czech
culture to which they are linked, the context in which they are made and
2013). Furthermore, it seems important to mention that 2012 was also the
where they mediate human-world relations, mostly enabling and facilitating
year when the second edition of a monograph on game localization came
human actions.
into being (Maxwell-Chandler and O’Malley-Deming 2012), representing
By extension, in this book artifacts represent a working concept to inter-
an updated version which not only reflects the continuous development of
pret material objects which mediate the relation between the real or fictional
industry practices, but also introduces the perspectives of game translation
cultures inhabiting the game world and the game world itself, in the specific
(Bernal-Merino 2012b) and culturalization (Edwards 2012) into the set of
context of the war represented. The degree of realism and/or fictionality of
localization guidelines it aims to provide developers with.
each story-driven conflict influences the artifactual material players experi-
The “consolidation phase” of research in game localization started in
ence and, consequently, the analysis of war-related artifactual references
2013 (Mangiron 2017, 80–82) and is still in progress, thanks to the con-
which, in order to make a balanced comparison between realia and irrealia,
stant work of scholars in Translation Studies. First, as already mentioned,
have been divided into three main categories: vehicles, weapons, and equip-
in this stage monographs and edited volumes are published in the follow-
ment. The more realistic the game war is, the higher the number of artifacts
ing chronological order: O’Hagan and Mangiron (2013), Mangiron, Orero,
whose referents are real-world objects which fall into the realia phenom-
and O’Hagan (2014), Bernal-Merino (2015), Méndez-González (2015a),
enon of military language, due to the military and existing nature of their
Sajna (2016), Granell, Mangiron, and Vidal (2017), and Muñoz-Sánchez
referents. Conversely, the more fictional the game war is, the larger the
(2017). As regards research contents, numerous avenues are pursued: game
number of invented artifacts which can be either designed in the image of,
accessibility (Fernández-Costales 2014a, Grammenos 2014, Mairena 2014,
and even named after, real world artifacts, or completely imaginary, also
Torrente et al. 2014), training (Carreira and Arrés 2014, Odacıoğlu et al.
in their naming. Indeed, from left to right on the realism-fictionalism con-
2016), fan translation (Müller-Galhardi 2014), culturalization (Edwards
tinuum, all artifactual references in Medal of Honor Warfighter belong to
2014), audio description (Mangiron and Zhang 2016), auteurism and inter-
realia, in Battlefield 4 they mostly fall into realia but there are also instances
textuality (Pettini 2015), reception (Fernández-Costales 2016, Mangiron
of artifactual irrealia, while in Mass Effect 3 they all belong to irrealia.
2016a, Méndez-Gonzáles 2015b, O’Hagan 2016), terminology (Pettini
However, if examined as a whole, the linguistic nature of many artifacts
2016), humor (Iaia 2014a, 2014b, Lepre 2014a), but most studies still aim
oscillates between realism and fictionality, since the same signifier may relate
at conceptualizing the special features of game localization and transla-
to either game-world specific entities, meaning known signifiers for new signi-
tion for global entertainment, that aims at achieving a deeper insight into
fied, or real-word artifacts proper. Vehicles like cruiser, frigate, drone, and
this subfield, and thus, with different approaches and methods, and focus-
dreadnought, or weapons like grenade, missile, and cannon, for example, can
ing on diverse games and linguistic combinations, converge on the analy-
be either realia or irrealia, and the difference lies in the diegetic nature and
sis of challenges and issues (Alonso 2014, Bernal-Merino 2016a, 2016b,
characteristics of their referents which, as irrealia, means that they are fic-
Fernández-Costales 2014b, Iaia 2016b, Lepre 2014b, Mangiron 2016b,
tional only inside the game world, since a counterpart exists in reality. This
2016c, Méndez-Gonzáles 2013, 2014a, 2014b, 2014c, 2015a, 2015c, 2016,
phenomenon depends on the high number of artifactual references as com-
Muñoz-Sánchez and López-Sánchez 2016, O’Hagan 2015, O’Hagan and
mon nouns which, from a translational perspective, although they present
Maxwell-Chandler 2016, Tarquini 2014a, 2014b, Van Oers 2014, Zhang
dozens of instances, pose little, if any, difficulty in localization since they
2014).
require a simple direct translation. Examples include incrociatore and cru-
The year 2017 represents another milestone for research in Game
cero for “cruiser”, fregata and fragata for “frigate”, granata and granada for
Localization Studies, since the third special issue of a journal is published.
“grenade”, cannone and cañón for “cannon”, among many others. For this
Edited and introduced by Zhang and Strong (2017a, 2017b), this vol-
reason, they have been excluded from the analysis and, given the focus of this
ume includes works by Fernández-Costales (2017), Mandiberg (2017),
chapter on proper nouns, in the following paragraphs special attention is paid
Mangiron (2017), O’Hagan (2017), Pettini (2017b), and Ranford (2017).
to those war-related artifacts whose names in the source language may be
Other important studies issued in the period from 2017 onward continued to
challenging for translators because of their meaning and/or form.
refine the research lines and develop the analysis of game localization (Altice
140 Realia and Irrealia in Game Translation 18 Game Localization and Translation
4.9.1 Artifactual Realia 2020, Mangiron 2018a), with special emphasis on game translatable ele-
ments (Mejías-Climent 2017, Strong 2017), game dubbing (Mejías-Climent
Artifactual realia include hundreds of existing vehicles, weapons, and
2018a, 2018b, 2018c), Japanese titles (Casado-Valenzuela 2018, Mangiron
pieces of equipment whose names, as mentioned above, are common nouns
2021a), Chinese titles (Dong and Mangiron 2018), indie games (Toftedahl
which are all directly translated in both Italian and Spanish. Vehicles com-
2018), training (Dias-Esqueda and Nogueira de Andrade-Stupiello 2018,
prise several types of manned means of transport such as “attack boat”,
Mangiron 2021b), gender issues (Pettini 2018, 2020, 2021a), the relationship
“patrol boat”, “lifeboat”, “container ship”, “warship”, and its hyponym
with audiovisual translation (O’Hagan 2018), reception studies (Mangiron
“destroyer”, “helicopter” with its informal versions “chopper”, “helo” or
2018b), creativity and playability (Bernal-Merino 2018), transtextuality
metaphorical form “bird”, or unmanned and remote-controlled vehicles
(Purnama and Purnomo 2019), game localization quality (Bernal-Merino
such as “drone” and “robot”, the latter frequently abbreviated into “bot”.
2020), humor (Iaia 2019), and the translation of personality in real-life
Weapons include hypernyms such as “arm”, “gun”, and “weapon” itself,
simulation games (Pettini 2021b). Moreover, the publication of two special
and common terms such as “ammunition”, which is often informally abbre-
issues of The Journal of Internationalization and Localization (O’Hagan
viated into “ammo”, “artillery”, “bomb”, “charge”, “explosive”, “gre-
and McDonough-Dolmaya 2020), which includes the analysis of the locali-
nade” “missile”, and “shotgun”. Also, the category of equipment covers a
zation of history-based games (Hsu 2020), Chinese games (Wu and Chen
wide variety of common terms related to real tools and devices such as “bin-
2020), and also the publication of a special issue of Arts (Thomas 2021)
oculars”, also abbreviated into “binos”, “detonator”, and “torch”, as a US
clearly suggest that research is entering a new crucial stage of development.
English abbreviation for “blowtorch”, “voyage recorder”, “radar”, “scan-
This brief diachronic overview on game localization research from the
ner”, and “sonar”. From a linguistic perspective, the frequency of abbrevia-
late 1990s to 2020 clearly shows that multimedia interactive entertainment
tions clearly shows the designers’ intent to simulate the need for brevity in
has been capturing the attention of a growing number of scholars across
military communication in war-themed video games, as explored in Chapter
an increasing number of countries, who have either adopted theoretical
5, based on the widespread use of informal or even slang expressions which,
and methodological approaches from other disciplines and/or created new
in translation, are often neutralized: the register becomes higher and the
models to study video games as texts moving cross-linguistically and cross-
form becomes longer. Examples of this tendency include: elicottero and heli-
culturally. To date, research has been mainly empirical and descriptive,
cóptero [both helicopter] for “helo”, “chopper”, and “bird”, munizione
which means devised to account for the special segment of the “real world”
and munición [both ammunition] for “ammo”, among others.
known as game localization and translation and based on quantitative and
More relevantly, artifactual realia contain several proper nouns whose
qualitative methods aimed at observing and describing data, to finally facili-
level of specialization as military language expressions might represent a
tate a better understanding of that section of reality. Another important
challenge and require translators’ research skills.
quality of research in this subdomain is interdisciplinarity: to study games
Vehicles include one initialism and one acronym: “UAV” and “RHIB”.
as texts, the tools provided by Translation Studies, which is itself an inter-
The former stands for “unmanned aerial vehicle’ and is “another name for
discipline, must be complemented by other theoretical and methodological
a drone” (Bowyer 2004, 251), while RHIB indicates a “rigid hull inflatable
instruments. Video games and gaming are extremely complex, and a holistic
boat” (DOD 2020, 334).
approach is necessary.
As regards weapons, artifactual realia contain acronyms, initialisms, and
To recapitulate the most productive research lines, as already discussed,
proper nouns, as follows: “AK”, which is the shorter form of “AK-47”,
it can be said that especially in the first stages, the majority of scholars and
“a Soviet-designed 7.62mm assault weapon” also known as “Kalashnikov”
practitioners have examined the phenomenon, i.e. the main features, chal-
(Bowyer 2004, 10); the belt-fed automatic firearm “MG” which stands
lenges, issues, constraints, the main agents involved in the reality observed.
for “machine gun” (ibid., 149) and the hyponym “light machine gun”
Some researchers have started exploring games as texts in their relation to
known as “LMG” (ibid., 143); the shoulder-fired, anti-tank weapon sys-
other texts, where the concept of text includes a variety of materials. Texts
tem known as “RPG” and meaning “rocket propelled grenade”; the deadly
can be either fiction or nonfiction, either purely verbal or non-verbal in
chemical weapon “P.E.T.N.” which signifies “pentaerythritol tetranitrate”
nature, also called unimodal texts, they can involve both verbal and non-
(Sudweeks et al. 2007, 1756); the plastic explosive “C4”, which stands for
verbal elements, also known as bimodal texts, they can combine multiple
“Composition C-4” (Ledgard 2007, 498); the “home-made bomb or mine”
semiotic systems, the so-called multimedia texts, such as image, sound, and
known as “IED” meaning “improvised explosive device” (Bowyer 2004,
interactivity of various kinds which are possible today through technology.
123); the directional anti-personnel mine called “Claymore” (ibid., 47); the
With a focus on text, in game localization and translation research, some
man-portable shoulder-fired ground-to-air missile called “Stinger” (ibid.,
case studies have examined game assets, text types, and paratexts. In terms
Game Localization and Translation 19 Realia and Irrealia in Game Translation 141
of translation directionality, it seems apparent that scholarly interest, which
originally recorded the predominance of Japanese games as source texts and 100%
89%
English localizations as target texts, is changing and evolving in line with
the market trends described in the Introduction. Another important feature 80%
of research in this field, which stems from a diachronic perspective, is the 62%
development toward specialization. Nowadays, scholars tend to investigate 60%
single aspects or phenomena, e.g. terminology, gender representation, cul-
tural adaptation, etc., by carrying out more and more in-depth and solid 40% 31%
studies. The advanced stage research has reached is also demonstrated by
the fact that some scholars have begun reflecting upon the topic of research 20%
itself (O’Hagan 2007b, Muñoz-Sánchez 2011, O’Hagan and Mangiron 5% 2% 5% 4% 2%
2013, 277–324, O’Hagan and Maxwell-Chandler 2016), which signifi- 0%
cantly supports its consolidation. Retention Explicitation Generalization Omission
In conclusion, game localization and translation as research topics have Italian Spanish
come a long way since the early days in the 1990s and are steadily gaining
ground in Translation Studies. Nevertheless, the reality to which research Figure 4.6 Translation Strategies for Artifactual Realia.
refers and which it aims to describe is deeply context-dependent and fast-
paced. Consequently, any scientific effort to fully understand this reality
152), and, lastly, the 40-mm belt-fed automatic grenade launcher known as
cannot but be made in context. For this reason, the following sections pro-
“Mark-19” (Zabechi 2011, 431).
vide a background analysis of the game localization industry, that is the set
Similarly, equipment includes tools and devices whose names are encoded
of circumstances in which game translation and localization take place.
in acronyms and initialisms, namely the “forward-looking infrared” sys-
tem known as “FLIR” (DOD 2020, 88), the “night observation [or optical]
2.4 The Practice of Game Localization and Translation device” known as “NOD”, also generally called “night vision device” (Stahl
and Landen 2001, 733), the “target acquisition designation sight” device
Since the development of the first video game called Spacewar! in 1961
known as “TADS” (Yenne 2005, 104), the “laser target locator module”
by Professor Steve Russel at the Massachusetts Institute of Technology,2
known as “LTLM” (DOD 2020, 128), and the “American-produced indi-
“the video games industry has evolved dramatically to become a worldwide
vidual ration for food” called “MRE” (Bowyer 2004, 162).
phenomenon worth billions” (Bernal-Merino 2006, 22). Moreover, from
In translation, as Figure 4.6 illustrates, retention is the major translation
the simple mechanics and poor graphics of early popular titles like Space
strategy used to deal with artifactual realia, due to the status of English as
Invaders (Taito 1978) and Pac-Man (Namco 1980), which are considered
the lingua franca of military communication in the international geopoliti-
to have set the subsequent course of video games as a cultural phenomenon
cal scenario realistic war video games aim to simulate, as explored in more
(Egenfeldt-Nielsen et al. 2016, 157–198), today’s products have turned into
detail in Chapter 5. The influence of English in military target languages
extraordinarily complex and impressive movie-like entertaining experiences
is particularly strong in Italian (see Furiassi and Fiano 2017), where the
enjoyed by a diverse audience across the globe.
use of non-adapted Anglicisms in localization represents 89% of instances,
Much of this growth can be attributed to game localization, which is
with borrowings officially recorded as headwords of an Italian military
essential for the industry nowadays. According to Maxwell-Chandler and
dictionary (Busetto 2004). The tendency toward retention in Italian nearly
O’Malley-Deming (2012, xiii), roughly 50% of the revenue of the global
equals two strategies in Spanish, namely retention (62%) and explicitation
market for video games depends on localization. Not surprisingly, game
(31%), where the latter is used to disambiguate and explain the meaning of
companies usually rely on publishing multiple language versions of their
acronyms and initialisms like “NOD” into visión nocturna [night vision]
games in order to maximize profits. Indeed, major game publishers cite the
and “RPG” into lanzacohetes. Likewise, explicitation is adopted in Italian
international market as a key strategic focus and regularly distribute local-
to translate “MG” into mitragliatrice and, incorrectly, “LMG” into mitra
ized games into a variety of regions, including the United States, Europe,
[sub-machine gun], since the equivalent full-form expression is mitraglia-
Asia, and the Middle East.
trice leggera [light machine gun]. Generalization involves the use of super-
Accordingly, it comes as no surprise to learn how strong the links are
ordinate terms like lancha [launch] in Spanish for “RHIB”, as the equivalent
between game translation and the industry. These links shape a relationship
142 Realia and Irrealia in Game Translation 20 Game Localization and Translation
term is the calqued acronym RIB (Delgado-Lállemand 2010, 577) and, in of interdependence since translation is driven by the skopos of the indus-
both languages, esplosivo rudimentale [rudimentary explosive] and explo- try and the latter is conditional upon translation. After all, game localiza-
sivos [explosives] for “IED”, even though the Italian adjective rudimentale tion – referred to as a specialized translation area combining elements of
suggests an idea similar to “improvised”. audiovisual translation and software localization – arose exactly from the
Omission is another minor strategy in the translation of artifactual realia, industry’s needs.
but it affects, in both languages, an interesting and culture-specific piece of It seems therefore worth exploring, although briefly, some basic concepts
equipment, namely “MRE”. This initialism, which stands for “meal ready- related to game localization as a sectorial and dynamic area of professional
to-eat” and refers to the typical pre-cooked and pre-packaged individual food practice in order to show where translation is positioned in respect to the
ration used by US military personnel (Bowyer 2004, 162), occurs in an in-flight whole process, and to understand how the nature of its business affects the
conversation between Hannah and Irish in Battlefield 4, when Irish starts to get interlinguistic and intercultural transfer. Given the influence and control
a little airsick. As the dialog lines below (4.26) exemplify, “MRE” is omitted the industry exerts in the production and international distribution of mul-
in both localizations and translators paraphrased the sentence uttered by Irish timedia interactive entertainment, “academic research into games becomes
into “I have an upset stomach. But I can make it” in Italian and “After what more inclusive – and more valuable – when it shows an understanding of the
I have eaten? I could be better” in Spanish. Italian military language has an market”, as Egenfeldt-Nielsen et al. (2016, 16) assert. In Bernal-Merino’s
equivalent expression for the English initialism, “razione di combattimento” words (2015, 155), “a study of the business environment occupied by the
[combat ration] also known as “razione K” [K ration] (Busetto 2004, 727), translation profession is de rigueur if we are fully to understand the moti-
which is actually the ration of ready-to-eat food, generally of high nutritional vations, errors, and challenges that translators face in their daily routine”
value, which is distributed to frontline troops. Similarly, in Spanish this concept (original emphasis).
is named “ración de combate” (Villarejo 2012, online). Given the existence of Given these premises, the key notions to bear in mind when approach-
equivalent terms, and given the absence of space-time constraints, the omission ing the translation of video games are localization and internationalization
of “MRE” is a questionable choice which determines the disappearance of a (2.4.1), localization levels, phases, steps, and staff (2.4.2), localization mod-
cross-cultural military term in localization. els (2.4.3), and localization assets (2.4.4). Moreover, this chapter provides
an overview of the history of game localization (2.5) in order to show how
(4.26) HANNAH: You gonna be okay? technological progress has been affecting game design, localization, and
IRISH: Raw rabbit and MREs. Testing my steel. translation since the 1970s to date. Finally, game translation proper (2.6)
HANNAH: Va tutto bene? and culturalization (2.7) are explored, and their distinctive features and
IRISH: Ho lo stomaco sottosopra. Ma ce la posso fare. issues are scrutinized in order to paint a representative picture of the reality
HANNAH: ¿Estás bien, Irish? this book is about.
IRISH: ¿Después de lo que he comido? Podría estar mejor.
2.4.1 Localization and Internationalization
4.9.2 Artifactual Irrealia
In the 21st century, any practice in the realm of interlinguistic and inter-
As discussed above, the degree of fictionality of the games’ virtual conflicts cultural mediation cannot but be accounted for in the light of GILT
directly influences the number and nature of artifactual irrealia which, refer- (Globalization, Internationalization, Localization, Translation). As many
ring to invented vehicles, weapons, and pieces of equipment, can be either authors explain (see, for example, Dunne 2006, 4–6, Jiménez-Crespo 2013,
designed in the image of, and even named after real world artifacts, or com- 24–39, Munday 2016, 287–288), this acronym refers to a complex set of
pletely imaginary, also in their naming. On the one hand, thus, artifactual interdependent processes concerning any product or service designed to
irrealia include common nouns whose referents are fictional counterparts of address the global market. “The acronym is used to stress how the globali-
existing artifacts and whose characteristics, in the case of Mass Effect 3, are zation of modern technological platforms needs to be considered from the
closely linked to the sci-fi interstellar war players fight against alien inva- beginning with localization in mind, which in turn will be determined by
sion. For example, although they are termed after existing vehicles, in ME3 companies’ overall globalization strategies” (O’Hagan and Mangiron 2013,
cruisers, frigates, drones, and dreadnoughts allow space travel by achieving 89), and this has been particularly evident in videogaming.
faster-than-light speed. On the other hand, more relevantly for this research, The practice of localization emerged in response to the globalization of
artifactual irrealia comprise many proper names whose meaning and role the computer industry, especially the US Information and Communication
deserve special attention. Technology industry, but rapidly incorporated other products such as
Game Localization and Translation 21 Realia and Irrealia in Game Translation 143
websites, since the distribution of electronic content worldwide is an essen- Vehicles include the US Navy amphibious assault ship named “Valkyrie”
tial component of the global market society (Dunne 2014). The term “local- and the US Navy aircraft carrier called “Titan” in Battlefield 4. In Mass
ization” dates back to the 1980s when software developers needed to define Effect 3, the variety of vehicles is wider, including the “Normandy”, the
“the introduction of linguistic-cultural elements considered foreign to the human-led massive and highly technological spaceship which “acts as the
initial source code, content and display in US/American English” (Folaron mobile command center of Commander Shepard’s efforts to unite the galaxy
2006, 198). Although video games are software, and although software against the Reapers” (Mass Effect Wiki, online), the gigantic and extremely
localization can be considered as the precursor of the area under investiga- powerful Turian flagship known as “Sovereign”, the enormous vessel called
tion, an examination of its characteristics is beyond the scope of this book. “liveship” which provides food for the Quarian Migrant Fleet (ibid.),
Accordingly, it seems more reasonable to refer to it only when functional to another starship called “Konesh” belonging to the Quarian Migrant Fleet,
the purposes of this monograph. the most powerful capital ship of the galaxy known as the “Harbinger”,
To understand the localization phenomenon, the notion of “locale” is which is actually a Reaper, and a group of infantry vehicles called ”M-44
fundamental (Esselink 2000, 1), with reference to a geographical area with Hammerhead”, “M-29 Grizzly”, and “M-35 Mako”.
distinguishing features such as language, units of currency, and charac- As opposed to vehicles, properly fictional weapons and equipment are
ter encoding, among others, which, however, do not exactly correspond found only in Mass Effect 3. Weaponry includes the highly technological
to single countries or single languages. As Dunne (2014) explains, local superweapon called the “Crucible”, the horrific biological weapon named
market requirements are referred to using the hypernym “locale”, which “genophage”, developed by the Salarians to reduce the Krogans’ popula-
is expressed as language-country pair: thus, French-Canada is one locale, tion growth, the ground-based missile called “Thanix”, and the massive
while French-France is another, Portuguese-Portugal is one locale, while anti-aircraft cannon named “Hades”. As regards equipment, artifactual
Portuguese-Brazil is another. In this regard, the locales covered in this book irrealia comprise the “all-purpose medicinal salve” called “medi-gel”, the
are Italian-Italy and Spanish-Spain. multipurpose handheld device “used for a variety of civilian and battle-
In order to capitalize on international markets and maximize their sales field tasks” called “omni-tool” (Mass Effect Wiki, online), and the artificial
abroad, game companies “need to develop a global mindset toward game intelligence known as the “Catalyst”.
development” and understand the meaning of localizing games for specific From a linguistic perspective, as the list above shows, it seems interesting
markets (Maxwell-Chandler and O’Malley-Deming 2012, 1), i.e. publish- to highlight that artifactual irrealia include examples of those neologisms
ing quality international versions of their games to be translated into several which “are paramount in the vocabulary of science fiction” and whose crea-
languages (ibid., 3). tion commonly follows “derivational patterns known to the audience, in
Internationalization is the pre-localization process and means creating a order to facilitate the viewers’ task of surmising what these new words refer
product which “can be easily adapted for release in other countries without to and also, even more importantly, to create the impression of plausibility
having to change the design of the product”, it means designing “a project and establish the ‘realism’ of a term” (Wozniak 2014, online). “One of the
that can be easily localized with a minimum amount of work on the devel- frequent strategies is to use affixes typical to a given category of the words,
oper’s part – the same game features, functionality, and game experiences” often combined with a phonetic association that should lead the audience to
(Maxwell-Chandler and O’Malley-Deming 2012, 4). According to Esselink the desired semantic association” (ibid.). Affixes
(2000, 2), “internationalization is the process of generalizing a product so
that it can handle multiple languages and cultural conventions without the confer to these words an air of precision and scientific credibility, but
need for re-design. It takes place at the level of program design and docu- also let the viewer guess (more or less) what their denotation is. This
ment development”. The definition of the Localization Industry Standards type of neologism does not create particular difficulties in translation,
Association is also worth mentioning, since internationalization is described provided that similar derivational elements exist in the target language.
as “the process of enabling a product at a technical level for localization”, (Wozniak 2014, online)
and “primarily consists of abstracting the functionality of a product away
from any particular language so that language support can be added back in A prime example in this sense is “genophage”, where the credibility of this
simply, without worrying that language-specific features will pose a prob- fictional infection is based on affixation, the prefix “geno” meaning “to
lem when the product is localized” (LISA cit. in Jiménez-Crespo 2013, 25). become or produce” and also coming from the Greek “genos” which means
A game can be localization-friendly if, and only if, internationaliza- “birth” plus the suffix “phage” meaning “to eat or consume” (O’Toole
tion is planned for properly during pre-production; otherwise, retrofit- 2016, 753; 1379). Since similar derivational elements exist in both target
ting a game after development involves more time, money, and resources. languages, “genophage” is directly translated into genofagia which, despite
144 Realia and Irrealia in Game Translation 22 Game Localization and Translation
If internationalized, the user interface (UI), control scheme, game content,
100% etc. are designed to accommodate the specificities of each target locale,
including:
80%
70% •• both European text, which is read from left to right, and Arabic text,
which is read from right to left;
60% •• various formats of dates, numbers, times, and currencies;
50%
•• characters and diacritics across languages; this means that the game
40%
40% code should support at least the Unicode system which can display
more than 65,000 unique characters (Asian ones included);
20% •• international keyboard layouts;
20%
10% 10%
•• different ethnicities and nationalities to customize the player’s avatar;
•• video standards, i.e. both National Television Standards Committee
0% (NTSC) and Phase Alternating Line (PAL), if the game is for consoles,
Retention Direct translation Transcreation
in order to be properly displayed on monitors;
•• cultural content, i.e. culture-specific references like the name of a popu-
Italian Spanish lar movie star or TV shows should be limited, unless they are essential
to the story or gameplay. “If the game remains as culturally neutral as
Figure 4.7 Translation Strategies for Artifactual Irrealia. possible, it is less noticeable to an international gamer that the game was
developed primarily for a specific demographic” (Maxwell-Chandler
phonological differences, presents the same equivalent affixes in Italian and and O’Malley-Deming 2012, 7).
Spanish.
Another common pattern in the creation of neologisms in science fiction As regards the user interface (UI) in particular, for example, since the trans-
is compounding, here represented by “medi-gel”, “omni-tool”, and “live- lated text is about 20 to 30% larger than the source text (Maxwell-Chandler
ship”. In translation, “medi-gel” has been retained in both localizations and O’Malley-Deming 2012, 5), it is important that it is designed to avoid
since target players easily understand the compound: “medi” can be the text display problems such as overlapping and truncated text, which can
abbreviation of the equivalent adjectives for “medical” and the noun “gel” be really misleading. This is possible by using icons with universal meaning
exists in both Italian and Spanish. Conversely, transcreation is the strategy or by designing UIs to be scaled up or down according to the size and the
used in both languages to translate “omni-tool” and “liveship”, thus repre- length of the text.
senting 10% of the instances (Figure 4.7). In summary, the objective of internationalization is to make users “feel
“Omni-tool” is, like medi-gel, a hyphenated compound which com- that the game was made specifically for them, and that they are getting the
bines the Latin prefix “omni” and the noun “tool” to create a neologism same gaming experience as the source language users” (ibid., 4).
whose meaning is easily accessible through the signifier (Wozniak 2014). Moreover, it seems worth underlining that internationalization does not
As in example (4.27), the name of this multifunctional device is transcre- affect only technical issues, but also involves sociocultural and sociopoliti-
ated into Factotum with a capital letter in Italian and omniherramienta in cal considerations in preparing the source game. In particular, the “cultural
Spanish, both representing creative solutions which, although in different content” point listed above could be read as an example of the tendency
ways, enhance the original form and meaning. Indeed, while in Spanish, toward generalization and cultural flattening in internationalization, which
translators reproduced the derivational pattern and created a compound by provoked some translation scholars’ criticism based on the ideas of “global
retaining the prefix “omni” and adding the Spanish equivalent of “tool”, in sameness” and “death of cultural difference” (Pym 2004, 37). This question
Italian, transcreation is based on the borrowing of a single and well-known is particularly relevant here because of three reasons. First, contrary to what
Latin word meaning someone or something which does all kinds of work. one might think, video games “are cultural products often imbued with spe-
cific cultural traits, even at the level of the conceptualization of game design
(4.27) There. Now we can talk by omni-tool. Go! itself” (O’Hagan and Mangiron 2013, 91). Second, “cultural peculiarities
Ecco... Ora comunichiamo col Factotum. Vai! may turn out to be the very attraction of the product even in international
Ya está. Ahora podemos hablar por la omniherramienta. ¡Vamos! markets” (ibid.), as usually happens for Japanese titles. Lastly, but more
Game Localization and Translation 23 Realia and Irrealia in Game Translation 145
importantly, culture-specificity expressed by realia and irrealia is the focus Liveships are the heart of the Quarian Migrant Fleet, given their role in
of this book and so the cultural dimension of video games, of their locali- food supply and, therefore, for Quarians’ subsistence (Mass Effect Wiki,
zation, and the process of culturalization proper will be explored in-depth online). As a neologism, “liveship” is not new in the realm of fictional
further in this chapter and the following. worlds and, although speculating some sort of intertextuality has no
foundation, a brief mention is useful in order to compare approaches
to the translation of fictional entities. The US writer Robin Hobb uses
2.4.2 Localization Levels, Phases, Steps, and Staff
this word in her fantasy fiction trilogy “Ship of Magic. The Liveship
The nature of the game industry as a global highly lucrative business influ- Traders” and in the Italian and Spanish titles of the novels, “liveship”
ences the degree of linguistic accessibility worldwide. The extent to which becomes nave vivente and barco viviente, respectively [both living ship].
game contents are localized can vary from project to project, mainly depend- Going back to the ME universe, both translators deviated from the
ing on cost and revenue analysis, namely a profit and loss statement for each source-adjective meaning and focused on the vehicle’s main function:
localization (Maxwell-Chandler and O’Malley-Deming 2012, 47), based on as in example (4.28), “liveship” becomes nave-serra [greenhouse ship]
two major factors: money and time. It is a trade-off between the uncertain in Italian, based on the idea of cultivation, and econave [ecoship] in
additional sales that localized versions can generate and the additional costs Spanish, which relates to ecology. Formally, both are compounds, and
and risks associated with a longer and more complex process. In short, as semantically they creatively transfer the essence of this fictional artifac-
for money, publishers compare the development, marketing, packaging, and tual reference, thanks to translators’ imaginative skills.
distribution costs for each localized version against the projected sales. As
for time, ideally aiming at simultaneously releasing the game worldwide, (4.28) While liveships have firepower comparable to a dreadnought, their
publishers evaluate the timing of the localization steps. On the one hand, primary purpose is food cultivation.
game publishers’ decisions depend on the resources available to invest in the Sebbene le navi-serra abbiano una potenza di fuoco paragonabile
localization process and the likely return on investment. On the other, the a quella delle corazzate, il loro scopo primario è la coltivazione
time factor also has substantial relevance because video games are governed di cibo.
by critical release dates (typically the beginning of each holiday season), Aunque las econaves tienen una potencia de fuego comparable a la
namely Christmas and Easter, and missing them does have repercussions on de un acorazado, su objetivo principal es el cultivo de alimentos.
the revenue.
In summary, localization tends to be scaled “according to the needs As Figure 4.7 shows, transcreation is not the only strategy in the locali-
and expectations of the game” (Maxwell-Chandler and O’Malley-Deming zation of artifactual irrealia which presents two major tendencies, namely
2012, 8). The following are the four localization levels used in the industry retention and direct translation, with language-specific differences. Indeed,
and they are increasingly riskier, expensive, and time-consuming, but also if the use of these two strategies nearly corresponds in Italian, accounting
progressively immersive for the player, thus they are reserved to products for 50% and 40%, respectively, in Spanish only 20% of fictional artifacts’
ranging from small to big-budget games: names are left unaltered and 70% are directly translated.
Retention is used in both languages to transfer proper nouns like
•• no localization: the original language version is shipped directly to “Valkyrie”, “Titan”, “Konesh”, “M-44 Hammerhead”, “M-29 Grizzly”,
international markets; and “M-35 Mako” as regards vehicles, “Thanix” and “Hades” as for weap-
•• box and docs: only the game’s packaging and manual are localized; ons and, as discussed above, “medi-gel” as concerns equipment. Moreover,
•• partial localization: the in-game text, the packaging, and the manual are retention is used in Italian to translate one narratively crucial name which,
translated, not the voice-over, which is usually subtitled; conversely, is directly translated in Spanish, which justifies the above-men-
•• full localization: all game assets are translated, voice-over included. tioned quantitative difference since it represents, alone, 29% of instances.
This language-specific approach affects the most iconic vehicle of the Mass
For translation analysis purposes, partial and full localization are evidently Effect universe: the massive, super technological, human-led space frigate
the most interesting areas since the first level (no localization) does not called “Normandy”, which is named after the 1944 Battle of Normandy of
provide phenomena to be investigated and the second one (box and docs) the Second World War (Mass Effect Wiki, online), whose Spanish transla-
only involves the translation of paratext such as packaging and manuals. tion is indeed Normandía. Lastly, direct translation is adopted in both lan-
In contrast, partial and full localization offer TS scholars plenty of room guages for the transfer of artifacts whose proper nouns are more meaningful
for investigation concerning, for example, subtitling and dubbing. On the for narrative and/or linguistic reasons. Across the categories examined, this
146 Realia and Irrealia in Game Translation 24 Game Localization and Translation
is the case of “Harbinger” as vehicle, “Crucible” and “genophage” as weap- basis of the levels above, it comes as no surprise to learn that dubbing is
ons, and “Catalyst” as equipment. part of full localization only, since this costly and time-consuming trans-
The Harbinger is the most powerful capital ship of the Reaper fleet which lation modality implies setting up recording sessions, hiring professional
leads the final attack on Earth to be eventually destroyed by Shepard when voice actors, often celebrities, matching facial animations with lip-syncing,
s/he activates the Crucible. In English, “harbinger” means “something that processing the sound files, etc., in order to deliver a quality target ver-
foreshadows a future event: something that gives an anticipatory sign of sion. Indeed, full localization is mainly reserved for flagship titles, known
what is to come” (Merriam Webster Dictionary, online). In the ME3 uni- as “AAA games”, like the games included in the corpus that this book
verse, the Harbinger carries out exactly this function: it speaks through the examines.
beings it indoctrinates, commands troops, and delivers threatening messages In particular, it seems worth specifying that in game localization, the
to Shepard. In this light, the strategy of directly translating “harbinger” into re-voicing in the form of dubbing is commonly referred to as “voice-over”
high-register and literary equivalents such as Araldo and Heraldo [both her- (O’Hagan and Mangiron 2013, 163). Although this represents a clear point
ald] is very effective. Other equivalent words like messaggero and mensajero of contact between audiovisual translation and game localization, it must
[messenger], annunciatore and anunciador [announcer], for example, are be said that the use of dubbing and subtitling modes in this field “is gen-
also correct but they do not convey that air of mystery and old-fashioned erally not well informed by the body of knowledge available” thanks to
flavor ME3 Harbinger has. Audiovisual Translation Studies scholars, “and AVT norms are clearly not
The Crucible plays an essential role in the war against the Reapers. It adhered to”, as O’Hagan and Mangiron complain (ibid., 163–164). An in-
is an ancient and complex superweapon constructed by the extinct alien depth contrastive analysis of dubbing, subtitling, and voice-over in video
Prothean species, but never successfully implemented because, in order to games and in other audiovisual products is beyond the scope of this work
be activated, all galaxy races must collaborate to find one final component, but represents a very significant area for future research (see, for example
named the Catalyst (Mass Effect Wiki, online). Indeed, the implementation Mejías-Climent 2018a, 2018b, 2018c).
of this power source is compared “with the human biblical story of the To conclude the discussion about localization levels, it seems worth
Tower of Babel, as a metaphor for the co-operation between multiple spe- briefly mentioning here some details about the three games in the corpus.
cies toward a single goal” and defined as “a test of galactic unity” (ibid.). As As regards the scope of their international distribution, which refers to the
regards this name, “crucible” means number of target languages each game was translated into, where European
FIGS are default (meaning French, Italian, German and Spanish), they are
1. a vessel of a very refractory material used for melting and calcining a nine for Medal of Honor Warfighter (FIGS plus Japanese, Korean, Polish,
substance that requires a high degree of heat; 2. a severe test; 3. a place Russian, and Turkish), 11 for Battlefield 4 (FIGS plus Chinese, Czech,
or situation in which concentrated forces interact to cause or influence Japanese, Korean, Polish, Portuguese, and Russian), and seven for Mass
change or development. Effect 3 (FIGS plus Japanese, Polish, and Russian), but localization levels
(Merriam Webster Dictionary, online) vary. As far as Italian and Spanish are concerned, they all present full locali-
zations except for Mass Effect 3, which has been partially localized into
In Italian and Spanish “Crucible” is directly translated into Crucibolo and Spanish. Since Battlefield 4 is the most recent game for release, the higher
Crisol, respectively but, while in Italian Crucibolo does not exist and is a number of target languages seems to confirm US publisher Electronic Arts’
neologism calqued from the source term, the Spanish Crisol is the direct and, by extension, the game industry’s tendency to expand the borders of
equivalent of “crucible” in meaning (1). their localization practice.
The Catalyst is an artificial intelligence “that resides within the Citadel The whole process of localization generally includes three phases: plan-
and manifests as a young human boy” (Mass Effect Wiki, online), which ning, production, and post-production (Maxwell-Chandler and O’Malley-
serves to implement the Crucible, destroy the Reapers, and save the gal- Deming 2012, 10–12). During the planning phase, based on historical sales
axy. “Catalyst” is a chemistry term which refers to a substance enabling data, the company determines which level of localization is appropriate
and increasing the rate of a chemical reaction and, by extension, an agent for each target locale and performs internationalization, thus making next
that provokes or speeds up significant change or action (Merriam Webster phases smoother. Localization usually starts in the production phase and it
Dictionary, online). In localization, its meaning and diegetic function moti- means translating, integrating, and testing all contents, generally referred to
vate direct translation in both target languages: Catalizzatore in Italian and as “assets” in the industry. Once the game code has been localized, in the
Catalizador in Spanish. post-production phase the process affects other localization items such as
manuals, packaging, and demos with the final aim of creating a localization
Game Localization and Translation 25 Realia and Irrealia in Game Translation 147
kit which contains relevant information about the project, as well as the files 4.10 Summary
and contents to be translated.
This chapter has presented the linguistic and translational analysis of this
In more detail, the stages of the localization process are linked to four
book research. In the light of the taxonomies developed for this study,
major steps: the game assets’ organization, translation, integration, and test-
described in Chapter 3, the sections above have explored the nature of and
ing (ibid., 68–69) and each of them involves specific roles (ibid., 87–89).
the role that realia and irrealia play in the original English dialogs of the
First, all the assets are organized so that the text and context are clear
three games of this book corpus as well as a quantitative and qualitative
for all translations. This means creating a glossary, adding time codes to
study of the strategies used in localization by the Italian and Spanish trans-
the voice-over script, and creating a master sheet with all the in-game text,
lators. As textual representations of the ways in which each game world
in order to ensure linguistic consistency in the game. A proper organization
and the real world interact through language, and as expressions of culture-
of game assets is essential for the whole process: they can be placed in a
specificity, the different categories of realia and irrealia have been exam-
centralized language-specific directory in the game code and each can then
ined in this chapter to show how the degree of realism or fictionality of the
contain subdirectory folders for asset types, i.e. audio, art, cinematics, and
dimensions of the game world influences video games textual material and
text. Three members of the localization staff are usually in charge of organi-
therefore their linguistic and cultural localization.
zation tasks: (1) the associate or assistant producer, often called localization
manager, who is involved in all aspects of localization and represents the
main point of contact between the development team and the localization Note
staff since s/he provides all task, budget, and staff estimates, s/he organ- 1 As regards the use of retention in the transfer of ethnic irrealia, although this
izes all the materials to be sent to translators, s/he manages all functional- research focuses on the translation into Italian and Spanish, it seems interesting
ity testers and engineers, etc. The localization manager works with the (2) to mention that in French some names of fictional races have been slightly altered
localization coordinator, who in turn serves as liaison between translators due to linguacultural reasons. Indeed, according to Mass Effect Wiki (online),
and linguistic testers, s/he helps to develop the localized versions, organizes “Salarian” is replaced with galarien and “Batarian” with butarien because the
pronunciation of the original names might evoke negative associations, which
translations, and manages the linguistic testers. Finally, there is an optional are “sale aryen” meaning “dirty Aryan” and “bâtard” meaning “bastard”.
resource called (3) production coordinator who may be needed to assist the
localization manager.
The second step in localization is translation: all assets need to be trans-
lated, and also proofread and edited. The length of the translation process is
usually estimated on word count, which can range from 30,000 to 500,000,
and even more than one million in the case of some massive multiplayer
online role-playing games (Bernal-Merino 2015, 171). This step requires
at least one translator per language, be they in-house or freelance, for the
whole duration of the project, although big games actually call for the work
of a translation team per language. Additionally, other staff members may
include a casting director, voice actors, and a sound engineer to record
and process the localized voice-over files, if full localization is performed.
Sometimes, translators are also in charge of integrating the assets and assist-
ing linguistic testers.
Once translated, all assets need to be integrated into the game builds
and the third step begins. This means replacing the source assets with the
target ones. The task can be manual or automated, the former is more time-
consuming, error-conducive, and bug-provoking, and performed by either
the development team, namely an engineer, or by the external localization
vendor. As far as text assets are concerned, original strings are usually sent
to translators in Excel spreadsheets with separate columns per language and
tags assigned to each row of text. This way, a simple parser created by the
developer can integrate translated strings into the game engine files, thus
26 Game Localization and Translation
avoiding dangerous cutting and pasting (Maxwell-Chandler and O’Malley-
5 Military Language between Deming 2012, 200). The game engine then determines the correct text to be
Realism and Fictionality displayed based on what the game tag indicates. Accordingly, as regards the
overall method, a two-way process exports the source text into a multilin-
gual spreadsheet and then imports the strings in the target language back
into the game. Automated integration is preferable to manual work because
“the longer it takes to integrate assets and create localized builds, the longer
testing is delayed” and this “will negatively impact the overall localization
schedule” (ibid., 202).
Finally, localizations need to be tested and enter Quality Assurance (QA),
since the QA department is involved. This fourth step can be one of the
most time-consuming because it must be performed on two concurrent
5.1 Introduction levels: functionality and linguistic testing, each consisting of several test-
ing rounds. Moreover, testing time increases with the number of languages
“War is tragically a widespread phenomenon, both historically and geo- involved, game size, gameplay mechanics, etc. Functionality testers notify
graphically” (Footitt 2012, 1). From the eighteenth century, to the First all design, art, or engineering bugs in the game code, while linguistic test-
and Second World Wars, and on to the conflicts in Iraq and Afghanistan ers check all the language assets in the game to make sure that there are no
today, “armed conflict has marked our histories” (Footitt 2012, 1) and, incorrect translations, grammatical errors, typos, and incorrectly displayed
more relevantly for this book, has inspired generations of game designers. text, namely overlapping, misspelling, truncations, etc. “Every piece of text
Indeed, war has been an integral theme of multimedia interactive entertain- in the game has to be checked, along with all the voice-over and cinematics”
ment since the very beginning and war video games have been a global (ibid., 237). Obviously enough, as regards staff, in addition to functionality
commercial and cultural phenomenon for decades. In particular, no video and linguistic testers, this phase requires engineers and production people
game genre has been more popular or more lucrative than the military to fix both types of bugs (ibid., 87). As for linguistic testers in particular, as
shooter. According to Voorhees (2014, 251), the shooting genre is “one also Maxwell-Chandler and O’Malley-Deming (ibid., 237) point out, they
of the most notorious, and certainly the oldest, type of video games”; after should be native speakers of the target language who can best understand
all, “Spacewar!, developed in 1961 by Steve Russell et al. […], was the first the co-text and context of the translations and comment on whether the
[shooting] video game” (ibid.). target text fits with the look and feel of the game. They are often part of the
Moreover, shooters feature prominently among the most controversial same group of translators, so that they are already familiar with the “lan-
areas of gaming, generating much discussion in both public and scholarly guage” and tone of the game they are testing.
circles concerned with the medium’s impact on society (ibid., 253). As vehi-
cles of militarism, war video games have attracted considerable interdiscipli-
nary academic attention.1 Of special interest is the way their content affects 2.4.3 Localization Models
an audience of “virtual citizen-soldier[s]” (Stahl 2010, 21), the militaristic The game industry mainly shows two different procedures as regards locali-
messages players internalize, and the extent to which these games impact zation agents, i.e. who performs the localization process, and when, depend-
on social values and relations of power, such as race, ethnicity, and gender ing on games’ international launch. First, as regards time models, the release
(Robinson 2016, 271). As Payne (2016, 5) explains, military-themed video of the localized versions can follow either a simultaneous shipping model
games may represent real, near-real, or fantasy conflicts but they are all or a post-gold one. Second, as to actors involved, publishers may carry out
overly militarized worlds: players eliminate human threats on behalf of their in-house localization or they may outsource it to a professional language
country, usually the USA, or alien foes in an imaginary world and “these service provider. Nevertheless, sometimes in-house localization and out-
are not mere cosmetic distinctions. Rather, these differences determine how sourcing co-exist in major publishing houses, which opt for either one or
games are understood as relating to reality or not”. Indeed, according to the other depending on single games or franchises.
Payne (ibid., 46), these differences affect players’ expectations concerning If the original game and localizations are distributed on the same date
the relationship between war game experiences and the reality of war, or in different territories, the process follows the so-called “sim-ship” model,
between games’ representations of war and players’ understanding of it, which means that localization runs in parallel to game development, thus
because they determine whether and how players can make connections posing a number of issues for translators who work on an incomplete and
DOI: 10.4324/9781003001935-5
Game Localization and Translation 27 Realism and Fictionality in Military Language 149
unstable text. Obviously enough, simultaneous shipment is the goal of most between the game world and the real world to meaningfully interpret the
developers and publishers and is indeed becoming more and more com- political, social, and cultural content that war video games implicitly or
mon. This is mainly due to marketing reasons: the short shelf-life of video explicitly transmit through procedural representations (Bogost 2007).
games, the possibility of avoiding gray market imports and pirate copies The linguistic dimension of war video games, i.e. the way language con-
from other countries, the benefit of building a sense of community among tributes to war representation and simulated militarism, is a neglected area
gamers, allowing them to discuss the game on specialized forums or play of investigation and, more generally, very little scholarly attention has been
online internationally, if online playing is included, and the advantage of given to military language from a translational viewpoint. In Translation
exploiting a single but usually massive global marketing campaign to gener- Studies, research on the interface between language, translation, and the
ate more publicity and engagement, especially for big-budget games. military realm has been mainly practice-oriented and has predominantly
In contrast, a post-gold model means that localized versions are shipped focused on the role that language intermediaries, interpreters, and trans-
after the original game, the time lag ranging from a few months to a year. lators play in conflict zones or in war-related official institutions such as
As regards the process, localization is performed on a finished game and this national armies, international coalitions, or tribunals.2 However, this is only
means better working conditions for translators. one element in the overall linguistic landscape which can be produced by
Generally, as Maxwell-Chandler and O’Malley-Deming (2012, 47) war, be it real or simulated. The focus on translation professionals in war
explain, “the publisher ships the European versions with the English version zones is also testified to by the efforts aimed at defining military translation,
and staggers the ship dates of the Japanese, Korean, Russian, and Hebrew interpreted as “a special type of mediated intercultural communication, car-
versions”. This way, since English and FIGS languages cover most of the ried out for the linguistic support of the armed forces” (Balabin 2018a,
USA, Europe, and South America, publishers make sure that these versions 45) whose principal actor is the military interpreter or translator (Balabin
are simultaneously available on the game’s international launch date. As 2018b, 24). According to Xu (2019), indeed, most contributions in this
regards the other regions, such as Russia, Korea, and Japan, localized ver- field originate in military institutions, due to the greater ease of access to
sions tend to appear a few months later because third-party licensors, who authentic materials for military professionals or scholars, which however
are in charge of translation, integration, and testing, work on the final prod- tend to offer subjective perspectives on professional experience, generally
uct. According to O’Hagan and Mangiron (2013, 60), the ideal simultane- lacking any theoretical framework and adopting a prescriptive approach.
ous shipment is already a standard for most Western companies. On the Thus, research into translation and simulated war lags far behind that of
contrary, although the approach is changing, Japanese publishers usually its real counterpart: despite the considerable number of war-themed docu-
release the original game first on the domestic market, a North American mentaries, movies, television series, and video games, especially of US ori-
localization some time later, and finally European versions thus using US gin, the transfer of military English is still an underexplored area. To my
English as a pivot language.3 knowledge, very few publications deal with the phenomenon in Audiovisual
With the in-house model, localization is performed “under the super- Translation (Gordo-Peleato 2007, Ardi 2013, Pirus 2015, Imre 2018) for
vision of the developer or the publisher in their premises” (O’Hagan and example, while in game localization no studies have been conducted so far.3
Mangiron 2013, 116). It means that the developer, who has got a localiza- The realism-fictionality corpus of this book consists of three war video
tion department and a steady group of in-house or freelance translators, is games which specifically belong to the genre of military shooters. Indeed,
also responsible for localization into different languages and coordinates the as discussed in Chapter 3, the war theme and the shooting genre were fun-
project from beginning to end. Translators work under the direction of the damental criteria for the selection of the games to be included in the corpus
localization coordinator, who serves as a trait d’union between them and and for the analysis of realia and irrealia in the original and translated dia-
the developers. More importantly, since localization usually starts when the logs. Given the military embeddedness of the three game worlds, it comes
original game is finished, translators have full access to the product: they as no surprise that military language plays a fundamental role in game texts
can play it, familiarize themselves with the storyline, characters, and game- and represents a remarkable and varied source of linguistic phenomena. As
play. It is a longer process on the whole, as opposed to outsourced localiza- Patterson (2015, 212) explains, “the lingo used during combat, like ‘hos-
tion, but it results in better quality because translators can rely on a solid tiles,’ ‘extraction point,’ and ‘LZ’ (landing zone) as well as the types of
knowledge of the game. Thus, the QA process turns out to be smoother for weaponry (pistols, SMGs, rifles, snipers, shotguns, and grenades)” are typi-
specialized game testing vendors. cal elements of the military gameplay of shooters and, accordingly, textual
On the contrary, when localization is outsourced, an external specialized and linguistic features of this subgenre. After all, most in-game dialogs take
localization vendor is commissioned to perform the process. Outsourcing, place during military operations and involve soldiers who speak to other
although costlier, is currently the most widely used model in the industry. soldiers about warfare. As regards science-fiction in particular, since “the
150 Realism and Fictionality in Military Language 28 Game Localization and Translation
naval language of the space ships and the language of the star troopers […] The vendor selects the translators and arranges all necessary phases accord-
do not differ from the present patterns of military language in American ing to the game’s localization level, such as voice-over for example, if full
armed forces”, the issues related to military language and translation are localization is selected, and sometimes they are also in charge of QA.
very similar to those present in all audiovisual products set in a military From the point of view of translators, since the outsourcing model is
context (Wozniak 2014, online). often linked to simultaneous shipment, the job is much more complicated.
As regards culture, US English is the means of expression of such special- They work on incomplete and unstable texts, subject to last-minute changes,
ized language and, needless to say, most game characters are US marines because the product is still under development. They are not allowed to
proper, as in Medal of Honor Warfighter and Battlefield 4, or marines play or even see the game and they generally translate a spreadsheet with a
belonging to a fictional Navy which is designed in the image of the actual US series of unconnected text strings belonging to different parts of the game
Navy, as in Mass Effect 3. In this light, the games’ military lingo may be con- with little or no co-textual and contextual information. Unfortunately, this
sidered as language and culture-specific. Nevertheless, English is also “the may influence the quality of translation especially if we consider that video
vehicular language for the Military, in an international geo-political sce- games are multimedia texts based on the simultaneous use of different semi-
nario marked by the globalization of conflicts beyond national borders and otic channels, where the synchronization between text (written, subtitled,
consequently by the integration of armies in multinational and multicultural voiced-over), images, and sound is paramount. For this reason, game trans-
coalition forces” (Orna-Montesinos 2013, 87–88), like those simulated in lation is often described as “blind” (Dietz 2006, 2007): it requires language
the games of this book corpus. In other words, the growing internaliza- professionals to rely on their intuitions and game literacy to provide “the
tion process undergone by real armed forces has been paired with the use most flexible” solutions possible, so that they can be suitable for different
of English as the lingua franca of international communication in this real contexts (O’Hagan and Mangiron 2013, 119).
professional context and, as such, as in many other specialized domains, In terms of localization models, the international distribution of the three
“seems to have monopolized military language worldwide” (Furiassi and games included in the corpus followed the sim-ship model: Medal of Honor
Fiano 2017, 149), which explains the significant presence of Anglicisms in Warfighter (2012) was released on October 23 in North America and on
national military languages. October 25 in Europe; Battlefield 4 (2013) was released on October 29 in
As regards the USA and their leading role in international contemporary North America and on October 31 in Europe; Mass Effect 3 (2012) was
war settings, the importance of military communication is testified to by the released on March 6 in North America and on March 9 in Europe.
direct commitment of the US government. The Joint Education and Doctrine Moreover, as regards localization agents, Medal of Honor Warfighter
Division of the US Department of Defense (DOD) compiles and periodically was translated by a small localization vendor into Italian and by a freelancer
updates the “DOD Dictionary of Military and Associated Terms”, which into Spanish, while audio localization was performed by another company
contains all the military and associated terms, together with their defini- in both languages. Battlefield 4 was translated and voiced-over by a mul-
tions, which have been approved as “DOD terminology”.4 As in the analysis tinational localization vendor in Italian, while in Spanish it was translated
of artifactual realia in Chapter 4, given the specialization of the data dis- by a freelancer and audio-localized by another company. Mass Effect 3 was
cussed in this chapter, the above-mentioned dictionary (DOD 2020) and the translated in both Italian and Spanish by a multinational localization agency
“Dictionary of Military Terms” by Bowyer (2004) have been adopted as the which also performed the audio localization in Italian.
main references to investigate the nature of military language expressions
as terms, i.e. they are lemmas of subject-specific specialized dictionaries.
2.4.4 Localization Assets
In Italian and Spanish, “Il Dizionario militare” [The Military Dictionary]
by Busetto (2004) and the “Diccionario de terminología y argot military” The scope of localization, which generally depends on the game type and
[Dictionary of Military Terminology and Slang] by Rodríguez-González size, is another important factor in publishers’ decision-making process.
(2005) have been selected to compare translators’ choices with specialized This means to determine the quantity of the game assets to be localized
dictionaries of Italian and Spanish military languages,5 together with other in the project: the number of words to be translated, the number of voice-
resources which will be relevantly mentioned throughout the chapter.6 over lines to be recorded, the number of art and graphic assets to be modi-
Based on these premises, the following paragraphs explore the original fied, etc. According to Maxwell-Chandler and O’Malley-Deming (2012,
and translated representation of military language between realism and 53), game assets can be classified into five groups, namely (1) text assets
fictionality and complete the analysis of war-related artifactual realia in in-game, which represent the bulk of translatable elements and include all
Chapter 4. Aimed at complementing the study of the terms referring to real texts displayed in-game like narration, tutorials, installer strings, help files,
military vehicles, weapons, and equipment in Section 4.9.1, this chapter and error messages; (2) art assets, also including game logo and in-game
Game Localization and Translation 29 Realism and Fictionality in Military Language 151
language embedded textures; (3) audio assets in-game, which basically describes other phenomena which linguistically characterize the experience
refer to voice‑over files; (4) cinematic assets, representing all movie-like of war video games in general, and of military shooters in particular.
sequences, both pre-rendered and created in-game, and (5) printed mate-
rials, such as the packaging and the manual. This subject will be further
5.2 Military Language
discussed in Section 2.6 with special attention to the consequent multitextu-
ality translators deal with in game localization. Language is “an integral part of the whole economy of war” (Footitt 2012,
2). The military, like every occupation, has developed “its own specialized
language to designate people, objects, processes, and situations that are spe-
2.5 The History of Game Localization and Translation
cific to the field but unfamiliar to people outside it” (Boggs-Cory 2013, 759).
Although the processes used in the game localization industry are still Indeed, the highly technical nature of military language “generally cannot
being improved and it is too early for a definitive retrospective account, be understood by outsiders without advanced knowledge of military mat-
an all-encompassing look at its origins and evolution over the past dec- ters” (Saber 2018, 1), translators included. Military language “facilitates
ades may serve to elucidate the role it has played in the advent of video communication in the complex, unpredictable, and emotionally stressful
games as contenders for a place within the audiovisual entertainment military environment”, it “reinforces social hierarchies within the service”,
industry. it “helps create a sense of shared identity among military personnel”, it
(Bernal-Merino 2015, 157) “allows soldiers and sailors to describe shared experiences with specificity
and detail […] and to clearly and directly communicate specific, and some-
Game-enthusiast scholars and journalists have been investigating the history times disturbing, information with a minimum of emotion” (Boggs-Cory
of video games extensively (see Donovan 2010, Hertz 1997, Kent 2001, 2013, 759). In order to serve these purposes, namely military personnel
Wolf 2008, among others), but the process through which multimedia inter- communicative goals, military language is the result of many and varied
active entertainment became a global phenomenon went largely ignored. As linguistic phenomena which range “from highly rationalized bureaucratic
a result, mapping out the evolution of game localization since the early days jargon to colorful military slang” (ibid.).
of the industry turns out to be difficult. Yet, it seems very useful in order to In this light, official terminology and informal military speech seem to
paint a comprehensive picture of the topic under investigation. be the two extremes of a multifaceted spectrum of linguistic events occur-
Broadly speaking, by tracing the development of game platforms, it is ring in military language. For example, the need for precision and brevity
easy to understand how technological capacities and limitations can shape in military communication gives rise to a wide number of abbreviations:
video games in terms of graphics and sound, consequently affecting design, many of them are official terms for frequently used words or phrases that
gameplay, localization, and lastly translation. might otherwise become unwieldly because of their length or complexity;
According to Bernal-Merino (2015), perceptible stages have taken place other abbreviations, on the contrary, are informal expressions of military
over the last four decades in the continuous progression that has led the slang, a linguistic phenomenon which reflects the group identity and sense
game industry to become a multibillion-dollar sector. These stages are (1) of unity shared by military personnel and presents a very creative linguistic
the birth of digital entertainment in the 1970s; (2) the establishment of the code soldiers use to describe their social reality (Dauber 1999a). According
game industry in the 1980s; (3) the fight for the markets in the 1990s; (4) the to Saber (2018, 2), military slang is indeed spontaneously created by the
professionalization of game localization in the 2000s and, one might add, members of military units and, as opposed to the official technolect, which
(5) the era of enhanced localization and new developments in the 2010s. is created, sponsored, and approved by senior authorities in the military,
Similarly, O’Hagan and Mangiron (2013, 46–63) divide the phases of game slang is used in non-official and informal contexts, transmitted and spread
localization progress into the following: (1) early phase (prior to the mid- through oral tradition within military units, and generally mobilized in
1980s); (2) growth phase (from mid-1980s to mid-1990s); (3) development ordinary everyday conversations. Moreover, new military slang may appear
phase (from mid-1990s to late-1990s); (4) maturing phase (from 2000 to whenever troops participate in a conflict or are deployed abroad and may
2005), and (5) advancing phase (2005 to date). remain part of their lexical capital over a long time in later years (ibid., 3).
The video games developed in the 1970s and early 1980s, mostly arcade Conversely, official terminology is “a sanitized form of language” which
titles, included a few or no elements to be translated, being the first products “emphasizes the expertise of those who use it” (Dauber 1999b, 380) to
“almost purely mechanical, i.e. simple and intuitive gameplay with very lit- describe tactics, techniques, and procedures as well as weapons, vehicles,
tle in the form of instructions, storylines, or voices” (Bernal-Merino 2015, and equipment with highly specialized nomenclatures. Official terminol-
158). During the 1970s, most games were normally distributed in their ogy “functions to narrow the potential meaning of particular words” and
152 Realism and Fictionality in Military Language 30 Game Localization and Translation
“attempts to foreclose as many interpretative options as possible in order to original version to a few foreign markets, and trade took place mainly in
reduce the likelihood of error or misjudgment” (ibid.), since misunderstand- English between the USA, Japan, and the United Kingdom. Consequently,
ing in war can be extremely dangerous. Indeed, soldiers commonly resort Anglicisms such as “arcade”, “joystick”, “score”, and “game over” were
to standardized brevity codes and procedure words or “prowords” (Weik introduced into most languages during this early period (ibid., 159).
2012, 760), “which enable them to exchange tactical information in an eco- Nevertheless, even if games posed little or no language barriers, their inter-
nomical, swift, efficient, and unambiguous fashion, in training or combat national shipping already required some sort of localization, especially for
situations” (Saber 2018, 1). Japanese titles, thus offering a preview of what the phenomenon would
According to Cabré’s seminal work (1999), terminology is the set of mean for the industry in years to come. Actually, in order to make their
terms in a special subject field, and terms, in their basic terminological sense, games immediately available to the enormous US market, it could be argued
are words within the specialized domain. As Depecker (2015) recapitulates, that Japanese developers and publishers were the ones who started thinking
a term is a unit described by a set of linguistic features similar to those of about localization earlier (Bernal-Merino 2011a, 12).
a word but, while a word is easily isolable in a language, its sense may be Pac-Man (Namco 1980) is an internationally well-known classic exam-
vague, multiple, or changing, and it refers to an element in reality generi- ple. According to Kohler (2005), the original name of this Japanese title
cally, a term refers to technical or scientific reality, its definition is precise “Puck-Man” needed to be transliterated for sociolinguistic reasons. The
and validated by the description of the concept or of the object it is con- name was “inspired by the Japanese onomatopoeic ‘/paku paku taberu/’, a
cerned with. However, “in some cases, it is not easy to distinguish between phrase normally used to indicate that someone is eating greedily, in imita-
‘word’ and ‘term’” since many ordinary words may be terms in specific tion of a fish-like opening and closing of the mouth” (Bernal-Merino 2015,
domains (Depecker 2015, 37). Therefore, what delimits the boundaries 160). With the US audience in mind, marketers thought that “Puck” would
between them “is the idea, or rather ‘the concept’, i.e. the unit of thought likely sound too close to the offensive four-letter word and opted for a simi-
expressed by language” through that homograph and homophone linguis- lar but less rude spelling: Pac-Man. This not only proved successful but,
tic item, which may be both a word and a term at the same time (ibid.). unintentionally, it also turned out to be “the first game translation gem,
The lexicalization of these conceptual units may differ across languages and encapsulating one of the principles of good practice in the adaptation of
terms may not map the same extralinguistic reality in the same way or may games, i.e. respect for the language and the culture of the players of each
not share the same conceptualization of the lexical units belonging to a importing country” (ibid.). “This led to changes in the cabinet art and the
specific semantic field. title screen of the game in arcade machines” (O’Hagan and Mangiron 2013,
In this book corpus, this borderline category includes many of the terms 49). In addition, the original Japanese names and nicknames of the four
found during the analysis since, as Wilson (2008, online) remarks, “the lan- ghost characters, which were based mainly on their colors or behaviors, e.g.
guage of the military and of warfare in particular has greatly impacted the Chaser “red guy”, Ambusher “pink guy”, Fickle “blue guy”, and Stupid
English language” and “the ubiquity of military discourse” has had a clear “slow guy” became Shadow “Blinky”, Speedy “Pinky”, Bashful “Inky”, and
influence “on the development of English vocabulary” and, one might add, Pokey “Clyde” in the official US English translation in order to entertain the
on the vocabulary of languages other than English too.7 corresponding audience. Pac-Man’s US publisher “decided to give a certain
As far as the relationship between words and terms is concerned, Medal American touch to the game in order to make it more appealing to US play-
of Honor Warfighter provides an interesting example of polysemy and ers”, and “adopted a didactic and humorous approach, using euphonic and
wordplay in dialogs. The verb “fight”, which is, needless to say, funda- catchy names” (Bernal-Merino 2015, 161). “This rather ‘creative’ way of
mental in this context, has multiple senses in English, among which, liter- dealing with the translation of video games for foreign markets is com-
ally (a) to oppose or struggle against an enemy in battle and, by extension, pletely in line with the essence of games as customizable entertainment, to
(b) to oppose or struggle against a person, thing, cause, etc. in any man- which changes can be made in an attempt to boost their sales” (ibid.).
ner (Merriam Webster Dictionary, online), the latter may be considered Likewise, the two main characters of the arcade title Donkey Kong
as a synonym of the verbs “argue” or “quarrel”. This double meaning is (Nintendo 1981), originally named Jamp-Man and The Lady in Japanese,
exploited in Medal of Honor Warfighter (MoHW) texts in a phone argu- turned into Mario and Polly for the US market. These two names were
ment between the protagonist Preacher and his wife Lena at the beginning supposedly inspired by those of the landlord of the Nintendo of America
of the game. In the relevant scene, Preacher apologies for his aggressive building and of an employee’s wife (Kohler 2005, 212), this latter example
manner and says, “I don’t want to fight” and Lena bitterly retorts “You live testifies to how arbitrary some translation decisions were.4 In this period,
for it”. The English ambiguity of the verb “fight”, used by Lena to express some computer-based American games were also localized into Japanese,
her pain for Preacher’s frequent deployments, is completely lost in Italian, but the process was limited to user manuals (Hasegawa cit. in O’Hagan and
Game Localization and Translation 31 Realism and Fictionality in Military Language 153
Mangiron 2013, 51). On the whole, the early phase of game localization is which makes the wordplay impossible. Litigare, the equivalent of “fight”
a trial-and-error era, in which developers had little, if any, knowledge about meaning “argue”, and combattere, the equivalent of “fight” meaning “bat-
localization and there was also little control over the quality of transla- tle”, are two separate verbs. On the contrary, given the same double sense
tions, usually performed by friends of developers or other non-profession- of the verb pelear, the Spanish translator could effectively render Lena’s
als, meaning that there were no real game localization agencies at that time caustic remark.
and localization was a pretty amateurish business (O’Hagan and Mangiron Another example of overlapping between a word and a military term used
2013, 51). for amusing purposes is offered in Battlefield 4, in a dialog line uttered by
Even after the 1982–1984 great game industry crash (see Wolf 2012), Irish who plays with the compound term “safe house” and the repetition of
partly caused by a lack of creativity and the clumsy repetition of ideas and the adjective “safe”. According to the DOD Dictionary (DOD 2020, 189), a
gameplay mechanics, by the end of the decade the game industry was mak- “safe house” is “an innocent-appearing house or premises established by an
ing healthy profits (Bernal-Merino 2015, 162). Yet, at the beginning of the organization for the purpose of conducting clandestine or covert activity in
mid-1980s, although many Japanese console games were exported to the relative security”. As in example (5.1), this term has been directly translated
US market, localization was still an afterthought (Corliss 2007). Moreover, into rifugio and refugio [shelter] in Italian and Spanish, respectively, and the
due to the technical limitations of early platforms, the translation from ironic effect of the utterance is lost.
Japanese into European languages usually required more screen space to
convey the same ideas. This was also due to the fact that Japanese text (5.1) IRISH: Fuck, man. Guess this safe house ain’t so safe.
used to be stored in picture format, also posing “the inherent problem of IRISH: Cazzo. Questo rifugio non mi sembra molto sicuro.
using too much of the little memory available” (Bernal-Merino 2015, 161), IRISH: Joder, tío. Creo que este refugio no es muy seguro.
and therefore the original game even had to be reprogrammed to fit the
translated English text (Kohler 2005, 221). Problems regarding characters’ Going back to terminology proper, from a linguistic perspective, findings
display were overcome only in 1991, when the first version of Unicode was show that military terms in game dialogs are mostly nouns and verbs which
implemented. can be grouped according to numerous semantic fields. A really fascinat-
However, in this period many of the most internationally popular games, ing macrocategory including countless examples is military action. After
like Super Mario Bros. (Nintendo 1985), were shipped by means of “box all, war is military action and it is not by chance that soldiers’ fatalities are
and docs” localization from English into FIGS and Dutch (Bernal-Merino referred to as killed in action and also that this expression has become a
2015, 163). The translation of packaging and documentation became stand- term and even an acronym, namely “KIA”, in military language. Although
ard practice among those publishers who understood that this small invest- this semantic group is beyond the reach of this book, since the study of
ment could easily increase their revenues simply by making their product military terminology has focused on vehicles, weapons, and equipment, dis-
slightly more accessible to foreign consumers (ibid., 164). Nevertheless, cussed as artifactual realia in Chapter 4, a brief mention is useful to show
at least in the beginning, target languages were the dominant languages in how potentially compelling this area of linguistic and translational analysis
Western Europe, that is the languages of the countries presenting a certain within military language is.
maturity of their national markets in terms of computer users, availability Several English military terms may be both noun and verb and the same
per capita income, demand for new forms of entertainment, and growth terms may combine or co-occur with other terms to create specialized con-
potential. Thus, the “E-FIGS” approach “quickly became the de facto mini- ceptual units which have their own equivalent expressions in other lan-
mum localization standard” (ibid.). guages. The latter, however, present formal and semantic relations with
The increase of game consoles capacity produced a proportional expan- English counterparts which clearly show the outcomes of language contact
sion of translatable assets and other factors, e.g. culture and religion, began and, one might speculate, of English linguistic invasion. For example, the
to be taken into account. Some developers started to use cinematic sequences noun “fire” means “the discharge of a gun or missile” and “the effect of
in the game storyline, with narration provided through subtitle-like running bullets or other projectiles hitting a target and its vicinity” (Bowyer 2004,
text. There was no voice track, the only sound was computer-generated 94) and its corresponding terms are fuoco and fuego in Italian and Spanish,
background music and some sound effects, while the texts scrolled from respectively. As a verb, however, “fire” means “to discharge a gun or missile
left to right in the lower half of the screen, synchronized with the graph- or to detonate an explosive device” (ibid., 95) and thus means fare fuoco
ics (O’Hagan and Mangiron 2013, 52). From a TS perspective, it seems and hacer fuego, that is sparare and disparar [shoot] which are also the
interesting to note that subtitling conventions and typographic norms were renditions of “take fire” in a passive form and (to be) “under fire”, both
completely ignored. For example, in the US version of Ninja Gaiden (Tecmo meaning “being shot at” (ibid., 94–95).
154 Realism and Fictionality in Military Language 32 Game Localization and Translation
Moreover, “fire” appears in a variety of compound terms, like “fire- 1989) the text occupies four lines not marked in italics with what seems to
arm” which is “a hand-held gun (such as a pistol, rifle or assault weapon)” be an arbitrary use of ellipsis markers with two dots (ibid.).
(Bowyer 2004, 95) and becomes arma da fuoco and arma de fuego, “fire- As regards the practice, in this phase, “translations were either done in-
power” which signifies “the destructive capacity of guns, missiles and other house or organized directly by the developing team with the help of free-
weapons” whose counterparts are volume di fuoco and potencia de fuego, lance translators and bilingual players. There were still no game localization
and “crossfire” designating “fire directed at a target from two or more dif- specialists as such” (Bernal-Merino 2015, 164).
ferent locations” and translated into fuoco incrociato and fuego cruzado. In the 1990s, the game industry started to become more and more profes-
In addition, many collocations serve as terminological noun phrases, such sional. As Bernal-Merino (ibid., 164–165) explains, there was a shift from
as “covering fire” which means “fire designed to neutralize the enemy so minimal “box and docs” translation to the so-called “partial localization”
that another person or unit can move” (ibid., 61–62) and which is directly for most big titles; games were becoming more and more sophisticated, and
translated into fuoco di copertura and fuego de cobertura, “direct fire” their translation was now a conditio sine qua non. Finally, European gam-
which means “fire from weapons which are pointed directly at their targets ers outside the UK could enjoy games in their own languages. Moreover,
(e.g. rifle, anti-tank gun, guided missile)” (ibid., 74) and which is calqued subtitling increased accessibility since video games started to be enjoyable
into fuoco diretto and fuego directo, “friendly-fire” which means “an inci- for the deaf and the hard-of-hearing gamer community too. Nevertheless,
dent where friendly forces fire on their own troops or vehicles by mistake” because of technical limitations of consoles platforms to store text, trans-
(ibid., 103) which becomes fuoco amico and fuego amico, or “heavy fire” in lations usually needed to be reduced to make the target text fit within the
which “heavy” refers to intensity and large caliber weapons (ibid., 117) and available capacity of the system.
which is also calqued into fuoco pesante and fuego pesado in Italian and During this decade, many poor translations were produced and publi-
Spanish, respectively. In addition, there are related phraseological expres- cized online more recently by the so-called “retro-gaming” fan communities
sions, which mostly serve fire control orders, such as “open fire” which (Newman 2013, 59). One of the most frequently cited examples is from the
means “start shooting” and corresponds to aprire il fuoco and romper el Japanese shooter game Zero Wing (Toaplam 1991). The original Japanese
fuego, and “cease fire” meaning “stop shooting” (ibid., 95), whose equiva- line uttered by the alien character called CATS, “CATS has taken over all
lent expressions are cessare il fuoco and cesar el fuego. In sum, semantic your base stations”, translated as “All your base are belong to us” first
fields in military terminology represent fertile grounds for studies on this appeared in the European English version for the Sega console (O’Hagan
specialized language, thus offering ample opportunities for future research. and Mangiron 2013, 56). The translation became a popular Internet meme,
“All Your Base spread from office to office via e-mail like a benign virus”
(emphasis added), the syntax-mangling phrase incorporated everywhere
5.3 Military Titles
on earth, “cropping up everywhere from George W. Bush billboards to
Military ranks represent a system of hierarchical relationships in the armed Budweiser ads to the cover of TIME” (Taylor 2001, online).
forces, which define power, dominance and authority, as well as roles and Other examples of blatant translation errors during this era included
responsibility in the military chain of command (Mattila et al. 2017, 359). major Japanese role-playing game (RPG) titles like Final Fantasy VII (Square
As central conveyors of meaning, the military hierarchy behind ranks is 1997), where one character soon after the beginning says “That man are
expressed in the words describing the web of relations in a military organi- sick”, and also a yes/no answer option was phrased as “Off course!/No,
zation, that is rank titles (ibid., 361). Each member of the military has a way!” (O’Hagan and Mangiron 2013, 56). Another instance of poor locali-
grade which, once attained, becomes his/her military title by force of regula- zation during this period was that of Metal Gear Solid (Konami 1998).
tion and custom. In written communication, titles must always accompany “The original game consisted of some 150 Japanese messages, of which just
the soldier’s surname, but they are also almost obligatorily used in conver- over half were translated into English of substandard quality” (ibid.).
sations involving military personnel in military and non-military contexts The quantity of poor translations produced in this phase depended on
(Bonn 2005, 16–18). technological and financial limitations, the emergent nature of the industry,
Military rank titles represent a significant group of realia in the corpus but also resulted in “not involving competent translators as well as from a
of this book, regardless of the degree of realism or fictionality of the armed lack of proper localization processes” (ibid., 57). Moreover, from the gam-
forces represented in the three games, be they real and existing as in Medal ers’ point of view, the localization of audio files was still an Achilles heel.
of Honor Warfighter and Battlefield 4, or fictional and futuristic as in Mass Voice-over assets are the most expensive and time-consuming part to be
Effect 3. Specifically, military titles include “commander”, which refers to localized, only very big budget titles with healthy expected revenues could
the “rank of an officer in the British or US Navy (sometimes in command of aim for full localization at the time. In this regard, a good practice example
Game Localization and Translation 33 Realism and Fictionality in Military Language 155
is Baldur’s Gate (Interplay 1998), a fantasy RPG which was one of the earli- a small warship)” (Bowyer 2004, 54); “admiral” which is “a senior officer
est games to be fully localized into Spanish. in the British and US navies (usually in command of a fleet)” (ibid., 5); “cap-
tain”, which represents “an officer in the army or marines above the rank of
It was especially meaningful from the localization point of view because, lieutenant and below a major” (ibid., 40); “sergeant” which means “a non-
like most RPGs, it contained thousands of translatable strings stored in commissioned officer […] in the US and British army, marines or air force.
different files and formats. The strings were part of the manual, item Abbr Sgt.” (ibid., 218), and the related “staff sergeant”, which refers to “US
descriptions, in-game history books, magic parchments, a complex user a senior non-commissioned officer […] in the army, marines or air force”
interface, maps […], and several hundred voice-over files that had to (ibid., 230). Military titles also comprise “lieutenant” which indicates “US
be recorded for each of the language versions in which the game was […] a junior officer in the army or marines (the equivalent of a first lieuten-
commercialized. ant in the US Army; usually in command of a platoon or equivalent sized
(Bernal-Merino 2015, 166) grouping)” and the related ‘lieutenant-commander’ representing “an officer
in the navy above lieutenant and below commander” (ibid., 142); “general”
Full localization was the first move toward treating international players which refers to “a senior rank” in the army or marines (ibid., 107); the “jun-
in the same way as local ones, a step that established the game localization ior non-commissioned officer […] in the army, marines or air force” known
industry as a necessary partner to the game industry (Sioli et al. 2007 cit. in as “corporal” (ibid., 59); and the “officer in the army or marines, below
Bernal-Merino 2015, 171). lieutenant-colonel and above captain […]” known as “major” (ibid., 151).
In the early 2000s, game consoles moved from CD-ROM to DVD- As Wozniak explains (2014, online), “in almost all European languages
ROM and text strings could be stored in the American Standard Code for it is difficult to adequately recreate the American chain of command in the
Information Interchange (ASCII) instead of picture format. These advances navy, given that the system of military rank differs considerably in vari-
made the localization process much more efficient while allowing for a ous countries”. However, “in military/war films translators usually tend to
much bigger storage capacity for text, also in audio and video formats. This replace the English terms with equivalent military ranks in the target cul-
meant significant implications for translation, since bigger audio capacities ture” (ibid.).
allowed dialog voice-over by means of human voices. For example, in the Figure 5.1 shows a clear tendency toward direct translation in both Italian
Grand Theft Auto series (Rockstar Games 1997–Present), game characters and Spanish in the localization of military titles. This strategy accounts
have been voiced by film and music veterans, including Ray Liotta in Grand for 89% and 90%, respectively, and is used to render “commander” into
Theft Auto: Vice City (2002), Samuel L. Jackson in Grand Theft Auto: San comandante in both languages, “admiral” into ammiraglio in Italian and
Andreas (2004), and Phil Collins in Grand Theft Auto: Vice City Stories almirante in Spanish, “captain” into capitano and capitán, “sergeant” into
(2006), among others.
As regards videos, the use of cutscenes or cinematics, which are non-
interactive sequences mostly aimed at storytelling, unveils the nature of 100%
game localization as an AVT-specialized subdomain, since these tools 89% 90%
need subtitling and dubbing techniques, as far as translation is concerned. 80%
Moreover, the more technology progresses, the more localization and trans-
lation are affected. According to Hasegawa (cit. in O’Hagan and Mangiron 60%
2013, 59), for example, increasingly sophisticated graphic technologies
portraying game characters’ facial expressions required more accurate lip- 40%
synching in voice-over. This meant engaging professional voice actors and
AVT-specialized translators on the one hand, and programmers able to 20% 10% 9%
work on multiple language game versions and to efficiently code localiza- 1% 1%
0%
tion functions on the other.
Direct Explicitation Generalization Omission
If the impact that technology has on game design and localization is
translation
clear, it is easy to understand how immersive the game experience can
be thanks to the latest generations of consoles. Nowadays, online con- Italian Spanish
nectivity, huge storage capacity for text, picture, music, etc., and motion-
sensing controllers, greatly enhance the experience whose linguistic and Figure 5.1 Translation Strategies for Military Titles.
156 Realism and Fictionality in Military Language 34 Game Localization and Translation
sergente and sargento, “general” into generale and general, “corporal” into cultural dimension is tailored to the needs of specific audiences thanks to
caporale and cabo, and “major” into maggiore and mayor, respectively. localization.
Generalization is another strategy which can be observed in the transla- In this light, one of the major changes to localization, and to the game
tion of military titles, representing 10% and 9% of instances in the two industry in general, was the great success of games in the online arena,
localizations. Hypernyms are used in both languages to render “lieuten- mostly massively multiplayer online games (MMOG), such as Ultima
ant” and “lieutenant-commander” into tenente for both in Italian and Online (Electronic Arts 1997–Present) and World of Warcraft (Blizzard
teniente and the calque teniente comandante in Spanish, as showed in Entertainment 2004–Present), with thousands or even millions of sub-
examples (5.2) and (5.3). Conversely, the equivalent military titles in the scribers who can play and interact online with real people, both locally
Italian and Spanish Navies are “tenente di vascello” and “teniente de navío” and internationally. As regards localization, since subscription and online
for “lieutenant” and “capitano di corvetta” and “capitán de corbeta” for MMOG-dedicated forums allow developers to collect very detailed data
“lieutenant-commander”, according to Busetto (2004, 862 and 178) and about players, the former can make informed decisions about specific locales
Rodríguez-González (2005, 277 and 66). Nevertheless, as Wozniak (2014, or targets. For instance, the design of the Brazilian server of Club Penguin
online) argues, the substitution with equivalent military ranks in science-fic- (Disney Interactive 2005), an MMOG title for children, considerably took
tion “is not always recommended: despite all the parallels between the Navy into account players’ claims on the official public forum of this title (Bernal-
and the Starfleet, ‘capitano di corvetta’ does not seem an appropriate rank Merino 2015, 170).
for an officer on the bridge of a spaceship”. According to Wozniak (ibid.), The more complex and sophisticated video games are, the greater the
this motivates the tendency to simplify the original rank system in the Italian challenges localization involves. Modern projects may involve several hun-
translation of sci-fi audiovisual products, not without some confusing effects dred experts, each specializing in different aspects of the game such as
concerning hierarchical interaction. Generalization is also adopted in Italian sound, programming, animation, graphics, marketing, design, and produc-
to translate “staff sergeant” into sergente, while the equivalent rank is “ser- tion. As for localization alone, Maxwell-Chandler and O’Malley-Deming
gente maggiore” (Busetto 2004, 791), which corresponds to the Spanish (2012, 317) exemplify the complexity of the process by mentioning the case
direct translation sargento de primera (Rodríguez-González 2005, 261). of Fable II (Microsoft Game Studios 2008), which required a pool of 270
actors and a team of 130 people to deal with five full localizations and three
(5.2) This is Lieutenant Tarquin Victus of the Ninth Platoon. partial localizations. In order to take on all the challenges this task poses
Qui è il tenente Tarquin Victus del Nono Plotone. and standardize best practices, the industry’s current objective seems to be
Aquí el teniente Tarquin Victus, del Noveno Pelotón. professionalization. As a matter of fact, the success of the game industry
paved the way for companies to specialize in game localization during the
(5.3) Lieutenant-Commander Williams was critically wounded. We’re first decade of the new millennium, which is evidence of the constant vol-
taking her to the Citadel. ume of demand for their services over the years (Bernal-Merino 2015, 245).
Il tenente Williams è stato ferito gravemente. La stiamo portando They are the so-called language service providers or localization vendors,
alla Cittadella. such as the multinational group Keywords Studios, now leading the sector.
La teniente comandante Williams ha recibido heridas de mucha
gravedad. La estamos llevando a la Ciudadela. A highly qualified workforce, together with better tools and coopera-
tive strategies for team-working via web-enabled applications, is now
Explicitation and omission are the strategies used in Spanish and Italian, increasing the speed and quality of the game localization industry which
respectively, to deal with abbreviated titles, namely the informal version has grown enormously, although rather haphazardly, over the past
“cap’n” for “captain” (Partridge 2006, 181), and the official form “sgt.” decades.
for “sergeant” (Bowyer 2004, 218), both occurring in MoHW. While the (ibid., 157)
addressee of the dialog line in example (5.4) is the captain US Navy SEALs
have just rescued and the informal register may be interpreted as an attempt In the 2000s, with few exceptions, and despite the time and financial
to relieve tension and reassure him after detention, the dialog line in (5.5) resources required, full localization became standard in more and more lan-
is uttered during military operations proper and the Italian omission seems guages for “AAA games”. After all, for gamers this is the minimum that
less appropriate, given the obligatory use of titles before surnames (Bonn may be expected from such highly priced titles (ibid., 171).
2005, 16–18). Nowadays, the industry’s objective should be even more ambitious and
imply “enhanced” localization.
Game Localization and Translation 35 Realism and Fictionality in Military Language 157
This adjective is used to indicate an enhancement of the game in rela- (5.4) Cap’n?! You okay?
tion to consumer expectation in a given locale. In other words, any Va tutto bene?
amendment that does not run counter to the game-world itself, and ¡¿Capitán?! ¿Está bien?
is capable of increasing the immersion of players through familiarity
with gameplay features and specific story preferences, can be considered (5.5) Sgt. Wright, are we clear?
and accepted as the right way to approach a particular community or Wright, via libera?
market. […] Deep or enhanced localization staves off competition from Sargento Wright, ¿despejado?
other top games by presenting a product that caters directly to local
tastes and sensitivities in a systematized way. Lastly, as regards the translation of military ranks, it is worth discussing a
(ibid., 173) linguistic and cultural aspect which concerns the transfer of gender. Indeed,
some of the above-mentioned titles may or do refer to female characters in
This new approach requires the integration of localization within each con- Mass Effect 3, like the gender-customizable protagonist Commander Shepard
tent-creating department in the process of game development. Consequently, and the lieutenant-commander Ashley Williams. As already highlighted when
it entails the radical move of localization from the post-production stage, examining the translation of “doctor” in Section 4.2.2, and of “councilor”
which usually takes place at the very end of development, to the early crea- in Section 4.8, and as investigated more in-depth by Pettini (2018, 2020,
tive and planning stages. More professionals are thus required to determine 2021a), Italian translators and dubbing professionals tend to adopt gender-
and advise on how game contents, such as the stories and the sociocul- unfair solutions based on the use of masculine forms for female referents. As
tural features, are likely to be perceived from target locales’ audiences. In examples (5.6) and (5.7) demonstrate, although the word-ending letter “e”
other words, developers, publishers, and localizers re-create or remove all in comandante makes this title gender-neutral, meaning that it can be used
those game assets which could have an adverse effect on, or which could be for both, gender-marked satellite elements appear only in Spanish, thanks to
misinterpreted by, target players. In this sense, localization becomes closely the use of variables, whereas il is masculine in Italian. Similar wording can be
involved with the creation of a game that takes into account the target mar- observed in example (5.3), where masculine forms include the definite article
kets’ preferences from the beginning. il preceding tenente and the passive voice è stato ferito [was wounded], which
As regards translators, they may play a creative and even somehow contrasts with the correct feminine pronoun la for “her” in the second sen-
authorial role in the process, “a role that inevitably clashes with some of the tence, thus producing nonsense.
traditionally accepted views of translation as a ‘true’ copy of the original”
(ibid., 173). This relates to the concept of authorship, a controversial topic (5.6) Commander Shepard isn’t going to let anything happen to us!
in both Game Studies and Translation Studies. Il comandante Shepard ci terrà sempre al sicuro!
Enhanced localization means prioritizing the target audiences’ expecta- ¡[{M}El][{F}La] comandante Shepard no dejará que nos pase nada!
tions and, although this may imply significant changes to the original game,
this approach “should not be perceived as a mandate to modify everything, (5.7) I’m Commander Shepard with the Alliance. […]
but rather as an awareness of the sensitivities and preferences of other cul- Sono il comandante Shepard dell’Alleanza. […]
tures” (ibid., 174). Soy [{M}el][{F}la] comandante Shepard, de la Alianza. […]
To conclude this historical overview, it seems worth highlighting that
deep or enhanced localization “is the goal towards which the most experi-
5.4 Clock Code
enced game developers and publishers are starting to work, because it guar-
antees consumer satisfaction and loyalty to a particular brand, an approach As Bowyer (2004, 48) explains, the clock code is “a system used to indicate
which, in turn, ultimately becomes more profitable” (ibid., 174–175) and, other aircraft in relation to your own aircraft; 12 o’clock is straight ahead;
above all, turns out to be beneficial for all involved. 6 o’clock is directly behind you; 3 o’clock is to your right, 9 o’clock is to
your left”. Originated in aviation, this code is commonly used to indicate
the position and the relative direction of an object in military language,
2.6 Game Translation
described using the analogy of a 12-hour clock to designate angles and
Given the international distribution of video games, as already dis- directions. Although the focus of this study is on names and name-related
cussed, translation is a key phase within the whole localization cycle. expressions, since this code is widely used in war-themed game dialogs, it
Video games reach every corner of the world and “go global” thanks to deserves a brief qualitative analysis.
158 Realism and Fictionality in Military Language 36 Game Localization and Translation
Specifically, the transfer of the clock code requires translators to adopt the process of negotiation between texts and cultures, during which all
equivalent formulaic expressions in the target language or, when possible, kinds of transactions take place mediated by the figure of the translator
paraphrase the code in order to make the meaning clear. Given the rapidity (Bassnett 2014, 6).
of communications during military operations, it comes as no surprise that In this sense, the linguistic and cultural transfer of video games is
clock code formulae are also shortened in the original dialogs. Indeed, while mediation and negotiation too. The assumption underlying the need
many occurrences report the full form, namely the number plus the formula for game translation is exactly that entertainment is not amusing to the
“o’clock”, others don’t and numbers may be both letters and figures, as in global village as a whole. What is enjoyable in one country may not
the following examples (5.8)–(5.14). be equally agreeable in another, “since the concept of what constitutes
fun is deeply rooted in culture, tradition, and history” (Bernal-Merino
(5.8) Two o’clock! 2015, 41).
A ore due! Regardless of all factors resulting from the industry business needs, as
¡A las dos! explored in the first part of this chapter, the localization of video games
is influenced by considerations about the nature of the title to be interna-
(5.9) Stump, get on our six, we’ll get you out of there! tionally distributed and about the expectations of the target audience. For
Stump, resta a ore sei, ti portiamo via da qui! example, in a racing game the soundtrack must include the radio stations
¡Stump, colócate a nuestras seis y te sacaremos! with locally popular DJs. Similarly, in a sports game there must be locally
well-known sportsmen, or those belonging to national teams, together
(5.10) Aggressor on your 6. with sports commentators from local radios and television programs (see
Aggressore a ore 6. Fernández-Costales 2012 and Pettini 2016). Localization also affects spe-
Agresor a tus 6. cific game contents, namely violence, blood and gore, sexual content, and/
or strong language, when dealing with age ratings, which can vary accord-
(5.11) Our six is cut off! […] ing to the target territory. Age rating labels are particularly relevant for
Dietro bloccato! […] translation because they can outline the prospective target audience and
¡Nos han cortado la retirada! […] consequently influence translators’ overall approach or single strategies (see
Bernal-Merino 2015, 182–187).
(5.12) I got your six. The paragraphs which follow illustrate the theories holding the research
Ti copro le spalle. in this book. Given the difficulty of providing an exhaustive account of all
Te cubro. concepts, contributions, and points of view, and also of their numerous
implications, this section explores the most relevant parts of these mod-
(5.13) PAC: On your six. els, which represent useful tools for the analysis. In more detail, the fol-
PAC: Ti seguo. lowing sections explore the distinctive characteristics of game translation,
PAC: A tus seis. while outlining the influence exerted on the translators’ task by the unique
dimensions of game media. First, the relationship between game transla-
(5.14) PAC: On your six, Reck! tion and AVT is explored (2.6.1); the nature of the former as a type of
PAC: Alle tue spalle, Reck! constrained translation and the unique constraints game translators deal
PAC: ¡A tus seis, Recker! with are discussed (2.6.2), namely space constraints and platform-specific
terminology. Secondly, the distinguishing traits of video games as complex
As regards localizations, it seems worth underlining that in Italian the multimedial and multimodal interactive texts, i.e. interactivity and ludonar-
clock code almost always includes the preposition a [at] and the word ore rative (2.6.3), textual non-linearity (2.6.4), and multitextuality (2.6.5), are
[hours] to indicate the position. Similarly, in Spanish the formulaic expres- brought to light to show typical translation challenges. Finally, on the basis
sion includes the preposition a [at] plus the definite feminine plural article of the skopos-driven nature of game translation, the concept of playability
las or possessive adjective plus the number. Accordingly, direct translation is explored (2.6.6). The conclusion of this chapter is devoted to the process
is the strategy used to transfer the clock code in the two target languages. of culturalization, a fundamental step in game localization, and a concept
However, as already mentioned, it can also be rendered differently and sub- directly relevant to the interaction between the real world and the game
stituted by what the clock position means and/or implies. For example, as in world this book scrutinizes.
Game Localization and Translation 37 Realism and Fictionality in Military Language 159
2.6.1 The “Periphery” of Audiovisual Translation Studies the dialog lines (5.11)–(5.14), the position “six o’clock” may also become
dietro [the position behind (us)] in Italian and retirada [pullback] in Spanish
As mentioned in the Introduction, game translation has been defined as
for “our six”, ti copro le spalle and te cubro [I cover/shield you] for “I got
“the periphery” (Bogucki 2013, 30) of “the emergent field of what can
your six”, and “on your six” can be paraphrased into ti seguo [I follow you]
loosely be termed Audiovisual Translation Studies” (Bassnett 2014, 142,
and alle tue spalle [behind you] in Italian.
Pérez-González 2019). Video games are one of the new screen-based tex-
tual manifestations that have extended the boundaries of this area of study
(Pérez-González 2009, 13). By drawing parallels with AVT, some features 5.5 Military Phonetic Alphabet
of game translation can be examined because this is arguably “the most
One of the aspects of the military’s lingua franca is the use of a phonetic
complex example of audiovisual translation, due to their [video games’]
alphabet, a list of code words to identify letters in radio or telephone com-
multimedia and interactive characteristics” (Bernal-Merino 2015, 46).
munication, in order to ensure brevity and clarity and avoid any ambiguity
Games can probably be considered as the most multifaceted and challenging
or confusion which may result from excessive noise or radio interference,
form of audiovisual texts as well as the most extreme form of multimedia
or also from spelling mistakes or miscommunication, especially when peo-
interactive software (ibid., 47).
ple from different countries with different accents and pronunciations work
As Pérez-González contends (2009, 13), AVT is a branch of TS con-
together. Officially adopted in 1956, this code system is indeed universal and
cerned with the transfer of multimodal and multimedial texts into another
commonly referred to as the North Atlantic Treaty Organization (NATO)
language and/or culture. According to the author, audiovisual texts are
phonetic alphabet. Letters are arbitrarily assigned code words acrophoni-
multimodal inasmuch as their production and interpretation relies on the
cally, so that single code words are uttered to identify letters which refer to
combined deployment of a wide range of semiotic resources or meaning-
military terms, and combinations of code words are pronounced in order to
making modes, such as language, image, music, color, and perspective.
spell out military terms.
Audiovisual texts are multimedial insofar as this panoply of semiotic
In this book corpus, the code words mentioned in dialogs include “Able”,
modes is delivered to the viewer through various media in a synchronized
“Alpha”, “Bravo”, “Charlie”, “Delta”, “Echo”, “Foxtrot”, “Golf”,
manner, with the screen playing a coordinating role in the presentation
“India”, “Kilo”, “Lima”, “Mike”, “November”, and “Tango”. Except
process.
for “Able”, which is the ancestor of the “Alpha” code word, according to
The simultaneous use of different sign systems to communicate infor-
NATO website (2016, online), all letters belong to the current internation-
mation, which is peculiar to audiovisual texts, is a key concept in AVT
ally agreed phonetic alphabet, but their role varies across the three games.
Studies. Like comic books, films, TV programs, and websites do with their
While in Mass Effect 3 (ME3), they are the names of the special forces units
respective recipients, video games naturally and imaginatively interweave
of the human Systems Alliance’s Navy, in MoHW and Battlefield 4 (BF4)
the linguistic system with the other semiotic systems to immerse players in
the meaning of phonetic alphabet letters better exemplifies the purposes of
their imaginary worlds. Therefore, translation, meant as textual transfer
brevity and clarity they serve in military operations and, more importantly,
essentially, cannot ignore the content and value of semiotic systems other
this difference affects translation.
than language. “Translating only the written word can lead to error and,
As Figure 5.2 illustrates, retention is the major strategy used to transfer
therefore, a disruption of the continuum and coherence that exists amongst
code words in Italian and Spanish, meaning that 92% and 68% of them are
the various sign systems in the source text” (Bernal-Merino 2015, 46–47).
correctly kept in their original form, with very few orthographical adapta-
Today there is general consensus among scholars regarding Audiovisual
tions in Spanish like Alfa for “Alpha” and Eco for “Echo”. However, unless
Translation Studies as the right framework and disciplinary context where
players are familiar with the NATO phonetic alphabet, it is possible to spec-
the translation of video games can be positioned, and the AVT umbrella
ulate that the meaning of code words, if retained, may only be understood
label is a valid one to encapsulate professional practices and translation
in context, in other words, when playing.
modes such as subtitling and dubbing which video games share with other
Another strategy is direct translation, which is adopted only in Spanish
audiovisual products. Nevertheless, also because they are software, the way
(10%) to render code words which name ME3 special forces, like Noviembre
game interactivity and immersion through the maxim of playability severely
for “November”. In this case, translators may not have recognized the
affect translators’ tasks results in video game translation falling somewhat
domain-specific nature of those names as universal code words, but since
outside of the realm of AVT (ibid., 97). This is the reason why, as argued in
they are proper nouns, players may not perceive the inaccuracy.
the Introduction, game localization might also be considered as an interdis-
More interestingly, as mentioned above, MoHW and BF4 dialogs provide
ciplinary autonomous discipline within Translation Studies.
a more faithful picture of the phenomenon and of its functions in military
160 Realism and Fictionality in Military Language 38 Game Localization and Translation
Furthermore, it seems worth underlining that localization and audiovis-
100% 92% ual translation “face a constant erosion of their mutual boundaries due to
technological advances” (O’Hagan and Mangiron 2013, 1). As O’Hagan
80% (2006b, 1) seminally anticipated:
68%
60% The dynamic development of digital content and rapid changes in peo-
ple’s communication and entertainment habits are creating a new type
40% of translation content. The shift from print to electronic media is chal-
lenging the established translation procedure and provoking new ways
22%
20% of translating, in turn calling for new theoretical frameworks and new
10% 8% research methodologies in translation studies (TS). Given the increas-
0%
ingly indispensable role played by technology in the modern transla-
Retention Direct translation Explicitation
tion practice, the need for technology-oriented translation research has
never been greater.
Italian Spanish
Localization “is the most technology-driven and technology-dependent sec-
Figure 5.2 Translation Strategies for Military Phonetic Alphabet.
tor of the translation industry, as it deals with electronic content which is
not ‘translatable’ without using technology because of the very nature of the
communication. For example, “Alpha” and “Bravo” refer to the first and medium” (O’Hagan 2006b, 5). Therefore, the difference between localiza-
second rally points soldiers must proceed to in order to be extracted dur- tion, of which game translation is part, and conventional translation “lies
ing operations, as in (5.15) and (5.16), but they are also used as triage in the nature of the (predominantly digital) content it deals with” (O’Hagan
codes for casualty evacuation, meaning “urgent” and “priority”, respec- 2006a, 39).
tively (Falzone et al. 2017, 48), and following the abbreviation “cat” for “Such a blurring of borders [between localization and audiovisual trans-
“category” (Millbrooke 2008, 128), as in (5.17). lation] is also detectable in the emergence of the many different terms used
to refer to the field of AVT” (O’Hagan and Mangiron 2013, 106), such as
(5.15) Proceeding to Rally Point Alpha. “media translation”, “multimedia translation”, “multimodal translation”,
Andiamo al Punto di raccolta Alpha. and “screen translation” (see Chiaro 2009, 141, Orero 2004, vii–viii). The
Vamos al punto de encuentro Alfa. spread of new media resulting from the convergence of technologies is see-
ing the previously separate domains of localization and AVT come together
(5.16) Mother, Alpha is blown! Proceed to Rally Point Bravo! to deal with the need for global distribution of these new types of product
Mother, la copertura di Alpha è saltata! Procedere al punto di rac- (O’Hagan and Mangiron 2013, 106), of which video games are a prime
colta Bravo! example.
¡Mother, Alfa ha estallado! ¡Avanza hacia el punto de reunión In this sense, as previously discussed in this chapter, a dedicated term
Bravo! would be highly desirable in order to properly define all game translation
paradigms, according to Bernal-Merino (2015, 251) who claims:
(5.17) […] We have one CAT Alpha and at least two CAT Bravos with us.
Have medical ready. The translation and localization of video games show that a more
[…] Abbiamo un ferito Alpha e almeno due feriti Bravo. Preparate comprehensive theory of translation is needed from TS if it is to
il soccorso medico. accommodate and explain current translation practices in the MIES
[…] Tenemos un CAT Alfa y dos CAT Bravos con nosotros. [Multimedia Interactive Entertainment Software] industry. While lin-
Asistencia médica lista. guistic-based theories, process-oriented, descriptive and functionalist
approaches, postcolonial, gender-based and corpus linguistics perspec-
“Charlie” and “Lima” occur together in “Lima Charlie”, standing for “loud tives on translation all do contribute to explain some of the chal-
and clear” (Dickson 2011, 383). “Related to radio voice communication, lenges encountered in TMIES [Translation of Multimedia Interactive
loud and clear is the quality of reception, as compared to communications Entertainment Software], it seems necessary that a harmonization of
Game Localization and Translation 39 Realism and Fictionality in Military Language 161
theories is achieved so that current professional practice can be fully that are weak and distorted” (Taylor 2010, 207, original emphasis). As in
explained and placed within TS. example (5.18), while this procedure expression is left unaltered in Spanish,
in Italian it is rendered by explicitation into the equivalent procedure expres-
sion forte e chiaro [loud and clear].
2.6.2 Constrained Translation
Since video games are multimodal and multimedial texts, their linguistic (5.18) Lima Charlie. We’re sending the bot. Over.
and cultural localization must be interpreted as a type of constrained trans- Forte e chiaro. Mandiamo il bot. Passo.
lation. This term was first used by Titford (1982, 113) and later adopted Lima Charlie. Enviamos robot. Cambio.
by scholars such as Rabadán-Álvarez (1991, 72), Díaz-Cintas (1998), and
Lorenzo-García and Pereira-Rodríguez (2000, 2001) to acknowledge a
translation conditioned by both verbal and non-verbal communication pur- “Mike” occurs in two procedure expressions: “mike” and “mike mike”.
poses. According to Mayoral, Kelly, and Gallardo (1988, 356), when trans- Both belong to military jargon: the former stands for “minute”, while
lation is required not only of written texts alone, but of texts in association “mike mike” means “millimeter”, and generally refers to weapon calib-
with other communication media (image, music, oral sources, etc.), the ers (Dalzell 2009, 660). In translation, “mike” is always made explicit in
translator’s task is complicated and at the same constrained by the latter. Spanish, whereas Italian presents two quantitatively equivalent strategies:
In other words, although not specific objects of the translation process, the retention and explicitation, as in examples (5.19) and (5.20). Conversely,
non-linguistic systems or channels an original text relies on to convey infor- “mike mike” is transferred by explicitation in both languages, but in Italian
mation at a given moment must be considered by the translator (Mayoral it is always abbreviated into mm. In more detail, in (5.21), “forty mike
et al. 1988, 358). mike” and “7.62” (millimeters) refer to the calibers of the Mark-19 grenade
The relationship between all the systems involved is based on a funda- launcher and of the M240 machine gun a robot is equipped with in MoHW
mental concept: synchrony, referred to as “the agreement between signals (Medal of Honor Wiki, online).
emitted for the purpose of communicating the same message” (ibid., 359)
and which can be of time, space, content, sound, and character. Accordingly, (5.19) Solid Copy, we’re moving. Five mikes.
the message must be seen as “a whole created as a result of the concurrence Ricevuto, ci muoviamo. Cinque mike.
of different signals” and not as the sum of meanings transmitted by the sum Recibido, avanzamos. Cinco minutos.
of signals (ibid., 360). This does not imply that “the different parts of the
message should mean the same thing but rather they should not contradict (5.20) Roger. Three mikes. Then we’re coming after you.
one another unless this has been the intention of the original” (ibid., 363). Roger. Tre minuti, poi vi seguiamo.
Translation is not possible without understanding how the other non-lin- Recibido. Tres minutos. Después, iremos detrás.
guistic communicative elements add to or modify the meaning and some-
times even impose their own laws and conditions on the text. Synchrony is (5.21) You got forty mike mike and 7.62. Good to go.
therefore paramount for the sake of the overall communicative function, Avete 40 mm e 7.62. Via.
that is to say to avoid a failure of the communication act or additional dif- Tienes cuarenta milímetros y 7,62. Listos.
ficulty in decoding.
As regards video games, the synchronous effect resulting from the rela- Finally, “tango” stands for “target” and refers to enemies. In localizations,
tionship among all the layers of linguistic and non-linguistic information as illustrated in examples (5.22) and (5.23), retention and explicitation are
found in these products enhances the player’s experience. This is the reason respectively used in Italian and Spanish. In English “tango” is both singular
why when translating games, all semiotic systems should be analyzed by and plural, in Italian it is always singular thus conveying the idea of ene-
translators, localizers, coordinators, and editors, if they are to guarantee mies’ movement, while the Spanish rendition enemigos [enemies] is always
the recreation of the same fun experience for receivers in different locales plural even if “tango” may generically refer to one single enemy during
around the world. combat sessions.
Game translation shares a number of constraints with other audiovis-
ual products, for the reasons discussed above. Besides the issues related (5.22) Watch your movement. Tangos in the buildings!
to the transfer of messages conveyed by means of different semiotic chan- Occhio ai movimenti. Tango all’interno!
nels, the process presents challenges concerning time and space constraints Cuidad los movimientos. ¡Enemigos en los edificios!
162 Realism and Fictionality in Military Language 40 Game Localization and Translation
(5.23) Tango on the bridge! when dealing with subtitling, the synchronous display of subtitles onscreen,
Tango sul ponte! whether verbatim or edited, the voice recording of the different characters,
¡Enemigos en el puente! often requiring good performance and lip-synchronization. Moreover, there
are some constraints which are pertinent to game localization and specifi-
cally affect translation decisions in terms of space limitations, especially
5.6 Radio Communication Procedures
affecting the UI, the use of terminology prescribed by platform holders, the
In order to transmit messages, orders, instructions, reports, and all pieces textual non-linearity resulting from the concatenation of text strings and
of information during military operations, like real-life soldiers, the charac- linguistic variables which allow the game engine to customize players’ expe-
ters in the games of this book corpus codedly interconnect via radio chan- rience through interactivity. While space limitations and platform-specific
nels thanks to a set of formulae and prowords (Weik 2012, 760) which are terminology will be discussed in the following paragraphs, the textual con-
typical of military radio communication, including “this is”, “over”, “out”, straints posed by interactivity will be dealt with in Sections 2.6.3 and 2.6.4.
“roger”, “check”, “copy”, “negative”, and “20”. These formulaic and pro-
cedural expressions in radio communication are used to prevent voices over
2.6.2.1 Space Constraints
radios and other communication systems from being distorted, unclear, or
misinterpreted. Space restrictions may be very rigid in game translation. This is particu-
According to the standard message format (Department of the Army larly true for the transfer into Romance languages (O’Hagan and Mangiron
2009, 232–233), radio communication must report heading, text, and end- 2013, 131). “Traditionally, translated text is about 20 to 30% larger than
ing. First, soldiers identify the addressee with his/her code name or call sign, source language text” (Maxwell-Chandler and O’Malley-Deming 2012, 5).
and afterwards self by means of the formula “this is” plus the speaker’s call User interface text such as menus, lists, help and system messages, or tex-
sign or code name, as shown in examples (5.24)–(5.26). “This is”, which tual graphics (maps, signs, and notices including text), have pre-allocated
may also be omitted for brevity, means “this transmission is from the sta- space with a restricted number of characters or pixels. Yet, they require an
tion whose designator immediately follows” (ibid., 235). “unobtrusive and fully functional” translation because they represent the
player’s access into the game world (Dietz 2006, 126). “The UI text needs to
(5.24) Mako One, this is Grizzly Six. […] be short, clear, and precise in terms of the information displayed, because its
Mako 1, qui Grizzly 6. […] main purpose is to facilitate play without interrupting immersion or break-
Mako Uno, aquí Grizzly Seis. […] ing the suspension of disbelief” (Bernal-Merino 2015, 112). To deal with
such an issue, especially to avoid text display problems such as overlapping,
(5.25) GARRISON: Gatekeeper, this is Fortress. Say again! […] truncations, or excessive abbreviations, which can be very misleading, it is
GARRISON: Gatekeeper, qui Fortress. Ripetete! […] important that the design of menus, lists, text boxes, etc. allows space to
GARRISON: Gatekeeper, aquí Fortress. ¡Repetid, […]! be scaled up or down according to the size and the length of the text. In
contrast, redesign “is rarely an option because it impinges on engineering
(5.26) Normandy, this is Anderson […] do you read? time”, and “a reduction in the font size, […] affects the legibility of the text
Normandy, qui Anderson. Mi sentite? displayed” (ibid.).
Normandía, aquí Anderson […] ¿Me recibes? As regards the three games included in the corpus of this study, constraints
In both localizations, “this is” is mostly translated into the equivalent for- are usually indicated in a specific column of each title database spreadsheet,
mulae qui and aquí [here], both being adverbs of place which introduce the but they do not really affect dialog lines, the text type under investigation.
speaker’s call sign or code name, but there are some alternative formulaic In particular, in the database spreadsheet of Medal of Honor Warfighter,
expressions like qui parla or simply parla and al habla [speaking] in both space constraints are specified in a column named “MaxLength” which
languages, and less specialized solutions like soy [I am] or este es [this is] in includes limitations ranging from 1 to 4000 characters per text string, the
Spanish, as in examples (5.27)–(5.30). latter concerns dialog lines. In Battlefield 4, the pertinent column is also
called “MaxLength” and ranges from 0 to 4000, the former is the limita-
(5.27) IRISH: Fortress, this is Tombstone three, […] tion concerning dialog strings which are termed “BF4_Subtitles”. In Mass
IRISH: Fortress, qui parla Tombstone 3. […]. Effect 3, there are no indications on space constraints, there is a column
IRISH: Fortress, aquí Tombstone tres, […]. called “audio restriction” with no values. As the audio localization manager
(Ravaglia, personal communication, February 5, 2016) clarifies, voice-over
Game Localization and Translation 41 Realism and Fictionality in Military Language 163
actors were not pressured by time constraints thanks to the automatic syn- (5.28) Hammer. This is Admiral Anderson.
chronization performed by the game engine, as explored by Pettini (2018). Hammer. Parla l’ammiraglio Anderson.
Martillo. Soy el almirante Anderson.
2.6.2.2 Platform-Specific Terminology
(5.29) GARRISON: Any station this net, this is Fortress. […]
Platforms are electronic systems, the hardware devices used to play video GARRISON: A tutte le unità in ascolto, qui Fortress. […]
games. According to Bernal-Merino (2015, 107), “they can be broadly grouped GARRISON: A todas las estaciones, Fortress al habla. […]
into two categories: desktop devices (PCs, PS3, PS4 Xbox 360, Xbox One,
Nintendo Wii, Wii U), and portable devices (PlayStation Portable, Nintendo (5.30) Everyone, this is Voodoo. […]
3DS, mobile phones, smart phones, and tablet computers)”. Accordingly, Ascoltatemi tutti, qui Voodoo. […]
multimedia interactive entertainment software can be categorized into con- Gente, este es Voodoo. […]
sole games, computer games, handheld console games, and mobile games.
Platform developers “have specific technical requirements, since their After uttering the actual message, soldiers end the transmission with
game standards differ in Asia, Europe and the United States” (Maxwell- final instructions such as “stand by”, “wait”, “execute”, among oth-
Chandler and O’Malley-Deming 2012, 7). Localizations “must fulfil these ers (Department of the Army 2009, 233) and, more relevantly, “over”
requirements and adhere to the platform-specific terminology” (O’Hagan or “out”. As regards these two ending prowords, according to the
and Mangiron 2013, 132), whose transfer represents “one of the main Department of the Army (ibid., 235), a specification is in order: the term
areas of interaction between terminology and game translation” (Pettini “over” means “this is the end of my transmission to you and a response
2016, 68). is necessary. Go ahead: transmit” while “out” means “this is the end of
Many game text types require translators to strictly use an approved my trasmission to you and no answer is expected”. These prowords in
body of specialized terms which relate to a particular platform, official game dialogs are exemplified in (5.31)–(5.35) and, as regards their trans-
terminology, and trademarks that do not allow for translation errors or fer, both are directly translated into the equivalent prowords, namely
variations. The content and wording of these messages must follow style, passo and cambio for “over” and chiudo and fuera or corto for “out” in
formatting, and terminology guidelines within each language and across all Italian and Spanish, respectively.
localized versions. No variation is permitted unless it has been formally vali-
dated by the platform holders. In detail, as Bernal-Merino (2015, 110–114) (5.31) Stump, Mother. Give status. Over.
illustrates, platform-specific terminology constrains the following textual Stump, Mother. Rapporto. Passo.
components: Stump, Mother. Estado. Cambio.
•• the user interface, which is used to control the hardware preferences (5.32) IRISH: […] We’re close to our target point. Over.
as well as the many aspects of gameplay, thus requiring terminological IRISH: […] Siamo vicini all’obiettivo. Passo.
appropriateness and accuracy; IRISH: […] Estamos cerca de nuestro objetivo. Cambio.
•• system messages, which contain technical information in the form of
official error reporting messages, as well as promotional information (5.33) Solid copy, Mako out.
that the game publishers, the console manufacturers, or any of the Ricevuto, Mako chiude.
stakeholders, wish to promote; Recibido, Mako fuera.
•• game installers, which contain technical information and system dialog
strings which have been approved by platform manufacturers and must (5.34) IRISH: Copy that, Fortress. Out.
always be expressed and displayed in the same manner. These texts are IRISH: Ricevuto, Fortress. Chiudo.
short and syntactically simple, but it is precisely this succinctness cou- IRISH: Entendido, Fortress. Corto.
pled with the need for specific terminology that makes the task difficult
for translators. (5.35) Roger that. Cortez out.
Ricevuto. Cortez, chiudo.
Moreover, platform-specific terminology constraints are particularly severe Recibido. Cortez fuera.
when the title is multiplatform, that is designed to be released simultaneously
164 Realism and Fictionality in Military Language 42 Game Localization and Translation
Nevertheless, in both localizations there are a few instances of mistransla- on several platforms, since the whole number of requirements and terms
tions: in Italian, for example, passo [over] is omitted once but occurs as a may grow considerably.
rendition of “do you copy?” in (5.36), which is a different radio communi- In professional practice, official terminology lists or databases are usually
cation expression as discussed below, while in Spanish cambio [over] is used compiled and updated internally by a dedicated team of either the localiza-
to render “out”, as in (5.37). Moreover, it seems interesting to mention that, tion vendor or of the localization department, depending on whether trans-
given the blurred boundaries between languages for special purposes and lation is outsourced or performed in-house. The importance of this issue is
everyday language, passo e chiudo in Italian and cambio y fuera or cambio testified to by the fact that platform holders
y corto in Spanish have become playful parting formulae.
reserve the right to ban the release of a game for their system if it does
(5.36) IRISH: Fortress, this is Tombstone, […]. Need another way out. Do not comply with […] the correct use of their trademark and their copy-
you copy? righted terminology, which must remain consistent across the whole
IRISH: Fortress, qui Tombstone, […]. C’è un’altra via di fuga? Passo. product line in all the languages covered.
IRISH: Fortress, aquí Tombstone. […], necesitamos otra salida.
(Bernal-Merino 2015, 180)
¿Recibido?
The three games included in the corpus of this book are all multiplatform
(5.37) GARRISON: […] Helo is inbound. Get your squad in position. Out. titles and the publisher’s localization department has compiled a spread-
GARRISON: […] Elicottero in arrivo, portatevi in posizione. Chiudo. sheet covering terminology for all languages. This database contains all the
GARRISON: […] Helicóptero de camino. Ten a la patrulla en
correct terms translators must use in game texts of each localized platform-
posición, cambio. specific game version. However, as demonstrated by the above-mentioned
list of text types, dialog strings do not contain platform-specific terminol-
“Roger”, which means “I have received your last transmission satisfac- ogy. Indeed, no occurrence of such terms is found in the corpus and, conse-
tory, radio check is loud and clear” (Department of the Army 2009, 235), quently, they are not included in the analysis.
belongs to the so-called “radio checks”, aimed at “rating signal strength
and readability” (ibid., 234). According to the NATO website (online), the
2.6.3 Interactivity and Ludonarrative
origin of “roger” lies in the previous phonetic alphabet letter for “R”, which
is now coded into “Romeo”. Interactivity can be seen as a basic characteristic of any technology or
As the examples below show (5.38)–(5.42), “roger” may also co-occur computer-based activity, and it is often interpreted as the feature that sets
with ”that” in “roger that”. From a translational perspective, in Italian video games apart from other forms of entertainment. However, as Bernal-
“roger” is always retained in MoHW, thus producing a remarkable for- Merino claims (2015), the concept is not new or exclusive to digital media:
eignizing effect as in examples (5.38), (5.39), and (5.42), and directly all types of entertainment can arguably be defined as interactive, since they
translated into the equivalent expression ricevuto in BF4 and ME3 as in rely on some kind of interaction between the author and the recipient, there
examples (5.40) and (5.41), with two instances of informal alternatives like are examples of interactivity in drama, reality TV shows, literature, etc., not
OK and sì [yes]. Conversely, in Spanish “roger” is almost always directly to mention the increasing tendency to introduce game-like interactivity in
translated (96%) into recibido, the correct equivalent proword (García de audiovisual storytelling, a sort of gamification of television (see Stold 2019).
la Cuesta 2003, 349) with only a few occurrences of synonyms like enten- The main differences lie in the level of authorship granted to the recipient,
dido or comprendido [both meaning understood], as in examples (5.41) the reader, the spectator, or the player in the case of video games. Indeed,
and (5.42). multimedia interactive entertainment intrinsically implies players’ active
participation to unfold. Players’ agency is the conditio sine qua non for
(5.38) Roger. Preacher, on the door. video games to function and, especially, for the game storyline to develop.
Roger. Preacher, la porta. Interactivity “empowers users and encourages them to become active agents
Recibido. Preacher, la puerta. in direct control of an adventure to an extreme never seen before in any
medium” (Bernal-Merino 2015, 38).
(5.39) Roger that, Mako. As happens in Game Studies,5 also for translational analysis, video games’
Roger, Mako. most relevant dimensions are play and narrative. Therefore, they must be
Recibido, Mako. analyzed as both play (ludology) and story (narratology). Ludologists focus
Game Localization and Translation 43 Realism and Fictionality in Military Language 165
on the play action, the experience of playing games, and acknowledge them (5.40) DUNN: Roger. We’ll be there.
as simulation, a highly structured world governed by pre-determined rules DUNN: Ricevuto. Ci saremo.
according to which players can choose among different paths to finally DUNN: Recibido. Allí estaremos.
reach different scenarios, thanks to regulated interactivity (O’Hagan and
Mangiron 2013, 76). In contrast, narratologists focus on games as narra- (5.41) Roger that, EDI.
tives and representations, as texts decoded by players, and this latter inter- Ricevuto, IDA.
pretation is particularly relevant for game translation research. Entendido, SID.
According to Fulco (2004, 58), the external structure of a video game can
be represented as two intersecting levels: the ludic and the narrative. Game (5.42) Roger. Looks like you’re clear.
contents belong to either the first or the second according to their function. Roger. Sembra che la via sia libera.
The ludic level includes all the elements related to interactivity while the Comprendido. Parece despejado.
narrative contains those of storytelling (dialogs, texts, and characters), the
latter being partly fixed in cinematics (Bissell 2010, 37). Multifunctional Other procedure words used to confirm reception are “check” and
game contents are part of both, and place themselves in the intersection “copy”. “Check” is an informal expression which may co-occur with
area, the “ludonarrative” level where game mechanics and story fluidly “that” in “check that” (Bowyer 2004, 44). “Copy” may also co-occur
interact and direct gameplay development by means of the player’s actions. with that in “copy that”, and with the adjective “solid”. As a verb,
Ludonarrative is therefore unscripted and gamer-determined (ibid.) and “copy” is “US to receive a radio transmission (radio terminology)”
results in game texts’ non-linearity. In summary, ludonarrative is the dimen- and “copy” or “copy that” means “I have received (and understood)
sion which allows game analysis concerning both ludic and narrative ele- your message” (ibid., 59). As shown in examples (5.43)–(5.49), unlike
ments, and “attempts to bridge the narrative and the play dimensions as two “roger”, these prowords are always directly translated into equivalent
sides of a coin” (O’Hagan and Mangiron 2013, 151). expressions like ricevuto in Italian and recibido in Spanish, or equivalent
This twofold dimension seems to depend on video games’ “half-real” verb forms like ricevere and recibir, or into a few other synonymous
nature (Juul 2005): “video games are rules and fiction” (ibid., 12, original expressions which, however, are not specific to radio communication
emphasis), “to play a video game is therefore to interact with real rules such as OK and confermato [confirmed] in Italian, entendido [under-
while imagining a fictional world, and a video game is a set of rules as stood] and escuchar [hear] in Spanish.
well as a fictional world” (ibid., 1, emphasis added). This argument about
games’ real-fictional duality is a particularly relevant viewpoint for the pur- (5.43) Check. Preacher, on me.
poses of this book, as discussed in Chapter 3. Ricevuto. Preacher, con me.
As regards storytelling, players go through a fictional game world which Recibido. Preacher, sígueme.
progressively unfolds and they are told the story they are determining, a
“played out” narrative (Bateman 2006, xxvi) within the main pre-deter- (5.44) Check that. Let’s back ’em into a corner, then.
mined narrative. Ricevuto! Chiudiamoli in un angolo, allora.
In this sense, if we consider games as the result of the interaction of the Recibido. Arrinconémosles entonces.
two dimensions, it is worth noting that, in Dovey and Kennedy’s words
(2006, 102), “to play is to generate meaning, to express it through play. Play (5.45) IRISH: Copy Fortress. En route. […]
allows us to actively express meaning” and “play is always about action and IRISH: Ricevuto Fortress, in marcia. […]
reaction” (Bernal-Merino 2015, 39), namely interactivity. The relationship IRISH: Recibido, Fortress. Allá vamos. […]
between text and receiver considerably changes and this inevitably affects
translation. (5.46) Solid copy. Holding position.
Ricevuto. Resistiamo.
Action takes place in the first person and, most often, through a com- Recibido. Mantenemos posición.
puter-generated avatar. Players assume the persona of the characters
they play, and inhabit that virtual body and world for as long as they (5.47) FIREBIRD: Copy that. Engaging.
want. […] The game must adapt to the players’ responses, achieving FIREBIRD: Confermato. Ingaggio.
this in two ways: programmatically, through well-designed gameplay, FIREBIRD: Recibido, atacando.
166 Realism and Fictionality in Military Language 44 Game Localization and Translation
(5.48) Normandy. We’re going to to reroute. Do you copy? and linguistically, through the correct flow of relevant information in
Normandy, dovremo fare una deviazione. Mi ricevete? meaningful text format exchanges.
Normandía, vamos a cambiar de ruta. ¿Me recibes? (ibid.)
(5.49) IRISH: […] I say again Fortress, this is Tombstone three, how copy? Since “a significant proportion of the communication taking part between
Over. players and games is provided by language, whether in text, audio, or video
IRISH: […] Ripeto: Fortress, qui Tombstone 3, mi ricevete? Passo. format”, the game engine must present a considerable linguistic flexibility
IRISH: […] Repito: Fortress, aquí Tombstone tres, ¿me recibís? and “game programming must take into account syntactical and morpho-
Cambio. logical rules in order to phrase exchanges with players correctly”, especially
as regards gender and number agreement, modes of address, etc. (ibid.).
Example (5.49) contains another procedural expression “I say again” Cross-linguistic syntactical and morphological issues complicate game
(Department of the Army 2009, 236) which means “I am repeating trans- translation, especially if we consider the usual lack of co-text and context
mission or part indicated” (ibid., 338) and is correctly rendered into direct of localization practice. Therefore, it is easy to understand how interactiv-
equivalents such as ripeto and repito [repeat]. ity may influence the translators’ task whose objective is to maintain play-
“Negative” is another common proword in radio communication, sim- ers’ suspension of disbelief, to offer an immersive experience into the game
ply meaning “incorrect” (Bowyer 2004, 166). Given the transparency of world or, better said, guarantee playability. This latter concept is worth
this term, translators could easily adopt direct equivalents in both target further exploration since it can be referred to as the skopos of game transla-
languages, being negativo in Italian and Spanish. tion. Consequently, Section 2.6.6 will be entirely dedicated to it.
Finally, in BF4 dialogs a very interesting example of radio talk, namely Going back to ludonarrative, since either voiced-over and subtitled dialog
“20”, can be observed. This slang term belongs to the so-called “ten-codes” strings uttered during both interactive and non-interactive sequences are the
or “ten-signals” (Jackson and Amvela 2000, 137), which represent com- focus of this book’s research, it is worth noting that monologues and dia-
mon phrases in radio transmissions also in a military context. To be precise, logs are among the major tools used for game narrative development. Video
“20” is part of “10–20” meaning “location” and, as in examples below, games’ interactive storytelling is paramount in the overall game experience.
this code is rendered by explicitation in both languages due to the opacity After all, as maintained by Adams (cit. in O’Hagan and Mangiron 2013,
of this US culture-specific expression for which a simple direct translation is 151), “without a story a game is just an abstraction”. Moreover, story-
very likely to be unintelligible. In Italian, backtranslation reads as “where driven games, as opposed to action-driven ones, best satisfy translational
did Irish end up?” in (5.50) and “(what’s your) position?” in (5.51), while analysis purposes. For all these reasons, narrative and its devices in video
in Spanish it is explained and rendered into “do you know where Irish is?” games, especially in the form of audiovisual interactive storytelling, would
in (5.50) and “where are you?” in (5.51). deserve greater attention and further examination by taking advantage of
Game Studies scholars’ contributions.6 Nevertheless, it is beyond the scope
(5.50) DUNN: You got a 20 on Irish? of this research and relevant references will be made only when pertinent to
DUNN: Dove si è cacciato Irish? the analysis of realia and irrealia, especially when investigating the narra-
DUNN: ¿Sabes dónde está Irish? tives of the story-driven games included in the corpus.
In localizations, “observation post” is identified only in Spanish and trans- “A wide range of text types, from literary to technical with the use of liter-
lated into the equivalent acronym PO in (5.60) and into the full form ary narrative devices, legal text and contemporary dialogue scripts full of
puesto de observación in (5.61), as recorded by Forero-Calderón (2008, street-speak, can be present within one game” (O’Hagan and Mangiron
358), whereas in Italian omission is used in (5.60), since se no salta tutto 2013, 154). “Most texts that are part of video games share a number of
[otherwise everything will blow up] does not mention the observation post, characteristics with texts that belong to other translation modalities, such as
and the latter is interpreted as operazione [operation] in (5.61), as correctly literary, technical, legal, or marketing translation, software and web locali-
happens in both languages in example (5.62). zation or other audiovisual translation modalities” (Granell 2011, 187).
Another instance of polysemy concerns the informal abbreviation “air” More relevantly, “this combination of texts within the same product could
which is used to signify “air support”, as explored above, but also “air- be one of the characteristics that sets the translation of [multimedia] inter-
craft”. In particular, in game dialogs, “air” co-occurs with the adjective active entertainment software apart from other audiovisual products” since
“hostile” as in example (5.63) and different strategies are adopted to trans- “it is the first time that one single product requires all types of language
fer this informal shortening in localizations: velivolo nemico [hostile air- transfer specializations” (Bernal-Merino 2006, 29).
craft] is the result of explicitation in Italian, whereas generalization is used
in Spanish to paraphrase “hostile air” into enemigos en el aire [enemies in With regards to language specialists, the video game industry requires
the air]. a translation professional with an array of skills rather different from
other areas of the established language transfer profession. The trans-
(5.63) FIREBIRD: Tombstone, radar’s lighting up. You got hostile air. lator of video games needs to have good computer skills in order to
FIREBIRD: Caposquadra Tombstone, segnale sul radar. Velivolo
work with different file formats and software packages, as well as to
nemico. be able to translate a wide variety of textual types ranging from the
FIREBIRD: Oficial Tombstone, alerta en el radar. Hay enemigos en promotional to the technical, the creative, the didactic and the liter-
el aire. ary. Although these skills may not be in themselves new to the field of
translation, their convergence is unusual, and it deserves to be studied
Some instances of correspondence are also found in the use of generaliza- separately and on its own merits.
tion in both languages. For example, superordinate expressions are chosen (Bernal-Merino 2015, 2)
to transfer “CAS” into supporto aereo and apoyo aéreo [air support].
Indeed, this acronym stands for “close air support”, it signifies “air action As already discussed, the text type on which this study focuses is dialog, i.e.
by aircraft against hostile targets that are in close proximity to friendly dialog strings which are uttered by both playable and non-playable game
forces” (DOD 2020, 35, emphasis added) and the equivalent expressions characters during both interactive and non-interactive sequences. According
are “appoggio aereo ravvicinato” (Busetto 2014, 193) in Italian and “apoyo to the classification above, dialog falls into “narrative” and “oral/dialogic”
aéreo cercano” (García de la Cuesta 2003, 72) in Spanish. Likewise, in text; indeed, it has been selected as the most suitable text type to be investi-
both languages “ETA” for “estimated time of arrival” is translated into gated for the purposes of this book, due to its narrative role in story-driven
more generic but military-like neutral and concise expressions such as games. In the original game, dialog strings “tend to be the transcription
Game Localization and Translation 51 Realism and Fictionality in Military Language 173
of the dialog exchanges” (Bernal-Merino 2015, 72), i.e. verbatim intralin- tempo previsto [expected time] or arrivo previsto [expected arrival] in
gual subtitles. In localized versions, dialog strings “tend often to follow the Italian, and paraphrased into statements like llegamos en [we arrive in]
verbatim written rendition of the voices (dialog and narration) that can be or questions like ¿cuánto os falta? [how long will it take you to arrive?]
heard in the audio track” (Bernal-Merino 2015, 124), i.e. verbatim interlin- in Spanish, which instead are phrased in layman’s terms, especially given
gual subtitles. Accordingly, it seems reasonable to speculate that game writ- the existence, as opposed to Italian, of a specialized definition reading
ers compose dialogs in the source text, they become (optional) intralingual as “hora estimada de llegada” (García de la Cuesta 2003, 139). This
subtitles which are then voiced-over in the source language if game audio approach is similar to the use of generalization when translating “TOT”
is included. Similarly, intralingual subtitles are translated into the target for “time on target”: in Spanish it is replaced with the military-like com-
language and they become interlingual subtitles which, in full localizations, pound tiempo objetivo, which resembles a standardized expression, while
are voiced-over by professional actors, thus becoming optional. Obviously the Italian impatto [impact] means the result of the action implied, i.e.
enough, these features considerably distance subtitling and voice-over in attacking the target, and generalization conceals the specialized nature
game localization from subtitling and dubbing in audiovisual translation of the original term, whose equivalent expression is “ora sull’obiettivo”
proper (O’Hagan and Mangiron 2013, 163–164) but, as already men- (Busetto 2004, 617).
tioned, a description of their features, especially if compared to the use of As Figure 5.4 demonstrates, generalization is more frequently used in
these modes in the translation of other audiovisual products, is beyond the Italian to transfer abbreviations which are alternatively translated by
reach of this book. explicitation in Spanish. This difference affects, for example, the treat-
ment of “DZ” for “drop zone”, which is “an area of ground selected for
the landing of troops by parachute” (Bowyer 2004, 80), whose equivalent
2.6.6 Playability
definitions are “zona di lancio” (Busetto 2004, 303) and “zona de lanzami-
Game translation is primarily driven by its purpose (skopos), which is ento” (García de la Cuesta 2003, 125). The latter is indeed the translation
ultimately to entertain the player of the translated game (O’Hagan and of “DZ” in Spanish, whereas in Italian it is generalized into area [area].
Mangiron 2013, 150). As in example (5.64), the blending “medevac” is another term which is
In this light, video games’ linguistic conversion may require a function- substituted with the standard full form in Spanish, while in Italian tras-
alist approach where the skopos is keeping the same look and feel of the porto [transport] is a broader synonym for evacuation, thus representing a
original and preserving the game experience (Mangiron and O’Hagan 2006, generalization.
Bernal-Merino 2009). When studying video games as source texts and local-
izations as target texts, as previously discussed, the analysis tends to draw (5.64) One KIA one CAT Bravo. Request immediate medevac.
on Skopos Theory. This means that the focus of translation is no longer Una perdita, un Bravo. Richiedo trasporto immediato.
equivalence to the original, but rather to the function of the target text Un muerto, un CAT Bravo. Solicito evacuación médica.
(O’Hagan and Mangiron 2013, 150). Accordingly, “with games, fidelity
takes a different meaning whereby the translator does not have to be loyal to This strategy is also used in the same dialog line to replace “KIA” for “killed
the original text, but rather to the overall game experience” (Mangiron and in action” with perdita [loss] in Italian, since “ucciso in azione” or “caduto”
O’Hagan 2006, 15). The experience offered by a video game is extremely are the proper terms to define fatalities according to Busetto (ibid., 163,
complex and multifaceted; moreover, different video games offer different 464). In Spanish, on the contrary, muerto seems to represent an abbreviation
game experiences. Translating the game experience means both guarantee- for “muerto en combate”, the standard full expression for “KIA” (Forero-
ing functionality and enhancing players’ immersion into the game world, Calderón 2008, 280). The use of generalization in Italian and explicitation
it means allowing players to both use the product and enjoy the artifact, in Spanish also affects the transfer of another abbreviation, namely “FOB”
since “a video game is both a product designed for mass consumption and which stands for “forward operating base”. The equivalent counterparts
an artistic creation at the same time” (Bernal-Merino 2015, 103) with both are “base operativa avanzata” in Italian (Busetto 2004, 952) and “base de
utility and expressive purposes. operaciones avanzada” or “base operativa avanzada” in Spanish (Forero-
Since entertainment is the skopos of game translation, the approach and Calderón 2008, 202). As in example (5.65), the Italian base operativa [oper-
the strategies of the linguistic and cultural mediation vary according to the ating base] is thus a superordinate term, while the Spanish base avanzada
type of entertaining experience offered by the game itself. In this regard, [forward base] represents an abbreviation of the official equivalent, which
due to the difficulty in defining a game experience objectively, to meet the more clearly identifies the “FOB” and, as such, has been interpreted as an
objectives of this book, it seems reasonable to rely on what developers and instance of explicitation.
174 Realism and Fictionality in Military Language 52 Game Localization and Translation
(5.65) There’s the FOB! publishers place emphasis on for marketing purposes. Indeed, games’ offi-
La base operativa! cial websites and dedicated pages on publishers’ websites prove to be very
¡Ahí está la base avanzada! useful in understanding what experience they aim to offer players world-
wide. The wide range of game experiences determines a wide array of lin-
guistic and translational challenges, and very different skills are required
5.8 Summary on the translators’ part, sometimes even calling for such a high degree of
creativity, and shared-authorship, that the resulting target versions “can
The objective of this chapter was to investigate the original and translated
(apparently) depart vastly from the original in an attempt to enhance play-
representation of military language in the three video games of this book
ability, engage players and maintain their immersion” in the game world
corpus. First, in order to provide the background for the analysis, the com-
(ibid., 250). This approach seems “practically unheard-of in the transla-
mercial and cultural phenomenon of war video games has been described,
tion of other texts where (literal) faithfulness to the ST [source text] tends
with special attention to military shooters, and the scholarly work on the
to be considered sacrosanct, often in a rather simplistic manner” (ibid.,
translation of military language has been reviewed briefly. Moreover, this
250–251).
chapter has outlined some methodological aspects concerning the study of
Therefore, playability, meant as players’ interaction with the game,
this specialized domain in video games. Secondly, this chapter has explored
becomes “a crucial concept for the translation and localization of video
the complex nature of the military language events within realia observed
games because it affects, not only the final feel of the product, but more
in the corpus, ranging from official terminology to colorful military slang,
importantly the players’ actual enjoyment of the game experience” (ibid.,
to finally examine the translation of the phenomena which linguistically
40). In other words, the quality of localization and translation can either
characterize the interactive experience of virtual soldiers, including military
greatly enhance or considerably diminish playability. As Bernal-Merino
titles, the clock code, the phonetic alphabet, and military abbreviations. In
contends (ibid.):
sum, findings show that the translation of military language in war video
games requires localization professionals more than language skills: special-
The translation of video games requires ‘playability’, so that game
ized subject knowledge concerning the reality of war in either the source
immersion can be achieved and maintained successfully by taking the
and the target languages and cultures is extremely important, which also
suspension of disbelief a step further and creating a convincingly per-
highlights the need for advanced research and dictionary-use skills in order
sonal experience for players each time they enter the game world.
to properly recreate the original linguistic dimension of the virtual conflict
players fight between realism and fictionality.
Playability may imply that any technical, cultural, and linguistic transfor-
mation is allowed in order to bring the product closer to the local taste and
Notes expectations of the target locale. Playability should be read as a principle,
1 Many works have highlighted the role of video games in conveying militaristic according to which “almost everything in a video game is open to change in
messages. For an overview on the topic, see Halter (2006), Huntemann and order to meet the needs of specific territories if a potential increase in sales
Payne (2010), Mead (2013), Voorhees et al. (2012), among others. is at stake” and, consequently, “games may be played differently and look
2 Scholarly work in this research line includes, for example, Apter (2006), Baker (slightly) different depending on the country where they are purchased”
(2006), Bielsa and Hughes (2009), Footitt and Kelly (2012a, 2012b), Kelly, (ibid., 106–107). They are designed to go global and adapted to be local.
Footitt, and Salama-Carr (2019), Footitt (2020), Rafael (2007), Salama-Carr
(2007). The priority given to local tastes, expectations, preferences, and sensitivities
3 The reasons for the small quantity of works examining military language in may involve very creative decisions in game translation, but the parameters
video games lie, first, in the difficulty in accessing authentic game texts or local- and limitations of creativity are defined by games themselves. Game worlds
ization-related data, as discussed in Chapter 2, and, secondly, in consulting and experiences, together with players’ expectations of and interaction with
proper reference works concerning military language. Indeed, both fields, yet those worlds and experiences, shape the level of creativity, if any. In other
for very different reasons, are almost inaccessible to unauthorized personnel,
since data, especially in the military sector, are usually classified or subject to words, “it is only by applying the concept of playability that the creativity
non-disclosure agreements. This also explains why official reference works, such required for the translation and localization of video games can be fully
as dictionaries of military languages, terminological databases, or glossaries, do understood” (ibid., 42). In this sense, also the interface between the real
not abound, which makes research on this linguistic phenomenon in war video world and the game world of a video game can help to better outline the
games extremely challenging. For this book study, the researcher has consulted features of its playability, as will emerge in Chapter 3.
some Italian military professionals who generously offered access to official glos-
Game Localization and Translation 53 Realism and Fictionality in Military Language 175
2.7 Game Culturalization saries. Nevertheless, due to confidentiality reasons, these documents cannot be
mentioned.
“Content carries culture; it’s a reflection of the culture in which it is created 4 As the US Department of Defence itself explains (DOD 2020, i), their purpose is
and it evokes reaction from the cultures to which it’s distributed” (Edwards to supplement standard English-language dictionaries and standardize military
2011, 22, original emphasis). Accordingly, given the global distribution of and associated terminology to improve communication and mutual understand-
ing within the DOD, with other federal agencies, and between the United States
video games, cultural issues may arise and, to investigate the topic dealt and its allies. In this sense, this dictionary represents an invaluable reference
with in this book, they deserve special attention. work for researchers in US English military language.
In the words of Kate Edwards (ibid., 19), CEO and principal consultant 5 It is important to highlight that the selection of dictionaries has been constrained
of Geogrify company, culturalization is the process by which video game by the limited number of works available and accessible, while their adoption
“content is further adapted for a broader, diverse audience” and, unlike has been based on comparability criteria, in terms of purposes, aims, and time of
release.
localization which usually takes place after development, “culturalization is 6 The need for consulting different reference works in Spanish depends on the fact
a holistic modus operandi for global game design, development and distri- that the dictionary compiled by Rodríguez-González (2005) focuses on soldier
bution” which theoretically “starts at the beginning of the project” due to speak and does not cover official terminology across the languages of the armed
the need to “account for the multicultural and politically volatile markets” forces, like Bowyer (2004) for English and Busetto (2004) for Italian. For this
video games get into globally, the need to acknowledge “the reality of global reason, other dictionaries have been used to provide foundation for the analysis
in Spanish. For example, as regards the language of the Navy, which abounds
exposure on the first day of release” (ibid., 21, original emphasis). in the corpus, the work by Delgado-Lállemand (2010) proved more suitable.
Localization and translation allow players to overcome linguistic barri- Similarly, the dictionary by García de la Cuesta (2003) was consulted to examine
ers, they make game content intelligible, while culturalization goes “a step the language of aviation.
further […] as it takes a deeper look into a game’s fundamental assumptions 7 See, for example, Biffi (2011), as regards Italian military language, and Gómez-
and content choices, and then gauges their viability in both the broad, mul- Capuz and Rodríguez-González (2002) for Spanish.
ticultural marketplace as well as in specific geographic locales” (Edwards
2011, 20).
DOI: 10.4324/9781003001935-6
Game Localization and Translation 55 Conclusions and Further Research 177
Thus, “a piece of content that challenges the tenets of a religion or belief chosen for the study, the linguistic and translational features of game dia-
system is one of the most potentially volatile issues in game design” (ibid.). logs, and the characteristics of subtitling and dubbing in game translation,
In 2002, for example, a brief audio track including a chanted portion of have been deliberately excluded from the analysis, partly because of the
the Qur’an was included in the Xbox title Kakuto Chojin (Microsoft Game existence of extensive literature especially on the latter topic, and partly in
Studios) and, although it was initially distributed to the USA only to limit order not to extend the boundaries of the analysis beyond its purposes. To
exposure, the issue became widely known also in the Middle East and this my knowledge, in this regard, very little scholarly attention has been paid
caused the game to be banned in Saudi Arabia and in other Muslim coun- to the prefabricated orality of game dialogs which provides ample oppor-
tries (Edwards 2012, 19). tunities for corpus-assisted research in the field of Audiovisual Translation.
Going back to the limitations and delimitations of this book study, the mini-
Besides the more volatile issues of history and religion, there is a host mal number of prior studies on the subject of culture-specificity in Game
of issues that fit under a broad category that addresses various forms Localization has required the researcher to adopt the interdisciplinary meth-
of disagreement, misperception, attitude, and ongoing friction between odological approach described in Chapter 3, whose exploratory nature has
cultural groups. Chief among the intercultural issues is the perceived disclosed a heterogeneity of linguistic phenomena, each suggesting several
inequitable treatment of a specific culture, ethnicity and/or nationality. avenues for more in-depth research on every single category of realia and
[…] A specific group feels that they are being included or excluded with irrealia.
a negative intent. The majority of such perceptions are typically focused Before discussing the main results of the analysis, however, it seems rel-
on ethnicity, i.e. being singled out on the basis of race. evant to make some concluding remarks concerning the non-verbal aspects
(Edwards 2011, 25) of the interface between reality and fictionality in the corpus, which evi-
dence other manifestations of culture(s) in game worlds.
One of the most controversial series in this sense is Grand Theft Auto From the perspective of culturalization, discussed in Chapter 2, these
(Rockstar Games 1997–Present), which is criticized for exploiting racial research findings support Edward’s (2012) concept of “contextual proxim-
stereotypes, especially concerning Hispanics who are usually depicted ity” and underline its connection to reality, even when the latter is extended
as gang members, drug dealers, and involved in various other crimes in science-fiction games. The two first-person shooters included in the
(Edwards 2011, 25). Another representative case is Resident Evil 5 corpus, namely Medal of Honor Warfighter and Battlefield 4, have raised
(Capcom 2009), which was charged with conveying racist notions and cultural issues and aroused national and international controversy to the
post-colonial stereotypes such as the “great white hunter” and the “dark point of being banned in different locales because of their verisimilar and
continent of Africa” since the player’s avatar was a white Caucasian man believable war settings, which place their game worlds in close contextual
fighting against unarmed and zombie-like sub-Saharan African villagers proximity with the real world. This exemplifies how cultural sensitivity may
(Edwards 2012, 25). have a direct impact on the international distribution of video games and,
The fourth group of potential cultural issues in game content is con- consequently, on sales at a global level, given the market-driven nature of
nected to geopolitics and concerns the geographic and political representa- the game industry and, especially, the economic contribution of localization
tion of single nations and/or single governments. For example, the 1982 war to total revenues.
between the UK and Argentina has been reinterpreted in several video games In the case of Medal of Honor Warfighter, as illustrated in Section 3.5.1,
from both perspectives, which accordingly represent the Islas Malvinas or it was the developers’ strive for realism and authenticity that caused the
the Falkland Islands, i.e. the bone of contention, depending on the design- great backlash against this title. The US Navy SEALs who were hired as
ers’ perspective as either British or Argentine territories (Edwards 2011, consultants by Danger Close to contribute to the development of the game’s
26), despite Argentina having lost control of them 30 years ago. Another storyline were charged with violation of orders, misuse of command gear,
instance is that of Mercenaries 2: World in Flames (Electronic Arts 2008) dereliction of duty, and disclosure of classified material. After very harsh
which faced harsh criticism from Venezuela’s president Hugo Chavez due criticism, the game’s publisher had to disable the links to the websites of
to his depiction as a tyrannical leader and the representation of his country the manufacturers of the weapons and equipment featured in the game and
as being on the verge of political and social chaos. promoted on the Medal of Honor Warfighter (MoHW) website. Moreover,
Cultural issues the Pakistani government banned the game for portraying their country and
their people as terrorists supporting Al Qaeda.
prove to be costly for companies on many levels – not just the quanti- Battlefield 4, as explored in Section 3.5.2, despite its fictional geopolitical
tative loss of potential revenue from a specific market but the greater scenario, due to its (quite stereotypical) Americans-versus-communists plot,
178 Conclusions and Further Research 56 Game Localization and Translation
faced a considerable backlash and censure from the Chinese government qualitative effects of negative public relations, damage to the company’s
and, given the extent of the Chinese game market (see NewZoo 2020b), this image, and a strained relationship with the local government.
presumably caused heavy profit losses for the game’s publisher. (Edwards 2011, 20)
Even Mass Effect 3, whose science-fiction imaginary universe is not in
close proximity to the real world, at least as compared to MoHW and “In the worst-case scenario, a local government may not only ban the
Battlefield 4 (BF4) game worlds, as discussed in Section 3.5.3, has raised product but take more direct action against the company’s subsidiary
cultural issues due to its humano-centric perspective, when interpreted as a personnel, including detainment for questioning and even incarceration”
virtual laboratory to experiment with reality, as usually happens to science- (ibid.). Conversely, “well-executed culturalization within a game develop-
fiction products. Indeed, backlash against this title was mostly concerned ment cycle” means “content quality, improved government relations, and
with gender and racial issues, but no game contents turned out to be conten- respected image amongst local consumers” which “can prove to be an inval-
tious to the point of causing a local boycott or ban. However, the cultural uable return on investment” (ibid., 27).
and sociopolitical representation of fictional races has drawn the attention For this reason, Edwards (2012, 28–32) outlines a culturalization
of several scholars who, beyond the seemingly apolitical futuristic scenario, method of four steps: “awareness, identification, assessment, and imple-
have read Mass Effect 3 (ME3) contents as vehicles of ideologies such as rac- mentation”. First, content developers must attain sufficient awareness of
ist, patriarchalist, and imperialist American multiculturalism. This, through potential cultural issues. Second, they must be able to identify them at
rule-based representations and interactions, may have had a unique persua- all stages of content creation and for this purpose, content creators can
sive power over players. make use of several reference tools, like Cultural Studies research findings,
Although non-verbal references are only mentioned in this book and no country-specific guides, symbol dictionaries, encyclopedias of religions, offi-
illustrations have been provided due to copyright reasons, it seems worth cial governments’ or non-governmental organizations’ websites, and even
discussing, albeit briefly, how the interaction between the real world and the subject-matter experts and local people knowledge (ibid., 30). However, to
game world expresses itself in non-verbal content, especially in terms of the identify cultural issues two concepts may be particularly useful: contextual
conclusions which can be drawn with respect to the non-verbal relationship proximity and contextual independence (ibid., 29), whose examination also
between realism and fictionality. proves to be suitable for the purposes of this book. The former means that
As multimodal and multimedial audiovisual products, non-verbal refer- “the closer a content element approaches the original context in person,
ences in video games are countless: every piece of content might be inter- place, time, and/or form, the greater the potential for cultural sensitivity”
preted as a reference. As a matter of fact, contents relate to either reality or (ibid.). Consequently, content which “mimics real-world locations, build-
fictionality continuously, and through every kind of meaning-making mode. ings, people, events, religions, nationalities, ethnicities, and so on” must
Throughout this book, this study has briefly outlined the most pertinent ref- be evaluated in terms of “the degree to which the content resembles its
erences made via semiotic channels other than language in game texts and, in real-word inspiration” (ibid.). Two games analyzed in this research corpus,
more detail, the non-verbal items which are linked to the categories of realia namely Medal of Honor Warfighter and Battlefield 4 will provide interest-
and irrealia under scrutiny. A wider examination of all areas of interface ing examples in this regard, as explored in Chapter 3.
of a visual and acoustic nature would have required analytical tools which The other related concept which helps content developers to detect poten-
are beyond the realm of Translation Studies. Nevertheless, the corpus has tial cultural issues is that of “contextual independence” which “essentially
shown many and diverse points of contact between non-verbal and verbal means that content elements become more independent the less they require
references within the realism-fictionalism continuum of war video games. their original context for meaning” (ibid.). “Any content’s meaning is typi-
In Medal of Honor Warfighter, non-verbal references to reality are made cally dependent on a specific context of origin, but the more independent
visually through the physical design of some characters: the game’s protago- an element might be from that original context, the greater the potential for
nist Thomas Walker, codenamed Preacher, for example, is based on his voice sensitivity” (ibid.).
actor. Non-verbal references may also be culture-specific: the non-playable “After identifying potential cultural issues” (Edwards 2012, 30–31), con-
character codenamed Dusty wears a backward cap which reads “FDNY” tent creators must “effectively triage” them, draw a line of acceptability and
(Fire Department City of New York), and the main antagonist nicknamed assign severity codes to potential cultural bugs and later fix them as any
the Cleric is a fictional stand-in for Osama bin Laden. Moreover, reality other type of bug. Cultural severity is relative, it “often depends on each
serves as a conceptual source of inspiration for characterization: Voodoo specific piece of content, its context within a product” and the target local
and Dusty are based on two of the Special Forces operators who worked market: consequently, cultural issues may range from “reasonable risks” to
as consultants for MoHW developers. The non-verbal relationship between “overt offenses” (ibid., 31). Lastly, implementing culturalization is “a very
Game Localization and Translation 57 Conclusions and Further Research 179
precise, surgical operation” in which “one of the most important principles the real world and the MoHW game world is also expressed in the game’s
is to make the most minimal changes to the least amount of content”, it audio assets through a special type of intertextuality: the warrior-inspired
means changing only “what really must be changed in order to ensure dis- theme song of the soundtrack derives from the collaboration between the
tribution to the game’s target market, while also being mindful of the effects developer and the US rock band Linkin Park, whose official video features
on surrounding locales” (ibid., 32). a sort of synopsis of the MoHW story.
Going even further, one might argue that also the opposite of Edward’s In Battlefield 4, non-verbal references include the intertextual relation-
two notions above is true and may be used, instead, to identify what is ship between some characters’ design, namely William Dunn and Roland
not or what should not be a potential cultural issue in target locales, from Garrison, and war film actors in terms of both physical appearance and
the perspective of the relationship between the game world and the real personality.
world. In other words, one might suggest the use of a “contextual distance” In Mass Effect 3, non-verbal references to the real world are made visu-
concept and speculate that the farther a content element distances itself ally by the physical design of major characters like Commander Shepard,
from the original context in person, place, time, and/or form, the lesser the Liara T’Soni, Miranda Lawson, and Jeff Moreau, but other characters are
potential for cultural sensitivity. Similarly, one might advocate the use of conceptually inspired by other types of realities. For example, the antagonist
a “contextual dependence” concept and claim that the more a content ele- Illusive man intertextually refers to the concept of The X-Files’ Cigarette
ment’s meaning depends on its original context, the lesser the potential for Smoking Man. Non-verbal references in ME3 also include culture-specific
sensitivity. areas of interface with Canada, the homeland of the game’s developers.
The opposite interpretation of both Edwards’ notions (2012) seems to As argued by Kuling (2014), references to Canadian identity, ranging from
represent a suitable lens through which to analyze culture-specificity in video images of Canadian cities to Canadian actors’ vocal performances, purpose-
games which do not re-create or mimic the real world but, instead, create fully made when the series had reached global popularity, are interpreted as
their own fictional worlds, like science-fiction Mass Effect 3. Nevertheless, connections aimed to represent Canadianness as a model for cosmopolitan
the analytical framework of culturalization does not exhaust the relation- worldviews in video games which are generally overtly US American. In
ship between video games and culture or rather, the meaning and the role other words, the intricate web of relations between the world of a video
of culture in game worlds and the scope of culture-specificity in game locali- game and the real world manifests itself in a lot of non-verbal content, whose
zation as a research topic. Other aspects require discussion to provide a contribution to the overall meaning of the gaming experience deserves more
deeper understanding of this subject which is of special interest for this scholarly interdisciplinary attention, which is desirable for future work.
book. Consequently, further speculations will be developed in Chapter 3
especially in relation to culture-related issues emerging in research when the
6.2 Individual References
perspective is Translation Studies.
Given the role of the player as both protagonist and story-teller in game
narratives, individual references in game localization are very important,
2.8 Summary
since characters’ names, code names, and nicknames are the linguistic
This chapter has illustrated the theoretical framework of this book’s study. means which express the complex network of interrelationships between
For this purpose, an overview of localization as a research domain, from the the player’s avatar and non-playable characters. Moreover, naming in game
early phase in the late 1990s to the current consolidation stage of the 2020s, design may serve many purposes, especially related to characterization and
has been presented and fundamental background concepts like translation, narrative, when names are created to convey meaning. As mentioned in
localization, and internationalization have been discussed. This chapter has Section 3.7, since characters’ names belong to game-world-specific termi-
also described the professional field of localization to show how the indus- nology, they are usually kept unaltered in translation. Moreover, the general
try models affect translation practice. In the literature review presented, spe- tendency toward retention seems to perpetuate itself due to the constraints
cial attention is thus given to game translation in order to explore the key posed by the status of many video games, like those composing the corpus,
aspects and issues which distinctively characterize the linguistic and cultural as titles of long-running game series: a body of terms establishes itself as spe-
transfer of video games as texts, i.e. space constraints, platform-specific ter- cific to game franchises and terminological consistency is de rigueur across
minology, interactivity and ludonarrative, textual non-linearity, multitextu- all episodes of the series. This is the reason why localization professionals
ality, and playability, to finally examine the notion of culturalization, which compile and constantly update game-specific glossaries which, however, do
foregrounds the role culture plays at the interface between the real world not seem to provide a faithful picture of the challenges which translators
and the game world. face, especially in terms of the relationship between realism and fictionality.
180 Conclusions and Further Research 58 Game Localization and Translation
As discussed in Section 4.2, individual references are proper names, Notes
code names, and nicknames of game characters and findings show a strong 1 The first available printed copy of this paper is dated 2006 but it may also
tendency toward retention in both Italian and Spanish, with percentages appear as 2007 since the journal issue was published across 2006–2007.
accounting for 95% in Medal of Honor Warfighter, 98% in Battlefield 4, 2 According to Nowak (2008, online), the very beginning of videogaming could
and 92% in Mass Effect 3. Moreover, as regards retention, it must be high- even date back to the 1950s when Oxo (Alexander S. Douglas 1952) and Tennis
lighted that this strategy respects the nature of many proper names in the for Two (William Higinbotham 1958) came into being.
3 To give an example of the length of the localization process, although each pro-
corpus as “culture markers” (Nord 2003), regardless of the realism or fic- ject has a different schedule, if properly planned in advance and run according
tionality of game worlds. This testifies to the varied origin of game charac- to timetable, approximately two or three months can be spent to fully localize
ters in war video games and, especially in MoHW and BF4, the use of code a game with an average number of assets, i.e. around 10,000 words of in-game
names to simulate the military’s need for secrecy and the creation of nick- text and about 3,000 words of voice-over (Maxwell-Chandler and O’Malley-
names to ease tension and pressure in military environments, or to serve as Deming 2012, 67).
4 See Kent (2001) and Kohler (2005) for further similar anecdotes.
narrative indicators. Direct translation, which represents the second strat- 5 See, for example, Dovey and Kennedy (2006), Egenfeldt-Nielsen et al. (2016),
egy used by translators to deal with these irrealia, is adopted in a few cases, Frasca (2001a, 2001b, 2001c), Juul (2005), and Kerr (2006).
ranging from 2% in BF4 to 8% in ME3, in order to make sense of some 6 In this regard, interesting readings are, among others, Bateman (2006), Miller
code names and nicknames explicit. (2014), Newman (2013), Tavinor (2009), and Thabet (2015).
In MoHW, for example, direct translation affects “the Cleric” and “the
Engineer” in both languages and, only in Spanish, the code name of a minor
non-playable character, which motivates the slight difference in percent-
ages. Nevertheless, the use of retention in MoHW exemplifies how the
implicit meaning of characters’ names may be lost in translation. Indeed,
for instance, “Preacher” and “Mother” refer to some aspects of the per-
sonality of these soldiers, and analogous sardonic allusions may lie behind
“Voodoo” and “Dingo”. While English-speaking players can perceive and
enjoy the irony behind these code names quite easily, it seems very unlikely
for target players to appreciate the original wordplay.
In Battlefield 4, individual references include names, surnames, and nick-
names, the latter mostly result from abbreviations of characters’ surnames.
Moreover, as mentioned above, many names in this game are culture mark-
ers which highlight the multicultural nature of the BF4 game world popula-
tion: “Pakowski” relates to Pac’s Polish origin and there are many Chinese
names and surnames, such as “Huang”, “Chang”, “Jin Jié”, etc., together
with Eastern European names and surnames like “Laszlo”, “Dimitri”,
“Kovic”, and “Mayakovsky”. Direct translation in BF4 (2%) is used only
to transfer category names of speaker characters which are not proper
names. Moreover, it is interesting to observe that names may serve humor
purposes and be creatively reinterpreted to be hilarious in the source text
and/or in the target text. In BF4, as discussed in Section 4.2.2, the humor
of the character nicknamed Irish gives rise to a pun based on the surname
of Laszlo Kovic, wittily renamed “Kobitch”. While this pun is consistently
translated into Cogliovic into Italian, which is also a blend, merging the first
part of the Italian offensive expression coglione [asshole] and the final part
of “Kovic”, in Spanish “Kobitch” is kept unaltered and the wordplay is lost
because retention does not allow players to understand the joke, thus simply
suggesting a misspelling. Although there are few instances of witty names,
their relevance points to the need for further research on the relationship
Conclusions and Further Research 181
between names, humor, and culture in video games. In BF4, additionally,
3 Culture-Specificity in the strong tendency toward retention in the transfer of individual references
Video Games offers other examples of translation loss concerning appellations. Like
“Preacher” and “Mother” in MoHW, “Irish” is a meaningful nickname
which contains a culture-specific reference. With no compensation strate-
The Interface between gies, it is very unlikely that players can access the popular belief about the
Realism and Fictionality legendary luck of Irish people which is implicit in this nickname.
In Mass Effect 3, individual references mostly include names, sur-
names, and nicknames and, in line with the results concerning MoHW
and BF4, they are almost always translated by retention. Direct transla-
tion is used to transfer “Illusive Man” which is the meaningful nickname
of the main antagonist, and to maintain the acronym nature of the artifi-
3.1 Introduction cial intelligence character’s name “EDI”. As regards retention, however,
it seems important to underline that this strategy in ME3 does not neces-
Video games can be approached from a wide range of academic perspec- sarily limit the transfer of meaningful proper names. On the contrary, it
tives and by employing a number of different methodologies to the study allows translators to be faithful to messages authors aim to convey by
of the varied array of aspects related to games and gaming, one of which is means of allusions in characters’ names: the protagonist’s last name is a
culture, representing the larger contexts engaged with and inhabited by the homage to the astronaut Alan Shepard; the nickname of the Normandy’s
game (Egenfeldt-Nielsen et al. 2016, 10−11). Investigating culture and video pilot Jeff “Joker” Moreau refers to his wisecracking character and pos-
games may mean examining the wider modern popular culture that games sibly to the Batman franchise fictional supervillain of the same name;
are part of, how games and gaming interact with wider cultural patterns, Ashley Williams’ first name refers to a horror film character of the same
games as cultural objects and artifacts of the media ecology, the subcul- name and her middle name to the title of a poem, which represent two
tures that evolve around gaming or in the discourses surrounding gaming, intertextual references; the surnames of James Vega and Steve Cortez are
to name but a few. Consequently, any analytical approach to the intersec- culture markers (Nord 2003) which identify the Hispanic-American cul-
tion between culture and video games from the perspective of Translation ture these characters represent; in addition, fictional cultures can mark
Studies, and with an empirical and descriptive standpoint as in the book, proper names, as testified to by the alien Quarian character Tali’Zorah
should begin with preliminary considerations on the cultural position of vas Neema.
video games. Games are reflections of culture, games are producers of mean-
ing, both for society in general and for players in particular, games are part
of a complex cultural system and also generators of a specific player culture. 6.3 Collective References
In Chapter 1, the reach of this study has been introduced by speculating In war video games, collective references are another special type of irrealia
upon one major hypothesis: the ways in which the game world and the real which may be either military language-related designations or inventive
world interact, and the resulting degree of realism or fictionality of game names for groups belonging to fictional races. As discussed in Section 4.3,
contents, influence game translation. The interlinguistic and intercultural the names of task forces in Medal of Honor Warfighter, and consequently
treatment of realia and irrealia, as textual representations of this interaction, soldiers’ call signs, have been retained in 100% and 97% of instances in
can be examined to show the effects of such influence. In fact, however, this Italian and Spanish, respectively. Similarly, collective references in Battlefield
is only one side of the complex relationship between games and culture on 4, expressed in the team name “Tombstone” and also in related call signs
the realism-fictionality continuum. Nowadays games cannot be confined for US soldiers, have always been retained in Italian and Spanish (100%).
within the magic circle of play (Huizinga [1938] 2000), “they are a contex- On the realism edge of the spectrum, that is in MoHW, direct translation
tual, meaning-making process” (Consalvo 2009, 413), based on continu- only affects one task force, namely “Blackbird”, which has been substituted
ous fluid movements between the two worlds, where the game world is an with its literal equivalent in Spanish only. On the contrary, on the fiction-
interactive experiential realm affecting the real world in many ways: games ality extreme of the spectrum, translational approaches vary considerably
require players’ time, they may change players’ moods and even affect their in the two target languages. Indeed, in Mass Effect 3 the proper names of
behavior, games communicate ideas and values, etc. Moreover, if games race-specific or multiracial gangs, clans, and mercenary groups are mostly
are communication, they are also representational media in which players retained in Italian (80%) and directly translated in Spanish (83%). In both
DOI: 10.4324/9781003001935-3
182 Conclusions and Further Research 60 Culture-Specificity in Video Games
languages, direct translation explains the meaning of collective appellations, accept fiction as meaningful in context. Games are representation as they
which may refer to a specific feature of the design of fictional groups, as in subjectively represent a subset of reality, they model external situations,
the case of the tattoo of the “Blue Suns”, or to their aggressive nature, as in but they are not actually part of these situations. Simultaneously, games
the case of the “Blood Pack”. In addition, only in Spanish, direct transla- are representation even if they do not represent any objective phenomenon,
tion is adopted to transfer other narratively prominent and thus frequently they nevertheless represent something to the player, who can perceive the
occurring names of fictional military squads, like “Hammer” and “Sword”. game action as meaningful even though it makes no reference to the outside
world. In addition, the representational audiovisual value of games shapes
them into means for creative expression, with functions and intentions, side
6.4 Intertextual and Intratextual Metaludic References
by side with entertainment, of artistic, political, and social natures, linking
Another group of references analyzed in this study concerns the relation- games to wider cultural issues (Flanagan 2009, 1–2). Yet, as already men-
ships between texts, that is to say the links game texts establish with other tioned, games are not only representation but action and process through
texts, namely intratextual metaludic references, which are interpreted as which players find meaning. In other words, it is not only how games look,
irrealia, dealt with in Section 4.4, and intertextual references, which are but also what players can do in and with games that produces meaning, and
interpreted as realia and discussed in Section 4.5. the line between what is within the game world and what is outside in the
Intratextuality in Medal of Honor Warfighter contributes to the rhetor- real world blurs.
ical tribute paid by game developers to US Special Forces operators and The aspects of games covered in this book’s research, however, are con-
exemplifies the strong sense of camaraderie between soldiers. The only tent and story as expressed in texts via language within the game world,
instance found in MoHW is the nickname of a game character in the Medal where world is as much an experiential as a spatial term, defined by culture,
of Honour (MoH) franchise, which is transferred by means of retention, customs, and events as well as by space. Culture is indeed a prime factor in
given the constraint posed by the official terminology of the series. However, any type of world; after all, by the loosest definition, culture includes every-
from a linguistic perspective, “Rabbit” carries an implicit ironic meaning, thing made by the beings inhabiting that world, as opposed to nature, which
specifically a sexual innuendo, which might not be perceived and enjoyed is what exists without interference. Thus, culture is any artifact, concept,
by target players as easily as by English-speaking gamers. In Battlefield 4, belief, and value system, but also behavior, that is the actual practice of
the scope of intratextual metaludic references is broadened, since they are concepts or beliefs, which in turn usually determine the design of artifacts in
gaming-related expressions which testify to how the language of gaming a world. However, in world-building, it seems that the real world is some-
currently belongs to English vocabulary or, vice versa, how English expres- how always in the background, as Wolf (2018, 67) contends: “practically
sions can be purposefully used to allude to gaming. The translation of these all imaginary worlds begin with the template of” the world we all know,
language-specific items can be very challenging, if the objective is to keep “the world we live in, gradually replacing its default assumptions and struc-
the idiomatic value and the allusion to gaming at the same time; indeed, as tures with invented material”. This is necessary if the new world, the game
findings have shown, the intratextual nature of these references is not trans- world, “is to be recognized as a world, and it also allows us to naturally fill
ferred in localizations. in parts of the world that are neither seen nor described, through assump-
In Mass Effect 3, intratextual metaludic references include the proper tions based on” the real-world features (ibid.). Minor to major or drastic
names of two sociopolitical institutions of the ME universe, namely changes to these default elements are a starting point to begin the design of
“Grissom Academy” and “Treaty of Farixen”, which occur in noun phrases a world, which not only makes it increasingly distinct from the real world,
containing a proper noun and a common noun. As usually happens in these but gives it its particular identity, its look and feel. “Typically, a world is
cases, the common noun is directly translated and this disambiguates the designed as the backdrop for a story, so the design of the world develops
whole expression, while the proper name is retained, since it belongs to the out of the needs of the story and its audience” (ibid.). Nevertheless, many
game world-specific terminology. game worlds go well beyond the contents needed for the story or stories set
Like intratextuality, intertextual references in Medal of Honor Warfighter in the world, providing a great degree of detail about the world and its loca-
are used as a rhetorical device to enhance the tribute to the US Special Forces tions, time, inhabitants, technologies, languages, belief and value systems,
deployed overseas. Intertextuality translates into two very meaningful quo- flora, fauna, and so forth. As a result, they shape the culture-specificity of
tations made at the beginning and at the end of the game experience. The the game world, which players accept as meaningful also in relation to the
first quotation belongs to a speech given by John F. Kennedy and, out of world they know.
its original context, it is used to contribute to the images of sacrifice, hero- These preliminary reflections, together with the concepts outlined in
ism, and patriotism US warfighters represent. The second quotation is from Chapter 2, represent the background to the set-up of the main research
Culture-Specificity in Video Games 61 Conclusions and Further Research 183
questions of this monograph: does the relationship between the game world Stacey Freiwald, the widow of a Navy SEAL killed in action in Afghanistan.
and the real world shape the challenges translators must face? Does the She represents the personal and gendered perspective on the consequences
degree of realism or fictionality of game contents quantitatively and quali- military service has for families in the homeland. The objective of the trans-
tatively affect linguistic and textual material? Does it influence translation lation of these passages, which might require the use of translators’ research
approach and strategies to transfer the look and feel of the original game, skills, is to recreate the original stylistic effect and render the mythical rep-
offer an experience just as entertaining as the original and finally enhance resentation of US soldiers in the target language. The US culture values and
playability? If so, does it constrain or loosen translators’ agency for the sake beliefs related to the heroic military role and the extraordinary nature of US
of players’ immersion? soldiers must be conveyed by paying special attention to some key words;
thus, rhetorical and literary writing skills are paramount. In Battlefield 4,
intertextuality emerges when references are made to pieces of music: the
3.2 Realism and Fictionality in Game Translation
first one is part of the game’s soundtrack and is simply referred to in dia-
Nowadays, the realm of video gaming covers an enormous spectrum of logs as “song”, which determines its predominantly non-verbal nature. The
products which differ from one another in terms of genre, subgenre, theme, second one is, instead, made to a US culture-specific marching song, namely
volume of text, difficulty, platform, playtime, etc. They range “from almost “Dixie”, the de facto national anthem of the Confederate States of America
completely visual puzzle games to complex role-playing games containing during the American Civil War. Although this reference is correctly retained
hundreds of thousands of words, from quick coffee-break entertainment in both localizations, the translation of co-text in Italian does not help play-
to huge sagas lasting hundreds of hours of playing time” (Dietz 2008, 8). ers to easily access the referent.
Moreover, “besides the enormous range in size and complexity between In Mass Effect 3, intertextual references are made through the human
casual and hardcore games, there is also a major difference between female character Ashley Williams. First, her name and nickname “Ash”, as
mimetic and imaginative games” (ibid.), that is to say, video games differ already mentioned, refer to the famous namesake character of the American
from one another according to their relationship with the real world. In film horror franchise Evil Dead (1981–Present), while her middle name
this sense, a lively and interesting debate among scholars has taken place “Madeline” refers to Alfred Tennyson’s 1830 namesake poem. Secondly,
about the potential distinguishing features of translational approaches to in a conversation with Commander Shephard (the player), she quotes one
video games, which proves particularly meaningful for the purposes of this stanza of William Ernest Henley’s 1888 poem titled “Invictus”, which helps
book. her and Commander Shepard to hearten themselves before the final fight
According to Dietz (2006, 122), “games create alternate worlds whose against the Reapers. Moreover, in order to please his/her beloved Ashley,
relationship to the real world can range from extreme realism to utter fan- Commander Shepard quotes the final four lines of the third stanza of Alfred
tasy”. On the one hand, simulations and military strategy games represent Tennyson’s 1854 poem titled “The Charge of the Light Brigade”. In trans-
the highest degree of verisimilitude, the closest approximation of the outside lation, while her name, nickname, and middle name are all retained, it is
world. On the other hand, science fiction and fantasy titles create, rather possible to speculate that translators had to resort to their research skills to
than recreate, worlds of magic. As Dietz (ibid., 123) argues, “the realism- transfer the literary quotations and, if an official version was not accessible,
magic spectrum” does affect translation, as “it demands very different skills to their literary writing skills. However, it seems that in Italian, the trans-
from the translator”: specialized subject knowledge and terminological lator decided to rely on the ready-made solution provided by the poem’s
mastery are required when transferring verisimilar content, since this is a translation, as quoted in a famous movie.
technical translation; on the contrary, “the localization of science fiction or
fantasy titles is more akin to literary translation” (ibid., 124) and creativ-
6.5 Geographical References
ity is of paramount importance. In Skladanowski’s words (cit. in Serón-
Ordóñez 2011, 107), “generally, the more liberties the creators of the game As explored in Section 4.6, what Rollings and Adams (2003, 60–65) label as
took while writing the text, the more leeway the translator has in rendering the physical or spatial dimension of video games seems to be the one which
it in the target language”. Indeed, according to Bernal-Merino (2007, 3), best represents the relationship between the real world and the game world,
since the degree of realism or fictionality of video games’ geographical set-
from the point of view of translation, we could say that there are only ting is immediately accessible, especially non-verbally.
two types of games, based on the degree of freedom translators are As realia, geographical references in Medal of Honor Warfighter, and
given. Effectively, some games require more research than creativity, Battlefield 4 dialogs do not provide remarkable phenomena either quanti-
and others require more creativity than research. tatively or qualitatively. All the instances are directly translated into their
184 Conclusions and Further Research 62 Culture-Specificity in Video Games
conventional counterparts, representing 100% of instances in both locali- Analyzing the magical edge of the spectrum, namely the fantasy genre, on
zations. Most real-world toponyms are indeed well-known place names of the basis of examples from the Final Fantasy series (Square Enix 1987–
cities, countries, geographical areas, among others, and it is possible to spec- Present), Mangiron and O’Hagan (2006, 11) suggest that “the translation
ulate that their transfer is almost automatic from English into Italian and issues arising from this domain call for a new model that we call ‘transcrea-
Spanish, which requires translators to exercise minimum research skills in tion’ to explain the freedom granted to the translator, albeit within severe
the use of reference works such as atlases and encyclopedias. Nevertheless, space limitations” and highlight that (ibid., 20):
from a cultural perspective, some geographical references in BF4, which
do not occur in the corpus and were thus excluded from the analysis, have Game localizers are granted quasi absolute freedom to modify, omit,
shown that meaning may hide behind some place names when they are used and even add any elements which they deem necessary to bring the game
with a humorous effect, as in the case of “Sweden”, as a reference to BF4 closer to the players and to convey the original feel of gameplay. And, in
developers, or in the case of “Carolina boy”, as an allusion to the city–coun- so doing, the traditional concept of fidelity to the original is discarded. In
try dichotomy within US culture. game localization, transcreation, rather than just translation, takes place.
Going back to the geographical references examined, as opposed to
geographical realia, the places within irrealia referred to in dialogs do not As Bernal-Merino (2011a, 17) points out, “in a way, game localization can
exist and fictional toponyms are completely imaginative. In Mass Effect 3 at times take a creative role that traditional views on translation would sanc-
geographical references are mostly retained: 60% of instances in both tar- tion as being beyond the scope of language experts’ duties”. Transcreation
get languages. The second strategy is a direct translation, used in 40% of is therefore considered one of the distinctive traits of game localization:
instances in both Italian and Spanish. As discussed in Section 4.6, fictional
toponyms in ME3 resulted from a completely random naming process. The difference between multimedia and other types of translations is
Quite a few of them are meaningful. The sense a source item aims to convey most remarkable in the level of creativity that is given to – and also
may be explained only through direct translation, as in the cases of the space expected from – the translator. Unless working on a book or movie
stronghold “Citadel”, the “Perseus Veil” nebula, and the Krogans’ afterlife license, the translator is asked to “transcreate” the text freely, for exam-
destination named “the Void”. Other toponyms of metaludic origin, such ple giving proper names to characters and places that replicate the user
as the “Huerta Memorial Hospital”, are instead retained due to constraint experience in the target language. […] While some translators may rel-
posed by the proper name contained in the noun phrase which is specific to ish this creative freedom, this always has to be balanced with research
ME game-world terminology. activities for text parts with realistic background.
(Bartelt-Krantz 2011, 85–86)
6.6 Ethnic References
In order to debate this topic, it is also worth exploring the products whose
The environmental dimension of game worlds (Rollings and Adams 2003, translation requires more research than creativity (Bernal-Merino 2007, 3),
69–74) is one of the most fascinating facets of these multifaceted represen- since they provide examples of the realism edge of the spectrum.
tational artifacts known as video games. The hybrid nature of the multime- “Video game renderings of popular books do not seem to enjoy the same
dia interactive entertainment industry (Consalvo 2006) is mirrored in the carte blanche as other games, as far as the translation process is concerned”
multicultural game worlds distributed globally thanks to localization. Given (Bernal-Merino 2009, 244). The lesser extent of freedom that is granted to
the complex nature, role, and meaning of culture in video games, this study the translators of games based on children’s books depends on two basic
has focused only on the linguistic elements in dialogs which serve as refer- reasons:
ences to the cultures inhabiting the game world. The translation of nation-
ality adjectives and nouns might be interpreted as a trivial issue. Indeed, as First of all, if the deviations are too pronounced, it could be interpreted
realia, ethnic references usually pose little, if any, translation challenges. as an infringement of the licensee contract. But, most importantly, com-
Nevertheless, as findings in Section 4.7 have shown, nationality adjectives munities of fans around the world would be most disappointed and
and nouns provide interesting phenomena to be analyzed from the perspec- they could boycott the game by not buying it.
tive of Game Localization, given their close connection to real cultures. (ibid.)
As realia, almost all ethnic references are replaced with equivalent
nationality adjectives or nouns in the target language, meaning that direct Localizers must follow the official copyrighted translation, prepare, and
translation represents 98% of occurrences in the corpus. Interestingly, the use glossaries, do meticulous research, apply similar lexical and syntactic
Culture-Specificity in Video Games 63 Conclusions and Further Research 185
choices, maintain the internal cohesion of the text. “It is a balancing act” remaining 2% include instances of transcreation, a strategy adopted to trans-
which “relies on the artistry of good translators, and, quite often, on their fer some ethnic references which are culturally loaded and which, in BF4,
research skills” (ibid., 245). are used, similarly to some culture-related proper nouns, as humor devices.
As far as the relationship between video games and literature is concerned, In Spanish, thanks to transcreation, translators recreate the ironic and
remarkable constraints also influence the localization of those games which somehow derogatory effect of “American” when used by the Russian char-
result from intersemiotic translations within the wider process of “remedia- acter Dima to disparagingly address the US marine Irish: yanqui is indeed
tion” (Bolter and Grusin 2000). In other words, as Pettini (2017b) argues, a colloquial and derogatory expression to name US people, which makes
be it part of a franchise or not, in order to transfer the look and feel of a the ongoing ethnic conflict between the two characters and, by extension,
video game based on literature, translators have to be faithful and loyal to between the two countries, explicit. In Italian, transcreation affects “ruski”,
the literary source of inspiration, because the skopos, entertainment, is the a variant spelling of “russki” which represents an offensive English form
players’ immersion in that (interactive) literary universe. For example, in for “Russian”, seemingly deriving from the transliteration of the adjective
the case of Dante’s Inferno (Electronic Arts 2010), translators successfully “Russian” in the Russian language (Merriam Webster Dictionary, online).
decided to deviate from the game source text, which is a loose adaptation In translation, Italian language professionals creatively opted for compagno
from the 1867 translation of the Inferno by US poet Henry Wadsworth [comrade], which carries a politically loaded meaning, based on the com-
Longfellow, and they produced a digital imitative Dantesque experience mon and stereotypical association between Russia and Soviet communism.
both literally and literarily (Pettini 2017b). First, by means of research, Furthermore, within ethnic realia, the representation of real-world cul-
translators borrowed integral or partial quotations from the poem; secondly, tures is also more strictly speaking “linguistic”: cultures are given voices,
they boasted their writing skills to create a literary-like style making pho- which means that game texts contain instances of languages other than
nological, morphological, syntactical, and semantic choices, which turned English, and this serves a characterization purpose in the design of “for-
the Italian game definitely more Dantesque. According to Pettini (ibid.), this eign” characters, that are characters whose culture does not belong to the
approach may also depend on the game’s mature target audience: 18-year- mainstream English-speaking cultures usually inhabiting war video games,
old Italian players. Since The Divine Comedy is a pillar of the Italian high especially US culture.
school curricula, the players’ previous knowledge may have required trans- In Medal of Honor Warfighter, for the sake of realism, as mentioned
lators to engage intertextually with the poem in order to enhance immersion in the closing credits, audio localization involved native speaker dialect
into Dante’s Inferno, the game. Players’ expectations are a variable to be coaches to record dialog lines in languages other than English (Pakistani
seriously taken into account in game translation, especially in the localiza- Urdu, standard Arabic, Filipino Tagalog, and Bosnian) and native speaker
tion for a specific target audience. Since Dante’s work is so deeply rooted in translators to render them into the subtitles of the game’s English original
Italian culture, and his memorable lines are so vivid in Italians’ memory, the texts. Indeed, foreign languages in MoHW are represented only in audio
translation quality of the game’s intertextual references to the poem results assets and very few words of foreign origin occur in dialogs. In Battlefield
from the tribute paid to “one of the most beloved, imaginative and influen- 4, on the contrary, findings show some Russian words occurring in dialogs
tial works of Western civilization” (Jonathan Knight cit. in Electronic Arts which contribute to linguistically portray Dimitri “Dima” Mayakovsky, the
and Visceral Games 2010, ix). main Russian character. The representation of multilingualism and mul-
Within the varied sector of video games, also those with historical con- ticulturalism, especially when related to existing cultures, provides a rich
tent “could help refine the claim made by Mangiron and O’Hagan (2006) source of areas for further research in Game Localization, especially if we
that video games give the translator a particularly high degree of freedom to consider the increasingly multicultural game worlds offered to multicultural
stray from the source text” (Serón-Ordóñez 2011, 103). In her case study players by multicultural game design teams.
on the US game Age of Empires III (Microsoft Game Studios 2005), Serón- When they belong to irrealia, ethnic references are the proper names
Ordóñez (ibid.) explains that “this type of game may generally require more of the fictional races inhabiting the Mass Effect 3 galaxy-sized world, as
research than creativity, due to the game’s realism”, thus placing “games covered in Section 4.7, and they are translated with different strategies.
with historical content alongside those based on children’s books, where Retention represents the main tendency in both languages, used in 53%
the translator’s freedom is limited by the fact that translation is conditioned of instances in both localizations, but while Italian translators completely
by the official translation of the literary works the products are based on”. retained names and, above all, capitalized them when they serve as a noun
Another prime example of realistic video games which constrain transla- referring to the whole race, even if standard Italian does not capitalize
tors’ work is the sports simulator, “a genre which aims to virtually imitate either adjectives or nouns denoting nationality or affiliation with a place,
a real-world sport, whose verisimilitude also depends on the language used in Spanish most names are slightly adapted into a local version made up
186 Conclusions and Further Research 64 Culture-Specificity in Video Games
of the consonant-ending root of the race name plus the gender-related suf- and whose transfer is akin to technical and specialized translation” (Pettini
fixes -o and -a. For example, “Quarian”, “Turian”, and “Batarian” become 2016, 64). For example, the games of the famed football simulation series
quariano/a, turiano/a, and batariano/a, respectively. As regards other strat- FIFA (Electronic Arts 1993–Present), in order to be realistic, imitate foot-
egies, findings show a considerable use of transcreation in Italian and direct ball language and are rich in football specialized vocabulary. Accordingly,
translation in Spanish, which, as language-specific approaches, affect the to localize the experience offered by FIFA titles, domestication turns out
transfer of meaningful names referring to evil alien creatures. This points to be the key translational approach in order to satisfy players’ expecta-
at translators’ willingness to make the meaning of these names clear, in tions and allow virtual footballers to be immersed in “the beautiful game”
the case of direct translation, or, in the case of transcreation, to creatively (Pettini 2016).
deviate from a literal equivalent to make names sound more entertaining Furthermore, it is worth considering that, as Bernal-Merino (2011a,
to target players with respect to the narrative role these alien monsters per- 17) suggests, “some games require only a straightforward translation of
form in action. Nevertheless, while direct translation is commonly used in texts, because the concepts explored and the gameplay put forward is per-
Spanish (45%), in Italian this strategy represents only 8% of all instances haps part of the common shared knowledge”. Sometimes, games partly
due to a very creative approach of Italian translators in the transfer of the and occasionally draw on elements of literature, cinema, comic books, TV
names of narratively prominent fictional races. Indeed, although original series, etc., and show a different kind of relationship with the reality they
interpretations are also found in Spanish, as in the case of dómines [school- refer to, thus posing translational challenges related to intertextuality, for
masters] for “Enkindlers”, transcreation represents 39% of Italian solu- example. In her research on the Metal Gear series (Konami 1987–Present),
tions for ethnic irrealia, since great creativity is used to translate “Reapers”, Pettini (2015) demonstrates how the intertextual engagement of this series’
which are Commander Shepard’s enemies par excellence, and also “husks” “author” or auteur, namely the cinephile game designer Hideo Kojima, with
and “thresher maws”, which are conversely replaced with a literal equiva- pop culture and the American cinematic tradition influences the translation
lent in Spanish. of the meaningful film quotations Kojima makes to pay tribute to cinema
and communicate with movie-cultured players.
Video games may also present different degrees of realism or fictionality
6.7 Sociopolitical References
within the same game world, and within the above-mentioned spectrum the
As emerges in the analysis presented in Section 4.8, the peoples who inhabit boundaries are not unambiguous. All video games offer players fictional
the game worlds of this book corpus are organized in highly structured soci- spaces to be immersed in, even the most realistic simulator title is actually
eties. As sociopolitical realia, the names of the entities mentioned in Medal fictional, as well as many of the contents of several fantasy titles are not
of Honor Warfighter and Battlefield 4 dialogs refer to many institutions placed in a vacuum. Moreover, it seems that the very nature of video games
specific to real-world cultures. These include the North Atlantic Treaty is on the borderline between real rules and fictional worlds (Juul 2005), so
Organization (NATO), the Pakistani Inter-Services Intelligence (ISI), the US the interface between the two worlds may represent a tool to understand the
Central Intelligence Agency (CIA), the Filipino Islamist separatist organiza- meaning(s) conveyed by games and the genre of the interactive experiences
tion Abu Sayyaf Group (ASG), Langley as a metonymy used to refer to the offered.
CIA, Other Government Agency (OGA) used as a euphemism for the CIA In the light of the discussion above, the analysis of the three games
in secret operations, the US Navy, and the US Marines. Accordingly, the included in the corpus of this study aims to clarify whether and how the
linguistic representation of sociopolitical realia translates into names which relationship between the two worlds affects game contents, texts, and their
are mostly transcultural in form, frequently expressed by acronyms and localization, giving prominence to the cultural dimension of this connection,
initialisms, since they are shared across linguistic communities at an inter- to finally conceptualize a new reading of culture in the translation of global
national level, and this allows language professionals to easily substitute mass consumption products.
the original items with equivalent forms which correspond to the official
counterparts in the target language. In the case of Italian and Spanish, these
3.3 Methodological Issues in Game Translation
forms mostly result from retention, which is used for most proper nouns
and accounts for 75% and 70% of instances, respectively. Direct transla- As has emerged in the previous chapters, “the video game is really a com-
tion, as an alternative which represents 25% and 30% of instances in Italian plex object of study” (Wolf and Perron 2009b, 11). This is the reason why
and Spanish, respectively, affects all common nouns and the language-spe- any research on the interlinguistic and intercultural localization of video
cific acronym OTAN (Organización del Tratado del Atlántico Norte) for games requires an interdisciplinary macro approach which combines dif-
NATO in Spanish. ferent viewpoints in order to examine and understand this “multilayered
Culture-Specificity in Video Games 65 Conclusions and Further Research 187
phenomenon” (ibid.). Consequently, also in this research, references to Sociopolitical references which fall into the category of irrealia are found
studies and theories from different game-related perspectives, such as Game in Mass Effect 3 only, and they are mostly transferred by means of direct
Studies, will be made when relevant throughout the book. translation: 55% in Italian, 59% in Spanish. This depends on the possibil-
In order of importance, consistently with the nature and title of this ity of relying on target counterparts whose meaning clarifies the function of
monograph, the following paragraphs offer the reader some methodologi- fictional institutions, especially if we consider that most names of fictional
cal considerations concerning the main implications of investigating the sociopolitical entities are proper names only in the game world. Indeed, as
translation of video games. The central point in this paragraph is placed discussed in Section 4.8, in the real world, “alliance”, “council”, “coun-
on translation and on the related working principles affecting this research cilor”, “defense committee”, and others are common nouns, and as such,
methodology, whereas notions like culture with respect to game worlds, they can be easily made accessible by direct translation. Conversely, reten-
and realia and irrealia as linguistic and translational phenomena conveying tion is used in 41% of instances in both languages. More specifically, it is
culture-specificity in game texts will be scrutinized in the following sections. used in order to keep the Latin charm of “Cerberus”, which is the most fre-
First, as already pointed out, here translation means the process and the quently occurring sociopolitical reference in the corpus and thus represents
result of the interlinguistic and intercultural transfer of game texts from one the majority of instances behind retention, and in order to adhere to the
original language/culture (US English) into other languages/cultures (Italian internationally known appellation of the US Navy soldier, namely “marine”.
and Spanish), that is, the process and the result of the linguistic and cultural Moreover, one original solution is found in Italian to transfer “C-Sec”, the
mediation of video games as texts. Since the analytical approach is descrip- abbreviation for “Citadel Security Services”, an interspecies volunteer police
tive, a parallel corpus of the selected games has been compiled with the force of the Citadel Council in ME3. The form of this name is based on
English version representing the original or source text, and the Italian and the Canadian government’s national cryptologic agency (Mass Effect Wiki,
Spanish localizations, representing the target texts. The specific features of online), formerly called Communications Security Establishment Canada
this parallel corpus will be illustrated later in this chapter, together with (CSEC) and, since the ME3 developer is Canadian, this might be interpreted
the other methodological issues related to games’ selection. All in all, how- as an example of the Canadianness the game pays homage to (Kuling 2014).
ever, the empirical stand means that parallel units of game texts have been In localizations, “C-Sec” becomes the initialism SSC in Italian, which stands
observed, examined, and compared in their original and translated versions. for “Servizio di Sicurezza della Cittadella” [Citadel Security Service], while
The focus is on diegetic textual content, and particularly on in-game texts, in Spanish the original form is retained, but the components derive from
those physically located inside the game world, directly related to the sto- a direct translation: Seg-C meaning “Seguridad de la Ciudadela” [Citadel
rytelling of the game and displayed on-screen. These texts, especially when Security]. The Italian choice is thus interpreted as transcreation, as it repre-
diegetic and including narrative and descriptive texts, written and voiced- sents a creative solution which appropriately conforms to the conventional
over dialogs, are to be preferred in translation analysis because they provide tendency to abbreviate names of organizations with acronyms or initialisms.
a loyal picture of the variety of typical challenges in interlinguistic and inter-
cultural game localization in the frame of audiovisual translation.
6.8 Artifactual References
With respect to methodology, as Schmierbach (2009) notes, the interac-
tive nature of video games introduces several challenges to the analyses of The environmental dimension of the game worlds in the corpus also includes
their content. This is particularly true in game translation research because, all the artifacts which have been created by the cultures populating them, as
as explored in Chapter 2, in order to give players authorial agency in the discussed in Section 4.9. First, it seems worth underlining that no instances
storytelling process, game texts are non-linear. Text fragmentation repre- of fictional artifacts are found in Medal of Honor Warfighter, only two
sents a challenge not only for game translators but also for researchers, instances are found in Battlefield 4, and dozens of instances of imaginary
especially when dealing with story-driven games and examining dialogs artifacts are found in Mass Effect 3. This clearly suggests that the increasing
as text type, as in this book. Consequently, to create the corpus, it was degree of fictionality of war video games influences the quantity, and the
deemed necessary to select three walkthroughs of the games: one per game, quality, of the objects made by cultures for warfare purposes. Moreover,
played by three different Italian gamers and uploaded as videos on their this research has focused only on dialogs, while names of artifacts mainly
personal YouTube channels.1 Since the players remained independent of occur in other text types, especially in the texts displayed in the user inter-
the research, this technique also involved avoiding bias in content capture face of a game as selectable items, which represent potential avenues for
(ibid.). Moreover, due to the very interactive nature of video games, unless future research on this type of realia and irrealia.
gamers are commissioned by the researcher and asked to play the game by As realia, artifactual references provide the first example of the complex
performing exactly the same actions throughout the experience, it is highly phenomenon of military language, which has been described in depth in
188 Conclusions and Further Research 66 Culture-Specificity in Video Games
Chapter 5. As mentioned in Section 3.6.1 when discussing the taxonomy unlikely to find three identical independent walkthroughs across languages.
of realia and irrealia under scrutiny, military terminology has been cate- For this reason, the Italian localized version was used as a guideline to make
gorized according to three semantic fields, namely vehicles, weapons, and storytelling, and consequently narrative texts in the form of dialogs, linear
equipment. Within realia, as argued in Section 4.9.1, indeed, hundreds of and meaningful.
artifactual references are made to existing vehicles, weapons, and pieces Going back to the empirical and descriptive approach of this corpus-
of equipment whose names are common nouns, and these are all directly assisted study (Toury 2012), whose final aim is to describe the strategies
translated in both Italian and Spanish. From a linguistic perspective, the adopted in the translation of culture-specificity, the analysis wants to detect
frequency of abbreviations in naming artifactual realia visibly shows the the tendencies or regularities, if any, in game translators’ decision-making
designers’ intent to simulate the need for brevity in military communication process. Here the term “tendency” is meant as an intermediate step between
in war video games, also based on the widespread use of informal or even a “strategy” (Hurtado-Albir 2001) and a “norm” (Toury 2012) and is
slang expressions which, in translation, are often neutralized: the register used as a tool to investigate translation regularities of behavior in recurring
becomes higher and the form becomes longer. Examples of this tendency situations. As Martínez-Sierra (2015) suggests, “regularity” is understood
include elicottero and helicóptero [both helicopter] for “helo”, “chopper” as frequency, which also denotes a quantitative approach. While Toury’s
and “bird”, munizione and munición [both ammunition] for “ammo”, notion of “norm” does not need any introduction, “strategy” here refers
among others. More relevantly, artifactual realia contain several proper to the procedure “conscious and unconscious, verbal and non-verbal, inter-
nouns, commonly worded in highly technical acronyms and initialisms, nal (cognitive) and external, used by the translator to resolve problems”
whose level of specialization as military language expressions may represent (Hurtado-Albir 2001, 637), that is the mechanism used by the transla-
a challenge and require translators’ subject knowledge or research skills. tor during the translation process to find a solution to a given problem.
Retention is the major translation strategy used to deal with artifactual Strategies are process or behavior patterns and their nature is procedural.
realia, due to the status of English as the lingua franca of military commu- Thus, the descriptive value of this book lies in accounting for facts and for-
nication in the international geopolitical scenario which realistic war video mulating theoretical general patterns of translational behavior starting from
games aim to simulate. The influence of English on military target languages empirical observation and its findings. The concept of tendencies seems to
is particularly strong in Italian (see Furiassi and Fiano 2017), where the use be more appropriate than that of norms, due to the size of the corpus and
of non-adapted Anglicisms in localization represents 89% of instances, with to the nature of its translated texts. In order to identify norms, more exten-
borrowings officially recorded as headwords of an Italian military diction- sive and thorough investigations on a larger corpus of translations made
ary (Busetto 2004). The tendency toward retention in Italian (89%) nearly by a higher number of translators seem to be necessary for further research
equals two strategies in Spanish, namely retention (62%) and explicitation projects.
(31%), where the latter is used to disambiguate and explain the meaning Indeed, within Toury’s norm-based translation theory, originally
of acronyms and initialisms like “NOD”, meaning “night observation [or developed in 1995 and later revised in 2012, the tendencies this study
optical] device”, into visión nocturna [night vision] and “RPG”, meaning aims to detect might be defined as only potential norms or, more specifi-
“rocket propelled grenade”, into lanzacohetes. Similarly, but to a lesser cally potential “operational norms” (Toury 2012, 82), potential “tex-
extent (5%), in Italian explicitation is adopted to translate “MG”, meaning tual-linguistic norms”, which “govern the selection of linguistic material
“machine gun”, into mitragliatrice and “LMG”, which stands for “light for the formulation of the target text, or the replacement of the original
machine gun”, into mitra [sub-machine gun], although the equivalent full- material” (ibid., 83).
form expression is mitragliatrice leggera [light machine gun]. Other strate- Given these premises, a brief explanation seems worthy in order to clarify
gies employed to transfer artifactual realia include generalization, which the reach of the analysis contained in this book: I speculate that a series
involves the use of superordinate terms like lancha [launch] in Spanish for of individual decisions and translation strategies used to deal with simi-
“RHIB” (rigid hull inflatable boat), as the equivalent term is the calqued lar cases, under the same sociocultural circumstances, may imply a transla-
acronym RIB (Delgado-Lállemand 2010, 577) and, in both languages, tor’s approach, an “initial norm” in Toury’s words (ibid., 79), oriented to
esplosivo rudimentale [rudimentary explosive] and explosivos [explosives] either the source or target language and culture, which basically determines
for “IED” (improvised explosive device), even though the Italian adjective the target text foreignization or domestication, as originally postulated by
rudimentale suggests an idea similar to “improvised”. Omission is another Venuti (1995). These orientations may also imply a translator’s operational
minor strategy in the translation of artifactual realia, but it affects, in both tendency which, if recurrent, may configure a potential translation norm.
languages, an interesting and culture-specific piece of equipment, namely In this light, a tendency is “a hypothesis, a suspicion that a norm exists”
“MRE”, the initialism for “meal ready-to-eat” (Bowyer 2004, 162). Italian (Martínez-Sierra 2015, 50), which allows the researcher to expect that
Culture-Specificity in Video Games 67 Conclusions and Further Research 189
probably, the sighted recurrent behavior will be a norm (weak or possibly military language presents an equivalent expression, “razione di combat-
strong), recognizing at the same time (and hence adjusting to the neces- timento” [combat ration] also known as “razione K” [K ration] (Busetto
sary research rigor) that in order to verify the suspicion further research 2004, 727), which is actually the ration of ready-to-eat food, generally of
is necessary (with a larger corpus and over a longer expanse of time). high nutritional value, which is distributed to frontline troops. Similarly, in
(Martínez-Sierra 2015, 51) Spanish this concept is named “ración de combate” (Villarejo 2012, online).
Given the existence of equivalent terms, and given the absence of space-time
The quantitative issue in corpus-assisted Descriptive Translation Studies constraints, the omission of “MRE” is a questionable choice which deter-
(DTS), i.e. what can be considered quantitatively sufficient to research mines the disappearance of a cross-cultural military term in localization.
translation norms, also affects the sublevel of tendencies. Even the question Within irrealia, artifactual references are more varied and present lan-
of what is to be understood by sufficient to hypothesize a tendency has no guage-specific translation tendencies: retention in Italian (50% vs 20%
clear-cut answer. Nevertheless, for the purposes of this book, which is based in Spanish) and direct translation in Spanish (70% vs 40% in Italian).
on a purposefully selected corpus, the label “tendency” is chosen as the right Retention is used in both languages to transfer proper names of vehicles
candidate to map and catalog the results of the analysis. like “Valkyrie” and “Titan”, both names of mythological inspiration,
In other words, by borrowing from Toury’s (2012) standpoint within “Konesh”, “M-44 Hammerhead”, “M-29 Grizzly” and “M-35 Mako”,
norm-based translation theory or descriptive paradigm, to account for proper names of weapons like “Thanix” missiles and “Hades” cannons,
translational behavior, this book’s research intends to identify tendencies or and original proper names of equipment like “medi-gel”. Moreover, reten-
potential norms by using textual and, if any, extratextual sources. The for- tion is used in Italian to translate one narratively crucial name which, con-
mer are target texts themselves, namely “localizations” in the case of video versely, is directly translated in Spanish, which justifies the above-mentioned
games, while extratextual sources are statements about the same texts made quantitative difference since it represents, alone, 29% of instances. This
by all people involved in the process or phenomenon of localization who, language-specific approach marks the most iconic vehicle of the Mass Effect
in video games, include developers, publishers, localization professionals, universe, the human-led massive and supertechnological space frigate called
especially translators, and gamers. If relevant for the analysis, information “Normandy”, which is named after the 1944 Battle of Normandy of the
from extratextual sources will be mentioned and/or discussed whenever Second World War (Mass Effect Wiki, online), whose Spanish translation is
appropriate. indeed Normandía. Lastly, direct translation is adopted in both languages
to transfer proper names of artifacts which are more meaningful for nar-
rative and/or linguistic reasons. Across the categories examined, examples
3.4 The Realism-Fictionality Corpus
include “Harbinger” as vehicle, “Crucible” and “genophage” as weapons,
In line with the empirical and descriptive approach of this book, a corpus and “Catalyst” as equipment.
of three purposefully selected video games was created to reproduce the Another translation strategy employed to deal with artifactual irrealia
realism-fictionalism spectrum. The objective of the selection lies in repre- is transcreation, which accounts for 10% of instances in both localizations
sentativeness, as will emerge in the following paragraphs. Going into more and enhances the original form and meaning of artifacts in English. In par-
detail, the corpus has been assembled on the basis of the following three ticular, transcreation concerns the transfer of meanings related to the func-
major selection criteria: tions of artifacts, like “omni-tool”, which has been creatively replaced with
Factotum in Italian and omniherramienta in Spanish, and “liveship”, which
1. local distribution: all games were officially released in Italy and Spain becomes nave-serra [greenhouse ship] in Italian, based on the idea of culti-
and they were all translated by localization professionals, as opposed to vation, and econave [ecoship] in Spanish, which relates to ecology. In the
fan or amateur translation, a very popular transfer mode that, however, ME3 universe, indeed, the role of liveships is to supply food to the Quarian
would deserve a different perspective; Migrant Fleet, so they are essential for the subsistence of this nomadic race.
2. time proximity: all games were published in a two-year period (2012– In sum, as artifactual irrealia, invented vehicles, weapons, and pieces of
2013), in order to limit the implications of constant technological equipment, can be either designed in the image of, and even named after
advancement on localization; real-world artifacts, or completely imaginary, also in their naming. On the
3. genre and subgenre-related characteristics with respect to the degree of one hand, thus, artifactual irrealia include common nouns whose referents
realism or fictionalism of game contents. As discussed earlier, games are fictional counterparts of existing artifacts and whose characteristics, in
have been selected so that they can represent different positions on a the case of Mass Effect 3, are closely linked to the sci-fi interstellar war
realism-fictionalism spectrum.2 players fight against alien invasion. For example, although they are termed
190 Conclusions and Further Research 68 Culture-Specificity in Video Games
after existing vehicles, in ME3 cruisers, frigates, drones, and dreadnoughts The main principle which guided the selection of the material was the
allow space travel by achieving faster-than-light speed. In this sense, how- need to compile a sufficiently large corpus, since tendencies or regularities
ever, the use of direct equivalents for common nouns allows players to easily in translation cannot be detected with clarity by analyzing only one video
understand the referents of these fictional artifacts, despite their futuristic game. Not only should the corpus be large, with special reference to the
nature. On the other hand, more relevantly for this research, artifactual number of playtime hours and to the volume of in-game text, while involv-
irrealia comprise many proper names whose meaning and role deserve spe- ing different translators so that findings can be considered representative,
cial attention. Of special interest, from a linguistic perspective, are all those but it should also include games presenting contents whose relationship
artifactual irrealia which represent neologisms. These “are paramount in with the real world varies, games which can be considered as representative
the vocabulary of science fiction” and their creation commonly follows of the realism-fictionalism spectrum, as originally outlined by Dietz (2006).
“derivational patterns known to the audience, in order to facilitate the view- The degree of realism or fictionalism of their game worlds, whose selection
ers’ task of surmising what these new words refer to and also, even more criteria will be explored in depth below, has therefore been the determinant
importantly, to create the impression of plausibility and establish the ‘real- for the inclusion of the three games in the corpus. This has been possible
ism’ of a term” (Wozniak 2014, online). “One of the frequent strategies is thanks to the following common features these games share, in terms of the
to use affixes typical to a given category of the words, often combined with following:
a phonetic association that should lead the audience to the desired semantic
association” (ibid.). Affixes •• genre: they all fall under the macrogenre or “super-genre” of “action”
games (Arsenault 2014), one of the most best-selling genres in vide-
confer to these words an air of precision and scientific credibility, but ogaming, as shown by the Entertainment Software Association (ESA)
also let the viewer guess (more or less) what their denotation is. This yearly statistics;
type of neologism does not create particular difficulties in translation, •• subgenre: they are representative of two popular types, and, more pre-
provided that similar derivational elements exist in the target language. cisely, they are two first-person “shooters” (Voorhees 2014) and one
(Wozniak 2014, online) “role-playing game” (Burn 2014), hereafter abbreviated into FPSs and
RPGs, respectively;
As discussed in Section 4.9.2 and mentioned above, examples of these neol- •• theme: they all represent war settings, be they either inspired or based
ogisms, so typical to imaginary worlds, include “genophage”, “medi-gel”, on actual events or completely fictional. In more detail, the Medal of
“omni-tool” and “liveship”, among others, which represent an interesting Honor Warfighter theme is the (topical) present-day global war on ter-
area for future research as far as science-fiction video games are concerned. ror, in Battlefield 4 it is a (political fiction) 2020 war between Russia,
China, and the USA, Mass Effect 3 theme is a (science-fiction) 2186
galactic war to save Earth;
6.9 Military Language
•• seriality: they all belong to popular game franchises, i.e. long-running
Within realia, as mentioned above, artifactual references fall into the com- series, namely Medal of Honor (1999–2012), Battlefield (2002–Present),
plex phenomenon of military language, the specialized language which Mass Effect (2007–Present);
allows soldiers to communicate with accuracy, brevity, and clarity, and •• audience: on the basis of age rating, they are all labeled “Mature”
which ranges from highly sanitized terminology to informal or even slang according to the US Entertainment Software Rating Board and, more
expressions. This study has focused only on some of the manifold linguistic relevantly given the focus on localization, “18” according to the Pan-
events occurring in this domain and findings have shown the great extent European Game Information system, widely known as PEGI;
of potential topics for further research. Beside military artifacts, e.g. vehi- •• platform: since it has technical implications for game localization,
cles, weapons, and equipment, other manifestations of military language although all games are multiplatform titles, the focus is on versions
analyzed in this book have included military titles, the clock code, the mili- designed for the seventh- and the eighth-generation consoles. The
tary phonetic alphabet, radio communication procedures, and the broad emphasis on console games is due to the fact that they “most fully
group of abbreviations. For example, the expressions belonging to military represent the spectrum of characteristics and issues which arise from
informal language or even slang, which occur in almost all the categories, translating digital interactive games” (O’Hagan and Mangiron 2013,
provide countless topics for future studies, especially in terms of transla- 40);
tional challenges, due to the frequent language and culture-specific nature •• mode of play: the walkthroughs of the games included are all single-
of informal register. player (as opposed to multi-player);
Culture-Specificity in Video Games 69 Conclusions and Further Research 191
•• high production value: i.e. large development budget and strong mar- On the whole, however, it must be underlined that military language rep-
keting campaign; resents the most typical and common feature of texts in war video games,
•• audience reception, reviews and global sales were also taken into it is a constant, a background of linguistic sameness, and given the com-
account, with respect to their year of release; mercial and cultural success of military shooters, opportunities for further
•• publisher: all the games included in the corpus were released by research into the original and translated representation of military language
Electronic Arts, the US publishing giant which provided the researcher in mainstream products are simply endless. Moreover, in terms of cultural
with the three games’ authentic localization databases. relevance, it might be interesting to give interdisciplinary scholarly attention
to the link between language and the militaristic messages war video games
Table 3.1 summarizes the characteristics of the three games included in the more or less overtly convey.
corpus, on the basis of the selection criteria listed above. Going into the conclusions which can be drawn as regards the linguistic
The game worlds of the three titles will be explored in the following categories examined, as discussed in Section 5.3, military rank titles repre-
paragraphs as regards story, backstory, characters, setting, themes, etc. in sent a significant group of realia in the corpus of this book, regardless of
order to illustrate how these narrative features justify their selection and the degree of realism or fictionality of the armed forces represented in the
their position on the realism-fictionalism spectrum axis shown in Figure 3.1. three games, be they real and existing as in Medal of Honor Warfighter
It is important to emphasize how the resulting homogeneity of the corpus and Battlefield 4, or fictional and futuristic as in Mass Effect 3. As argued
calls for the careful evaluation of both the games’ common and distinctive by Wozniak (2014, online), it can be difficult to create the original chain
features, which will be discussed in the analysis. The aim of this research is to of command across languages, because the systems of military ranks may
evince tendencies in the translation of realia and irrealia; however, each game vary considerably. However, as Wozniak observed (ibid.), “in military/war
has other characteristics which challenge the uniform approach adopted in films translators usually tend to replace the English terms with equivalent
this study, while opening new angles and perspectives to the researcher. military ranks in the target culture”, a tendency which is confirmed by
these research findings. Direct translation accounts for 89% and 90% of
instances in Italian and Spanish, respectively, possibly due to the transpar-
Table 3.1 Characteristics of the Games Included in the Corpus. ent form and similar meaning of most rank titles in the corpus, including
“commander”, “admiral”, “captain”, “sergeant”, and “general”, among
MoHW BF4 ME3
others. Generalization is another strategy which can be observed in the
Year of release 2012 2013 2012 translation of military titles, representing 10% and 9% of instances in the
Developer Danger Close DICE BioWare two localizations. Hypernyms are used in both languages to render “lieu-
Publisher Electronic Arts Electronic Arts Electronic Arts tenant” and “lieutenant-commander”, which occur in Mass Effect 3 and,
Genre and subgenre Action FPS Action FPS Action RPG
Theme Present-day global Political fiction Science-fiction as Wozniak (ibid.) argues, given the science-fictional context of this game,
War on Terror 2020 War 2186 Galactic War the simplification of the original rank system is not only reasonable but
Series Medal of Honor Battlefield Mass Effect desirable, notwithstanding potentially confusing effects concerning hier-
Age rating (PEGI) 18 18 18 archical interaction. Other minor strategies in the translation of military
Platform Multiplatform Multiplatform Multiplatform
titles include explicitation and omission, which are adopted to deal with
Localization level Full Full Full (Italian) /
Partial (Spanish) abbreviations, but while the Spanish use of an equivalent full form does not
Global sales in 2.88 13.87 5.69 pose any issues, the omission in Italian seems less appropriate, given the
millions of units obligatory use of titles before surnames (Bonn 2005, 16–18) in the highly
(VGChartz) hierarchical context of military communication.
The clock code is a system which originated in aviation and is currently
used by most armed forces to indicate the position and the relative direction
of an object in military language, described using the analogy of a 12-hour
MoHW BF4 ME3 clock (Bowyer 2004, 48). The qualitative analysis of the instances found
in the corpus, presented in Section 5.4, has shown that translators tend to
realism fictionalism either adopt equivalent formulaic expressions in the target language or to
paraphrase the code in order to make the meaning of the position clear,
Figure 3.1 The Realism-Fictionalism Spectrum Axis. that is by describing what the clock position implies. This phenomenon
192 Conclusions and Further Research 70 Culture-Specificity in Video Games
clearly demonstrates the role of routines in military communication across
languages and the importance of adhering to language-specific conventions Table 3.2 Playtime and Wordcount of the Corpus.
for the sake of realism.
Game Playtime Wordcount
The role of English as the lingua franca of international war settings,
as those simulated in the three games explored in this book, is exempli- English Italian Spanish Total
fied by the notable tendency toward retention in both Italian (92%) and MoHW 84’ 7,372 6,410 6,693 20,475
Spanish (68%) in the transfer of those code words which identify letters BF4 96’ 6,684 6,198 6,052 18,934
of the military phonetic alphabet, which allow soldiers to clearly and ME3 304’ 26,751 24,770 26,610 78,131
directly communicate military conceptual units, as explored in Section 5.5. Total 484’ 40,807 37,378 39,355 117,504
Officially adopted in 1956, this code system is indeed universal and com-
monly referred to as the NATO phonetic alphabet. Code words are thus
correctly kept in their original form, with very few orthographical adapta- Table 3.2 illustrates the corpus’ dimension, that is the three games in terms
tions in Spanish like Alfa for “Alpha” and Eco for “Echo”. However, unless of time and text size. As will be better explained later in this chapter, due to the
players are familiar with the phonetic alphabet, it is possible to speculate usual methodological issues in game localization research, in order to compile
that the meaning of some code words, if retained, may be only understood the corpus, it was deemed necessary to select three walkthroughs, also known
in context, in other words, when playing. In this regard, another important as playthroughs, one per game, played by a gamer and uploaded on the latter’s
strategy used to translate phonetic letters in both target languages is explici- personal YouTube gaming channel. Once identified, the walkthroughs were
tation, although it is more frequently adopted in Spanish (22%) than in divided into four parts, and 40% of each was analyzed.
Italian (8%). This is another example of the strong influence English exerts More precisely, Table 3.2 better illustrates the size of the corpus accord-
on Italian, as opposed to Spanish. ing to two useful units of measurement: (1) playtime and (2) number of
Explicitation replaces code words with equivalent terms related to their words, named “wordcount”.
referential meaning: for example, “Lima Charlie”, which occur together to “Playtime” refers to the time length, expressed in minutes, of the corpus
mean “loud and clear”, is translated into the Italian formulaic procedure (40% of each walkthrough), which corresponds to a total of 484 minutes
expression forte e chiaro [loud and clear]. Similarly, in Spanish “Mike” (08:04:00 in the format hh:mm:ss).
which stands for “M” and means “minute” is translated into minuto [min- “Wordcount” refers to the total number of words in the corpus, namely
ute], while “Tango” which means “target(s)” is made explicit into enemigos 117,504, and also displays the word count of each language version of each
[enemies]. game, so that data can be read both vertically, which allows the reader to
In contrast with the military phonetic alphabet, radio communication is look at the corpus size per language and horizontally, which shows each
a language-specific military phenomenon including a set of formulae and game size as a subcorpus. In both cases, data result from the sum of the
prowords which follow a standard message format. Accordingly, as the number of words uttered by game characters in dialogs in the single parts
analysis of these expressions has demonstrated in Section 5.6, radio commu- selected: the first 10%, the fourth 10%, the seventh 10%, and the final
nication procedural words tend to be substituted with equivalent procedural 10% of the walkthrough and this is due to the objective to include funda-
words in the target language. Direct translation represents 67% and 99% of mental parts of the games’ storytelling process, i.e. the beginning and the
all instances in Italian and Spanish, respectively, and the difference between end, together with middle sections. Furthermore, it is worth mentioning that
the two localizations is only due to the fact that in Italian retention (32%) the total playtime of each single game walkthrough is 03:30:06 (Medal of
is used to transfer “roger” in Medal of Honor Warfighter, which, how- Honor Warfighter), 03:50:53 (Battlefield 4), 13:20:03 (Mass Effect 3), for
ever, is a frequently occurring proword in the game’s realistic war scenario, a total of 20:41:02. However, in order to establish the unit of 10% of the
accounting for 80% of the total instances of “roger” across the corpus. This walkthrough playtime, adjustments were deemed necessary and some parts
creates a strong foreignizing US-flavored effect in this game. like credits in all games, and character customization in the role-playing
Findings in the analysis of military language in this book corpus have game, have been excluded from the calculation due to the total absence of
highlighted a remarkable number of abbreviations occurring in almost all dialogs. As regards playtime, a brief clarification is worthy: the length of the
military linguistic phenomena, since brevity is a key element in communica- walkthroughs selected does not provide a truthful picture of the actual aver-
tions between soldiers, also between virtual ones. As examined in more detail age playtime of the three games in the corpus, since players tend to upload
in Section 5.7, some short forms are standardized, while others are informal their walkthroughs after playing the game several times, for the sake of their
expressions belonging to military slang. In both cases, however, translation web reputation as gamers and youtubers.3
Culture-Specificity in Video Games 71 Conclusions and Further Research 193
Nevertheless, as data in Table 3.2 show, there seems to be a relationship may be challenging: the most essential feature of these terms, namely brev-
between the degree of realism or fictionalism of contents and size. Indeed, ity, is very difficult, if not impossible, to render and when it combines with
the more the game is fictional, the greater the game world, the longer the informal jargon, faithfulness to both levels seems to be extremely difficult
gaming experience offered to the player in a specific subgenre-related con- to obtain. Indeed, across the linguistic subcategories developed to classify
text. As Bateman (2006, xxvi) explains, science fiction is, together with abbreviations, namely (a) informal or slang terms, (b) blends, and (c) acro-
fantasy, RPGs’ main setting because role-playing involves the fantastic nyms and initialisms, with several potential overlaps within the subgroups,
and the unreal almost naturally, due to the nature of RPGs in general and the study has shown a strong tendency toward explicitation in the transla-
the expectations of this genre’s target audience. On the contrary, although tion of abbreviations. Explicitation disambiguates the meaning and form
many FPS games quite naturally involve the verisimilar, given the shooting- of abbreviations by explaining or defining them in context, e.g. acronyms
based gameplay, no equally clear-cut connection can be found between this and initialisms are spelled out and substituted with full forms, informal and
subgenre narrative gameplay and realistic setting. slang abbreviations are replaced with standard full forms, with a change
Furthermore, although the difference in both playtime and text size in register, and implicit elements, if any, are added to favor clarity. This
between the two FPSs and Mass Effect 3 point to a difficult comparison strategy accounts for 59% and 75% of instances in Italian and Spanish,
and examination of the corpus as a whole, if subgenre-related aspects must respectively, and it represents the most suitable approach to allow play-
be taken into account, it is also true that ME3, like all BioWare’s Mass ers to understand such English-specific terms. Moreover, it must be speci-
Effect series titles, “is unique in its canon, as it mixes role-playing conven- fied that explicitation somehow represents the basis for other strategies: for
tions with the gameplay elements of ‘military shooters’” (Patterson 2015, example, generalization and specification are based on explicitation in the
212). As the author explains, “although Mass Effect’s story is science fiction case of abbreviations, because hypernyms or hyponyms represent full forms,
RPG, much of the action-intensive gameplay is distinctly that of a military regardless of the sense relation which link them to the original shortened
shooter. First, the game’s overhead role-play view zooms-in during battles form.
to give an over-the-arm ‘shooter’ point of view” and secondly, especially Examples of explicitation in the corpus include regole di ingaggio in
during combat, ME3 language is the military lingo proper (ibid.), very typi- Italian and reglas de enfrentamiento in Spanish to translate “ROE”, which
cal of the shooting subgenre and since this point is of special interest, it will means “rules of engagement”. “Air”, the informal abbreviation for “air
be explored in depth in Chapter 5. support”, is also made explicit in both languages into the context-dependent
Nevertheless, despite its hybrid nature as regards “gameplay genre” full forms supporto aereo and apoyo aéreo. Similarly, “medical” is substi-
(Bateman 2006), ME3 has narrative and textual features specific to role- tuted with equivalent expressions depending on the context-specific medical
playing games. In particular, the latter is one of the most text-heavy subgen- referent, which makes the addition of nouns, left implicit in the original,
res of video games, as highlighted by Christou, McKearney, and Warden necessary: soccorso and asistencia for medical assistance, personale medico
(2011). and médicos for medical personnel. Explicitation is also used in both locali-
From a wider perspective, in order to investigate localization and transla- zations to render “LZ” for “landing zone” into zona d’atterraggio and zona
tion, it seems pertinent to show the number of the words in each game source de aterrizaje.
text together with the number of the words in each game target texts, namely Another frequently adopted strategy used to transfer abbreviations is
the Italian and Spanish translations, in the whole database (Table 3.3). generalization, which accounts for 30% and 18% in Italian and Spanish,
The objective is, on the one hand, to demonstrate the different sizes of the respectively. For example, superordinate expressions are chosen to trans-
three games as localization projects and, on the other hand, to compare fer “CAS” into supporto aereo and apoyo aéreo [air support], although
the size of each game’s original version with the respective localizations. this acronym stands for “close air support” and signifies “air action by
Moreover, if data in Table 3.3 are contrasted with data in Table 3.2, it is aircraft against hostile targets that are in close proximity to friendly forces”
(DOD 2020, 35, emphasis added) and equivalent expressions exist in both
Table 3.3 Wordcount of the Games’ Databases. languages. Likewise, “ETA” for “estimated time of arrival” is translated
into more generic but military-like neutral and concise expressions such
Game English Italian Spanish as tempo previsto [expected time] or arrivo previsto [expected arrival] in
MoHW 254,553 250,093 276,242 Italian, and paraphrased into statements like llegamos en [we arrive in] or
BF4 122,207 118,916 127,399 questions like ¿cuánto os falta? [how long will it take you to arrive?] in
ME3 808,875 769,153 833,868 Spanish, which instead are phrased in layman’s terms, especially given the
194 Conclusions and Further Research 72 Culture-Specificity in Video Games
existence, as opposed to in Italian, of a specialized definition reading as possible to understand the partial experience in the game textual world of
“hora estimada de llegada” (García de la Cuesta 2003, 139). a single player in a single walkthrough, as opposed to the overall textual
Polysemic abbreviations may be particularly challenging and it has been world the game offers him/her. In the words of Wolf and Perron (2009b,
interesting to observe how this phenomenon, as also Kočotea and Smirnova 11), “even when games are finished, portions of them may still go unseen
explain (2016), leads to different renditions due to translators’ interpreta- or not experienced”. This also seems to confirm that one single player’s
tion and, possibly, research skills. “Op” is a prime example: it is both an experience is only one of the multiple ways a video game can be played and,
informal abbreviation which means “operation”, when written in lower- consequently, although with remarkable differences between first-person
case letters, and also an acronym which stands for “observation post” shooters and role-playing games, it is only one of the possible ways a game
(see Bowyer 2004), often capitalized. In this book corpus, most instances story can unfold.
occur in Medal of Honor Warfighter and are capitalized, but co-textual and The information shown in Table 3.3, on the one hand, by adopting a
contextual information clarify the referents. In localizations, while “OP” vertical reading, turns out to be consistent with the different subgenre-
meaning “operation” is correctly made explicit in both target languages, dependent textual size of the three video games which was already evident
the instances of “OP” meaning “observation post” are identified only in in Table 3.2 at corpus level. On the other hand, if read horizontally, Table
Spanish and translated into the equivalent acronym PO or into the full form 3.3 shows an unusual relationship between the source text and the target
puesto de observación, whereas in Italian it is either omitted or incorrectly texts, especially in the transfer from English into Romance languages, like
interpreted as operazione [operation]. Italian and Spanish, and more especially as regards Italian. Indeed, while
In the light of the conclusions above, it is easy to understand how rich and the Spanish translation confirms the general tendency of the target text to
varied war video games are when the focus of linguistic and translational analy- be larger than the source text (Maxwell-Chandler and O’Malley-Deming
sis is military language. Moreover, this research line offers ideal opportuni- 2012, 5), and percentages range from 3% in Mass Effect 3 to 8% in Medal
ties for interdisciplinary collaborations with scholars in the field of History, of Honor Warfighter (4% in Battlefield 4), Italian target texts are all shorter
Political Sciences, International Relations, and Anthropology, among others, than the original. Percentage ranges from 2% in Medal of Honor Warfighter
not only because war representation in video games spans across time and to 5% in Mass Effect 3 (Battlefield 4 Italian target text is about 3% shorter
space, but rather because, as typically happens in imaginary worlds, the “clash than its source text). This seems to be particularly interesting if we consider
between cultures provides much of the narrative conflict” (Wolf 2018, 32) in that, as will be exemplified in Chapter 4, Mass Effect 3 Italian translators
video games, since it justifies and defines the wars players fight, while the degree added gender-specific tags in variables within dialog strings, thus making
of realism and/or fictionality affects the cultures at war, and this inevitably con- those strings longer than their original. Going into more detail is beyond
nects with the relationship between the game world and the real world, as this the reach of this book, since it would require the analysis of all text types
book aimed to demonstrate. of all games’ databases. However, it is worth remembering that, since the
constraints of audiovisual translation modes are often neglected by game
localization professionals, and the game engine may even allow automatic
6.10 Translating Realia and Irrealia in Video Games: A Summary
synchronization, as far as dialogs are concerned, voice-over constraints do
The research reported in this book has explored whether and to what extent not seem to influence translation. Pettini (2018) provides an example in this
the localization and translation of video games can be influenced by the degree regard in her analysis of the audio localization of the gender-specific dialog
of realism or fictionality of game contents, that is by the relationship linking a strings of the ME3 female protagonist “FemShep”.
game world with the real world. The analysis presented in Chapters 4 and 5, Going back to the linguistic and translational object of this monograph,
whose main findings have been summarized in the previous sections, clearly a transverse analysis of the corpus has been carried out in order to identify
shows that textual material in video games, be it verbal or non-verbal, depends and examine realia and irrealia, to detect all culture-related elements in the
on the extent to which a game world interfaces with the real world. This aspect original texts and in their localizations. As regards the criteria according to
is reminiscent of the realistic–abstract dichotomy described by Rollings and which elements of interest have been interpreted as belonging to realia and
Adams (2003, 80–81) in terms of the general difference between realistic and irrealia categories, besides the researcher’s personal knowledge concerning
abstract games, as two extremes of a continuum, and also of the seminal claim the three games, two different sources expressing two different perspectives
made by Bernal-Merino in terms of the general differences between games from on the game worlds under investigation have been used: first, the games’
the perspective of translation (2007, 3), based on the level of either creativity or glossaries, and second, the online multilingual fan wikis of the series each
research skills translators are required. game title in the corpus belongs to. The former are official in-house termi-
nology databases which contain the body of terms belonging to the game
Culture-Specificity in Video Games 73 Conclusions and Further Research 195
world the series has been creating over the years, i.e. the vocabulary which With respect to the main hypothesis this research aimed to prove, find-
refers to fictional and non-fictional entities existing in that world. These ings confirm that the different degrees of realism or fictionality of game con-
glossaries represent invaluable reference material for translators for the pur- tents quantitatively and qualitatively influence translatable assets in game
poses of terminological consistency and they testify to the publisher’s com- localization and it affects the scope and the types of challenges translators
mitment to quality translation (see Pettini 2016). Conversely, fan wikis are deal with. Different strategies are thus required to transfer the game expe-
an example of the participatory culture around popular culture products rience as envisioned by developers. In turn, different skills may be needed
(see Jenkins 2006a, 2006b) and, while augmenting “fandom”, they serve an for different game worlds and even for different dimensions of the same
encyclopedic function, “as documentation of their cultural objects” (Mittell game world. Nevertheless, on the one hand, despite the implications due to
2013, 38, original emphasis). In particular, video games’ wikis go beyond the specific characteristics of the shooting genre, texts in war video games
the documentary impulse “by offering collectively authored walkthroughs, share a number of linguistic aspects which mainly fall into military language
strategies and guides to popular games”, in as far as they “mirror the game’s phenomena and highlight the importance of domain-specific knowledge
storyworld with comprehensive analysis and discussion of how the game based on research and terminological management. On the other hand, war
works” (ibid., 40). video games present unique linguistic features which are closely connected
In the case of the three video games of this study corpus, while Medal of to the either verisimilar or imaginary nature of single dimensions of their
Honor has no glossary as far as the publisher is concerned, since they did game worlds. Consequently, in game localization and translation manifold
not look after this series’ terminological management, Battlefield franchise challenges and issues may emerge where language meets real or fictional
and Mass Effect franchise glossaries are multilingual spreadsheets listing cultures. In this light, realia and irrealia open up new avenues of research
hundreds or thousands of terms referring to a vast array of contents. As which will help define the role of culture-related references in game texts
regards the three games’ wikis, they are Medal of Honor Wiki (online), from different angles and perspectives.
Battlefield Wiki (online), and Mass Effect Wiki (online). In sum, the realism-fictionalism spectrum simulated in this book research
However, although both official glossaries and fan game wikis have plainly exemplifies how culture and cultures manifest themselves, as long as
turned out to be very useful tools for this research, as will emerge through- the representational value of the games examined can be compared. Indeed,
out the analysis, they cannot meet the expectations of the translational per- if it is true that the war theme and the shooting genre of the three games
spective of this study since they do not fully mirror the variety of realia and included in this book represents a common ground on which parallels can
irrealia found in the corpus. This is the reason why this book research can- easily be drawn, e.g. similar gameplay experience, similar fun factor, the
not, and does not aim to, adopt the theoretical and methodological frame- multicultural geopolitical scenarios of the either realistic or imaginary con-
work of Terminology from a descriptive perspective and, consequently, the flicts simulated, and also the typical military lingo used by virtual soldiers
culture-related linguistic phenomena expressed by realia and irrealia must (Patterson 2015), it is also true that the increasing degree of fictionality of
be examined under the magnifying glasses of Translation Studies in general their game worlds, by looking at the spectrum from left to right, or, vice
and of Game Localization in particular. versa, the decreasing degree of realism, on the opposite direction, is evi-
dently mirrored in the quantitative and qualitive differences concerning the
nature of textual material, exemplified in the realia and irrealia found in the
3.5 Game Worlds between Realism and Fictionality
corpus. These differences have affected all the dimensions of the three game
Before illustrating the concept of realia and irrealia, an explanation of worlds and, consequently, all the related categories of realia and irrealia,
“game world” is essential since, while it is easy to understand what the namely individual references, collective references, intertextual and intra-
actual or ‘real’ world refers to, for the purposes of this book the virtual textual metaludic references, geographical references, ethnic references,
game world needs a clear definition, which is provided by borrowing from sociopolitical references, and artifactual references, which might be used
notions developed by game industry professionals. to replicate the study by examining similar video games along the realism-
According to Rollings and Adams (2003, 55), a “game world is an arti- fictionalism spectrum, or by examining the translation of the same or simi-
ficial universe, an imaginary place whose creation begins with the (usually lar games into other languages, or they might also be used to extend the
unspoken) words ‘Let’s pretend […].’ Every game, no matter how small, research to gameplay and narrative genres other than military war-themed
takes place in a world” but, as Adams (2014, 137) specifies, “not all games shooters, e.g. simulation games or fantasy games, with a view to contribut-
have a game world”. A football sports simulator, for example, although it ing to soundly conceptualize the features of translation for global enter-
“requires pretending because the players assign an artificial importance to tainment, thus consolidating Game Localization as an established academic
otherwise trivial actions”, it “doesn’t create a game world” (ibid.). Even if domain.
74 Culture-Specificity in Video Games
the simulated real-world football field defines its physical boundaries and
the simulated real-world football match defines its time, “when the clock
runs out, the world ceases to exist; the game is over” in a football sports
game (Rollings and Adams 2003, 55).4 On the contrary, a “game world”
is a “fictional component, the aspect of a game that is fantasy”5 (ibid., 56),
no matter how realistic or irrealistic this may be. The world, also intended
as the setting, is essential to the fantasy; without it, the game “would not
exist, and if it had a different setting, it would be a different game” (ibid.).
Obviously enough, the more a game depends on its gameplay mechanics to
entertain, the less its world matters (ibid.) and, usually, vice versa. In the
latter case, players enter the game world and temporarily make their own
reality, they suspend their disbelief: this illusion is commonly interpreted
as the game immersiveness, “one of the holy grails of game design”, and
its power depends on the game world harmony, meant as “the feeling that
all parts of the game belong to a single, coherent whole” (ibid., 58). This
single coherent whole is “defined by many different variables, each of which
describes one dimension of the world, one of the aspects of the game’s look
and feel” (ibid., 60, emphasis added), whose transfer has been identified as
the skopos of game localization and translation.
According to Rollings and Adams (2003, 60–80), just as the real world,
also the game world presents structural elements, which refer to the follow-
ing five constitutive dimensions: physical dimension, temporal dimension,
environmental dimension, emotional dimension, and ethical dimension.
Since many of their characteristics are related to game design proper or they
belong to aspects which are irrelevant for this book, here only the spatial,
the temporal, and the environmental dimensions are discussed because they
are the properties according to which the degree of realism or fictional-
ity of game contents has been evaluated when selecting the products to be
included in the corpus. The most important dimensions examined here are
the physical and the temporal dimensions, which are interpreted as space
and time; they represent the places where the action unfolds and where
the player moves his/her avatar, and the time when the (story) action takes
place, known as plot time in narratology. These two dimensions are the
starting point to evaluate whether and how a game world differs from the
space and time of the real world. The third fundamental dimension is envi-
ronmental and refers to what inhabits the game world space, including the
cultural context and the physical surrounding. In the notion of “cultural
context” (ibid., 69) lies the core of the present analysis.
4.2 Individual References
Individual references are the first group of irrealia and, therefore, are game-
world specific, since game beings or characters are to be interpreted as fictional
entities existing inside the game world and experience. With story or plot, they
represent the fictional layer of a game and serve as “an enabler for the rules, the
actual core game” (Egenfeldt-Nielsen et al. 2016, 13). Characters are actors, as
most of them “are capable of action, and indeed of interacting with the player.
If we take a dictionary definition, characters are ‘the people that the film, book,
or play is about’. […] The revolution offered by video games is that” characters
are playable, they “are not just the people that the game is about, but also the
people who are making action happen and thus producing different stories”
(ibid., 209). For this reason, characters can be seen as the driving force of game
narrative development, and dialogs between characters are the leading narra-
tive device of story-driven products.
DOI: 10.4324/9781003001935-4
Realia and Irrealia in Game Translation 103
As regards their roles in the game world story, the first distinction is
between playable and non-playable characters, where the first group refers Gameography
to the heroes or heroines controlled and ‘inhabited’ by the player (except
in cutscenes) and manifested through avatars, whose level of customiza-
tion mostly depends on game genres, while the second group includes all
characters which are regulated by artificial intelligence and whose narra-
tive roles can broadly fall into the categories of “helpers”, “villains”, and
“other characters”, based on the significance of their function for the course
of action (Newman 2013). Moreover, the number and types of characters
seem to be conditional on the size of game worlds. As shown in Chapter 3,
the more fictional the game is, the greater the game world, the longer the
gaming experience offered to the player in a specific subgenre-related con-
text, and, thus, the higher the number of characters. These differences can Game title (publisher or developer, year of release).
be observed clearly in the three game worlds included in the corpus. From Age of Empires III (Microsoft Game Studios, 2005).
left to right on the realism-fictionalism spectrum axis (Figure 3.1), by simply Baldur’s Gate (Interplay, 1998).
looking at the number of actors and comparing the walkthroughs selected Battlefield series (Electronic Arts, 2002–).
with data contained in the Wikis or databases of the games as regards the Battlefield 3 (Electronic Arts, 2011).
whole game casts, characters in Medal of Honor Warfighter are 24 out of a Battlefield 4 (Electronic Arts, 2013).
total of 28, characters in Battlefield 4 are 21 out of 26, both of which exem- Call of Duty 4: Modern Warfare (Activision, 2007).
plify the context of shooters, while characters in Mass Effect 3 are 62 out of Club Penguin (Disney Interactive, 2005).
a total which exceeds 500, and this is consistent with the game features in Conflict Desert Storm II: Back to Baghdad (Sales Curve Interactive, 2003).
terms of playtime and text size discussed in Chapter 3. Counter-Strike Condition Zero (Vivendi Universal, 2004).
However, the following analysis cannot cover individual references to all Dante’s Inferno (Electronic Arts, 2010).
game characters: screening is necessary, and this is based both on quantita- Donkey Kong (Nintendo, 1981).
tive criteria (number of occurrences of their appellations in the corpus) and Fable II (Microsoft Game Studios, 2008).
qualitative criteria (the relevance of characters’ narrative role and of their FIFA series (Electronic Arts, 1993–).
appellations in linguistic and translational terms), the latter variable relates Final Fantasy series (Square Enix, 1987–).
to the notion of meaning discussed in Section 3.7. Final Fantasy VII (Square, 1997).
Grand Theft Auto series (Rockstar Games, 1997–).
Grand Theft Auto: San Andreas (Rockstar Games, 2004).
4.2.1 Playable Characters
Grand Theft Auto: Vice City (Rockstar Games, 2002).
On the realism edge of the spectrum which Medal of Honor Warfighter Grand Theft Auto: Vice City Stories (Rockstar Games, 2006).
represents, players fight the topical war on global terrorism. There are three Kakuto Chojin (Microsoft Game Studios, 2002).
characters which players can embody, and their code names are Preacher, Mass Effect 3 (Electronic Arts, 2012).
Stump, and Argyrus. Thomas “Preacher” Walker is the main protagonist Mass Effect series (Electronic Arts, 2007–).
and also the soldier featured on the game box cover but, despite the game- Medal of Honor (Electronic Arts, 2010).
play first-person perspective, since Preacher is not the only avatar avail- Medal of Honor Warfighter (Electronic Arts, 2012).
able, the player can see what he looks like in-game. Preacher is a US Navy Mercenaries 2: World in Flames (Electronic Arts, 2008).
SEAL veteran operating in most of the missions against an Al-Qaeda-linked Metal Gear series (Konami, 1987–).
jihadist network. In-game, he is mostly referred to as “Preacher”, “P”, and Metal Gear Solid (Konami, 1998).
“Preach”, the first being his code name and the other two its abbrevia- Ninja Gaiden (Tecmo, 1989).
tions. Only his wife Lena calls him “Tom”, but this name does not occur in Oxo (Alexander S. Douglas, 1952).
the corpus. As regards translation, the three above-mentioned variants have Pac-Man (Namco, 1980).
been transferred in their original forms by means of retention but, in a few Resident Evil 5 (Capcom, 2009).
cases, the full form “Preacher” has been substituted by its short versions Six Days in Fallujah (Konami, 2009).
226 Gameography 104 Realia and Irrealia in Game Translation
Sombras de Guerra (Planeta DeAgostini Interactive, 2007). in both target texts, thus pointing to the translators’ decision to use them
Space Invaders (Taito, 1978). interchangeably. In Italian, for example, “Preacher” is abbreviated into “P”
Spacewar! (Steve Russell et al., 1961). as in example (4.1), while in Spanish it is shortened into “Preach” as in
Super Mario Bros. (Nintendo, 1985). example (4.2):
Tennis for Two (William Higinbotham, 1958).
Ultima Online (Electronic Arts, 1997–). (4.1) Stump, Preacher just painted some targets south of the Capitol
World of Warcraft (Blizzard Entertainment, 2004–). entrance. […]
Zero Wing (Toaplam, 1991). Stump, P ha segnato dei bersagli a sud dell’edificio governativo. […]
Stump, Preacher ha marcado objetivos al sur de la entrada del
Capitolio. […]
As regards “Preacher”, in the transfer from English into Italian and Spanish,
this code name may lose part of its implicit meaning. According to Medal
of Honor Wiki (online), it ironically alludes to the character’s silent and
introverted personality which makes his demeanor cold and elusive. While
Anglophone players can perceive and enjoy the allusion quite easily, it
seems very unlikely that target players appreciate the original wordplay.
Nevertheless, a literal translation or a functional equivalent in the target
languages would have been inappropriate and would have posed issues of
textual coherence. Moreover, in the relationship between the real world and
the game world, it seems interesting to briefly cite that Preacher’s physical
appearance in Medal of Honor Warfighter (MoHW) is based on his voice
actor Christian Mortensen (ibid.). This is just one of the countless examples
of video games’ characters inspired by real people, mostly celebrities.
The second playable character in MoHW is Kyle “Stump” Hendrix,
another US Navy SEAL mostly serving as the team’s sniper. His name and
surname never appear in game texts, he is always addressed and referred to
as “Stump”, and retention is the strategy translators used to transfer this
code name.
The third playable character is Argyrus, an Arabic covert operative who
infiltrated a terror cell in Yemen and then went missing in action after being
discovered and probably killed. Actually, it is possible to speculate that
Argyrus defected and is intentionally acting as a terrorist (Schulzke 2013,
216). In an extremely brief, single training mission, MoHW offers play-
ers the possibility of taking the role of the virtual opponent (ibid., 208)
but, because of the lack of a sufficiently developed narrative, the experi-
ence of being a terrorist remains largely meaningless (ibid., 218). In dialogs,
Argyrus is never addressed by anyone, not even by his trainer during the
mission, he is only mentioned once, and his code name is left unaltered in
both target texts, while his proper name is never revealed as opposed to the
Realia and Irrealia in Game Translation 105
other two playable characters, which confirms the lack of indications of any
individuality (ibid., 209). Index
In the political-fiction 2020 war between the USA, China, and Russia,
which gamers fight in the Battlefield 4 world, positioned in the midst of
the realism-fictionalism spectrum, the playable characters are two: Recker
and Hannah. The latter, however, becomes selectable only in the final game
mission, as a result of the game narrative branching options. In Battlefield
4 (BF4), the player may influence the game storyline and choose an ending,
one of which casts Hannah as protagonist and female world savior (see
Pettini 2020). Sergeant Daniel “Reck” Recker is a US Marine Corps’ spe-
cial operative, and also the soldier featured on the BF4 box cover. Unlike
Preacher in MoHW, given the game’s first-person perspective, the player
never sees what Recker looks like in-game. Similarly, since he never speaks Aarseth, E. J. 10 Baker, M. 174n2
during the campaign, not even during cutscenes, his voice is unknown. abbreviations 95; in military language Balabin, V. V. 149
Moreover, from a purely quantitative viewpoint, it is worth mentioning 113–114, 140, 144, 151, 160, Balteiro, I. 10
167–174, 188, 190, 192–194; in Bartelt-Krantz, M. 16, 50, 62, 101n8
that, despite Recker’s primary role as the main player’s avatar, the number proper names 103–104, 109, 122, Basallo, B. 86
of the occurrences of his surname and nickname “Reck” is significantly 138, 180, 187 Bassnett, S. 36, 37, 96
smaller if compared to those of other non-playable characters. This depends accessibility 16, 17, 32, 105 Bateman, C. 43, 58n6, 71, 75, 84,
on the fact that, unlike other names, “Recker” is not used as speaker identi- acronyms 95; in military language 140– 101n6
fier in dialogs, thus unbalancing quantitative results. Indeed, names in BF4 142, 153, 168–169, 171–172, 188, Bernal-Merino, M. 1, 2, 4, 7, 11,
193–194; in proper names 135–136, 14–20, 25, 29–34, 36–38, 40–43,
also identify speakers in subtitles, where they are written in capital letters 138, 181, 186–187 45, 47–52, 61, 62, 64, 99, 101n8,
placed on the same line as the relevant speech, as examples of dialog strings Adams, E. 4, 44, 73–75, 77, 90, 93, 118, 194
throughout the following sections demonstrate. This special feature in BF4 101n7, 102, 130, 176, 183, 184, 194 Biffi, M. 175n7
texts seems to favor comprehension and also accessibility for the deaf and AEVI see Asociación Española de Bissell, T. 43
the hard-of-hearing players. Going back to the transfer of this individual ref- Videojuegos blending 109, 138, 167–169, 173,
age rating 36, 68, 69 180, 193
erence, retention is the translation strategy used in both Italian and Spanish. Agost, R. 97 blind translation 28
However, data show a minor tendency to use variants interchangeably, like Alonso, V. 17 Boggs-Cory, K. 151
in MoHW, as illustrated in examples (4.3) and (4.4). Altice, N. 17 Bogost, I. 87, 149
Amvela, E. Z. 166 Bogucki, Ł. 7, 37
(4.3) IRISH: Drive this shit, Recker! Anglicisms 30, 113, 141, 150, 188 Bolter, J. D. 63
Anselmi, G. 45, 110 Bonn, K. E. 154, 156, 191
IRISH: Muovi questa merda, Reck! Ardi, H. 149 Bowyer, R. 140–142, 150, 153–157,
IRISH: ¡Controla esto, joder, Recker! Aristidou, M. 86 165–168, 171, 173, 175n6, 188,
Arrés, E. 17 191, 194
(4.4) PAC: You with me Reck. Arsenault, D. 68 box and docs localization 23, 31, 32
PAC: Stai con me, Reck. artifactual references 93, 139–146, Bruti, S. 97
187–190; irrealia 142–146, 189–190; Bryce, J. 10
PAC: Conmigo, Recker. realia 140–142, 150, 153, 187–189 Burn, A. 68
Asociación Española de Videojuegos Busetto, R. 141, 142, 150, 156, 169,
The second playable character in Battlefield 4 is Hannah. Huang “Hannah” (AEVI) 2–3 171–173, 175n6, 188, 189
Shuyi is a Chinese secret service agent whose narrative role is to protect the assets 23–26, 28–29, 32, 47–51, 54
Chinese pacifist and future political leader Jin Jié, whose safety is threat- audio localization 28, 40, 72, 133, 185 call signs 92, 114, 162, 181
audiovisual translation (AVT) 5, 7, 24, Carreira, O. 17
ened by enemy Admiral Chang’s thirst for power. She plays a fundamental 37–38, 97, 149 Casado-Valenzuela, A. 18
supportive role siding with US soldiers throughout the story, to eventually authorship 6, 35, 42, 44, 76; censorship 16, 83
go missing in action if the player chooses her to destroy Admiral Chang’s auteurism 17, 64, 90; in translation characters 27, 30, 32, 43, 46, 92,
warship at the end of the game. In other words, she becomes playable to 52, 90, 96, 98 102–103; customization 22, 45, 103;
AVT see audiovisual translation foreign characters 133–135; naming
228 Index 106 Realia and Irrealia in Game Translation
of 62, 92, 98, 102–113; non-playable Donovan, T. 29 sacrifice herself for the sake of world peace. Contrary to Recker, about
characters 92, 107–113; playable Dovey, J. 43, 58n5 whom very little is known, Hannah is a well-developed character: she is an
characters 90, 92, 103–107; roles of dubbing 18, 23–24, 33, 37, 51, 96
idealistic, patriotic, and brave woman who feels the burden of saving her
92, 107 Dunne, K. J. 13, 20, 21
Chiaro, D. 38 Duret, C. 92, 118 country from dictatorship so that her family’s deaths and the destruction of
Christou, C. 16, 46, 71 Dynel, M. 97 her village are not in vain. In game dialogs, Hannah is mostly addressed and
cinematics 25, 29, 31, 33, 43, 47–49 referred to by her Western name, which is left unaltered in both Italian and
code names 92, 103–104, 107–108, Edwards, K. 16, 17, 53–57, 80, 84 Spanish. There are only two occurrences of her real Chinese name “Huang”
116, 162 Egenfeldt-Nielsen, S. 10, 19, 20, 58n5,
in the whole database and only one occurs in the walkthrough analyzed,
collective references 92, 113–115, 59, 101n6, 102, 124
181–182 enhanced localization 29, 34–35 uttered by Jin Jié when the two compatriots meet again at the beginning of
compounding 144–145, 153–154, 173 Ensslin, A. 10, 92, 116, 118 the final game mission.
concatenation 40, 45, 47 Entertainment Software Association In the science-fiction war against alien invasion of the Mass Effect 3
Consalvo, M. 1, 16, 59, 76–77, 184 (ESA) 2, 68 world, the only playable character is Commander Shepard, the human pro-
constrained translation 39–42 Esselink, B. 1, 13, 21
tagonist of this episode, and also of the whole game trilogy. Born on April
Corliss, J. 31 ethnic references 93, 128–129, 184–186;
creativity 6, 16, 18, 52, 61–62, 95–96; irrealia 130–133, 147n1; realia 11, 2154 (Norman 2010), Shepard is a graduate of the (fictional) inter-
in proper names 99, 110, 129–132, 129–130 planetary Systems Alliance, later assigned to the starship SSV Normandy in
138, 144–145, 186 2183 as executive officer, whose mission is to save the Galaxy from the alien
Cronin, M. 12 fantasy 61–62, 71, 90–91, 101n2, 101n7 Reapers. Shepard is also the character featured on Mass Effect 3 (ME3) box
Crosignani, S. 16, 101n8 fan translation 16, 17, 67
art. As typically happens in role-playing games, in contrast with MoHW
culturalization 53–57, 77, 80, 177 fan Wikis 72–73
culture-specificity 5, 23, 57, 59–61, Fernández-Costales, A. 16, 17, 36, and BF4, in ME3 players can either select a default character or customize
76–77, 89–90; culture markers 98, 99, 100 their Shepard, in terms of gender (either male or female), appearance, psy-
107, 109, 111, 180, 181; ethnicity Fernández-Torné, A. 16 chological profile, pre-service history, and class or military specialization,
129–130, 133–135; in military Fiano, C. 141, 150, 188 among others, and all these features influence the story. Even Shepard’s
language 150, 166; in proper names figurative language 132–133
first name is customizable, it is indeed never stated in-game, the preset ones
110, 113, 122, 125–126, 131, Flanagan, M. 60
135–136, 142 Folaron, D. 21 being John or Jane for either a male or a female character, respectively.
cutscenes see cinematics Footitt, H. 148, 151, 174n2 More relevantly, as regards the protagonist’s relationship with the real
Czech, D. 17 foreignization 66, 94, 97, 99; by world, Shepard makes two types of reference to reality. First, the US astro-
retention 126, 133–135, 164, 192 naut Alan Shepard was the source of inspiration for Mass Effect protagonist,
Dalzell, T. 161 Forero-Calderón, G. 171–173
as testified to by his/her surname. Commenting on this regard in an inter-
Darolle, K. 15, 50 FPS see shooter games
Da Silva, F. 17 fragmentation see non-linearity view (cit. in Hanson 2011, online), ME3 project director, Casey Hudson
Dauber, C. 151 Franco-Aixelá, J. 97, 98 explained that developers wanted to give the character a last name which
Delgado-Lállemand, L. 142, Frasca, G. 58n5 sounded “all-American, not too specific but quite common” and could also
175n6, 188 Fuentes-Luque, A. 97 refer to one of the Mercury Seven astronauts of the National Aeronautics and
Depecker, L. 152 Fulco, I. 43
Space Administration (NASA). Ultimately, Alan Shepard was chosen because
descriptive approach 4, 18, 48, 65–67 full localization 2, 23–24, 28, 33–34
De Souza, R. V. F. 17 Furiassi, C. 141, 150, 188 he perfectly represents the idea of Shepard the character, being “very tough
dialogs 40, 44, 46, 49–51, 65, 72 and very respected” (Hudson cit. in Hanson 2011, online). Likewise, as Alan
Dias-Esqueda, M. 18 Gallardo, N. 39 Shepard was the first American in Space on May 5, 1961, Shepard the char-
Díaz-Cintas, J. 39, 91, 126 game market: European 2; global 1; acter was the first human ever to achieve the elite status of Spectre, a great
Díaz-Montón, D. 16 Italian 2–3; Spanish 2–3; US 2
accomplishment for him/her and the whole human species. Moreover, accord-
Dickson, P. 160 game world 4–5, 59–60, 73–76
dictionaries 141, 150, 174nn3–6, 188 García de la Cuesta, J. 164, 169, ing to Mass Effect Wiki (online), Commander Shepard’s birthday (April 11)
Dietz, F. 6, 15, 16, 28, 40, 61, 68 171–173, 175n6, 194 is a reference to the day when the American attempted manned moon landing
Di Giovanni, E. 96 Gee, J. P. 6, 10 mission Apollo 13 was launched (April 11, 1970) and which was originally
Di Marco, F. 16 gender issues 18, 87, 112, 148, 178; supposed to be commanded by Alan Shepard. Secondly, a reference to the real
Doležel, L. 89 customization 45–46, 106; gendered
world is made visually and concerns Shepard’s appearance: the default male
domestication 64, 66, 94, 97, 115, militarism 107, 119–120, 183; in
134–135 language 44, 110, 137, 157, 186; face is evidently based on that of the Dutch model Mark Vanderloo (Miles-
Dong, L. 15, 18 see also variables Cheong 2012).
Realia and Irrealia in Game Translation 107 Index 229
In dialogs, Shepard is always addressed by his/her surname which is genre 3, 12, 67–68, 71, 75, 84 Jackson, H. 166
retained in both localizations. Retention seems to be the most appropriate geographical references 92, 94–95, Jaén-Diego, N. 15
124–125, 183–184; irrealia 127–128; Jayemanne, D. 16
translation strategy for the protagonist’s name, not only for the purposes of
realia 125–127 Jenkins, H. 10, 73
terminological consistency within the series, but also in order to keep the geopolitical issues 53, 55, 177–178 Jiménez-Crespo, M. 13, 20, 21
reference to astronaut Alan Shepard intact, as envisioned by developers, and Gheno, V. 137 Juul, J. 10, 43, 58n5, 64
enjoyed by players across different locales. glossaries 25, 49, 62, 72–73,
174n3, 179 Kadmon, N. 95
Gómez-Capuz, J. 175n7 Keeton, P. 79
4.2.2 Non-Playable Characters Gonzáles-Vera, M. P. 97 Kehoe, B. 15
Gordo-Peleato, R. 149 Kelly, D. 39
Starting from the left extreme of the realism-fictionality continuum (Figure Gouadec, D. 13 Kelly, M. 174n2
3.1), non-playable characters in Medal of Honor Warfighter include Task Grammenos, D. 17 Kennedy, H. W. 43, 58n5
Force members, mainly US Navy SEALs, jihadist terrorists which are threat- Granell, X. 11, 17, 50 Kent, S. 29, 58n4
Grusin, R. 63 Kerr, A. 10, 58n5
ening the Western world, and also other minor characters serving ancillary
Gunn, J. 91 King, G. 118
parts. Kočotea, I. 171, 194
The international special forces engaged in warfare represent the first Halter, E. 174n1 Kohler, C. 30, 31, 58n4
subgroup, comprising more or less developed “helper” characters, whose Heimburg, E. 15, 47 Krzywinska, T. 118
individual references are mainly expressed in code names: Voodoo, Dusty, Heller, E. 97 Kücklich, J. 75
Hertz, J. C. 29 Kuling, P. 87, 88, 127, 138, 179, 187
Mother, Dingo, Tick, and Tiger 12. The second subgroup of “villains”
Hickey, D. 15
includes characters representing the evil Other: the wealthy Arab banker history 18, 53–54, 63, 75, 88 Lal, P. 96
and terrorist leader Hassan Rasheed, nicknamed “the Cleric”, the greedy Hsu, H. 18 Lavigne, C. 87
Bosnian arms dealer based in Sarajevo Stovan Bosic, nicknamed “the Huizinga, J. 5, 59 Leppihalme, R. 5, 7, 89, 95
Engineer”, and Sad al Din, who is the utterly cruel right-hand man of the humor see wordplay Lepre, O. 15, 17
Huntemann, N. B. 174n1 literature 62–63, 99, 118
Cleric. The third subgroup of “other characters” contributes to depict the
Hurtado-Albir, A. 66 Liubinienė, V. 17
global dimension of MoHW war, including: Ajab, who serves as the local Hurtado De Mendoza Azaola, I. 97 locale 1, 13, 21
asset in Pakistan for US-led operations, Sergeant Xaysana and Sergeant localization models 26–28
Wright who fight in a unit deployed in Somalia, Greko, Maniek, Kaska, Iaia, P. L. 10, 17, 18, 100 Lombardi, I. 10
Diabel, Zuku, and Szczuply, who are Polish GROM operatives, and finally IDEA see Italian Interactive Digital López-Sánchez, R. 17
Entertainment Association Loponen, M. 6, 89
Lena and Isabella who are Preacher’s wife and daughter, respectively.
ideology 81, 86, 178 Lorenzo-García, L. 39
Realism, representation, and cultural issues interplay in this group of Imre, A. 149 Loureiro-Pernas, M. 16
irrealia in different ways: the Navy SEALs Voodoo and Dusty exemplify individual references 92, 102–103, ludonarrative 42–44
those MoHW characters who are based on and probably named after the 179–181; non-playable characters
real operators who worked as consultants for the game (Medal of Honor 107–113; playable characters magic circle 4–5, 59
103–107 Mairena, J. 17
Wiki, online); the Cleric embodies a fictional stand-in of Osama bin Laden,
informal language see slang Mandiberg, S. 15, 17
both are elderly Middle Eastern men, lead terrorist organizations, dress simi- initialisms 95, 111, 135, 138, 186–187; Mangiron, C. 2, 3, 6, 7, 10–20, 22, 24,
larly, and are killed in Pakistan; the two female characters Lena and Isabella in military language 140–142, 27–33, 38, 40, 41, 43–51, 62, 63, 68,
perfectly typify the concept of “gendered militarism” in war-themed video 168–169, 188, 193 96, 97, 99, 101n8
games, which represent violence as masculine only, power as structured interactivity 6, 42–45 Marshall, D. 111
intercultural conflict 53–55, 80, 82, 129 Martínez-Sierra, J. J. 66–67
to promote male authority whereas women are seen as needing protection
interdisciplinarity 7, 10, 18, 37, 64, 194 Matamala, A. 97
(Robinson 2016, 10–12). internationalization 13, 20–22, 24, 100 Matkivska, N. 98
From a linguistic perspective, these individual references are deeply intertextuality 62–64, 90, 92, 118–124, Mattila, J. 154
context-dependent: many names and surnames function as “culture mark- 182–183; in non-verbal references Maxwell-Chandler, H. 2, 11, 12, 15,
ers” (Nord 2003), suggesting the quite varied origin of MoHW characters 121, 178–179; in proper names 17, 19, 21–24, 26–28, 34, 40, 41, 47,
122, 181 50, 58n3, 72
but, more importantly, code names simulate the military’s need for secrecy
irony see wordplay Mayoral, R. 39, 97
and also their tendency to use language to ease tension and pressure, while Italian Interactive Digital Entertainment McDonough-Dolmaya, J. 18
nicknames are used as narrative indicators. In this view, meaning may be Association (IDEA) 2–3 McKearney, J. 71
230 Index 108 Realia and Irrealia in Game Translation
Mead, C. 174n1 Perego, E. 97
Mejías-Climent, L. 18, 24 Pereira-Rodríguez, A. M. 39 98% 98%
Méndez-González, R. 11, 15, 17 Pérez-Fernández, L. M. 15 100% 95% 94%
92% 92%
metaludic intratextuality 92, 115–118, Pérez-González, L. 37
182–183 Perron, B. 10, 64, 72
methodological issues 4, 18, 64–67, Peterson, M. 10 80%
176–177; corpus 24, 28, 40, 42, 45, Pettini, S. 15, 17, 18, 36, 41, 47, 63, 64,
67–73 72, 73, 87, 90, 105, 118, 137, 157
militarism 81, 148–149, 174n1, 191; Pirus, J. 149 60%
gendered militarism 107, 119–120, place names see geographical references
183; military-entertainment playability 18, 37, 44, 51–53, 77
complex 79 playthroughs see walkthroughs 40%
Millbrooke, A. 160 Pons, C. M. 92, 118
Miller, C. H. 58n6 Prensky, M. 10
Mitchell, S. 126, 127 procedural rhetoric 87, 149 20%
Mittell, J. 73 Pujol, M. 15 8% 8%
5% 6%
Moya, V. 97 pun see humor 2% 2%
Mukherjee, S. 118 Purnama, L. S. 18 0%
Müller-Galhardi, R. 17 Purnomo, L. A. 18 Italian Spanish Italian Spanish
multilingualism 133–135, 185 Pym, A. 12, 22
Retention Direct translation
multimodality 18, 28, 37–40
multitextuality 47–51 QA see testing MoHW BF4 ME3
Munday, J. 13, 20 Quality Assurance see testing
Muñoz-Sánchez, P. 11, 16, 17, 19 quotations see intertextuality
Figure 4.1 Translation Strategies for Individual References.
neologisms 96, 143–146, 190 Rabadán-Álvarez, R. 39
Newman, J. 10, 12, 32, 58n6, 92, 103 Rafael, V. L. 174n2
hidden behind code names: like Preacher, “Mother” is apparently based on
Newmark, P. 95, 97 Ramière, N. 97
Nogueira de Andrade Stupiello, É. 18 Ranford, A. 17 this character’s very protective personality and there might be analogous
non-linearity 40, 43–47, 65 Ranzato, I. 5, 9n2, 91, 97 sardonic allusions behind Voodoo and Dingo. Similarly, the nicknames of
non-verbal references 80, 106, 119, Ravetto, F. 16, 101n8 some characters have meaning and clarify their narrative role: “the Cleric”
121–122, 127, 178–179, 183 Reinders, H. 10 refers to the religious leader in the holy war against the infidel lands, namely
Nord, C. 98, 107, 109, 111, 180, 181 Reiss, K. 48
jihad, while “the Engineer” depends on the technical expertise of this char-
Norouzi, S. 97 religion 53–55, 74–75, 79–80, 129, 133
Nowak, Peter 58n2 Remael, A. 91, 126 acter, who supplies the deadly weapon PETN to terrorists at a global level
Robinson, N. 78, 79, 81, 107, 116, (Medal of Honor Wiki, online).
O’Hagan, M. 2, 3, 6, 7, 11–20, 22, 24, 120, 121, 148 In translation, as Figure 4.1 shows, the great majority of individual
27–33, 38, 40, 41, 43–48, 50, 51, 62, Rodríguez-González, F. 150, 156, references in MoHW are retained in Italian and Spanish. The only three
63, 68, 96, 97, 99, 101n8 175nn6–7
exceptions to this tendency are “Tiger 12”, the code name of an opera-
O’Malley-Deming, S. 2, 11, 12, 17, role-playing games (RPG) 3, 61, 68, 71,
19, 21–24, 26–28, 34, 40, 41, 47, 76, 84 tor of the Filipino NAVSOG (Naval Special Operations Group), which is
58n3, 72 Rollings, A. 73–75, 77, 90, 93, 101n7, directly translated only in Spanish, “the Cleric” and “the Engineer” which
O’Riada, G. 16 102, 130, 176, 183, 184, 194 are directly translated in both Italian and Spanish and represent the mean-
O’Toole, M. T. 143 Romero-Fresco, P. 7 ingful nicknames of MoHW villains.
Orero, P. 16, 17, 38 romhacking see fan translation
In the middle of the realism-fictionalism continuum, non-playable char-
Orna-Montesinos, C. 150 RPG see role-playing games
Rutter, J. 10, 101n6 acters in the Battlefield 4 political-fiction world include US-led squad mem-
Palumbo, G. 7 bers as “helpers”, the cruel and ambitious Chinese Admiral Chang Wei as
Papazian, G. 118 Saber, A. 151, 152 the “villain”, who plans to overthrow the existing Chinese government and
partial localization 2, 23, 32 Sajna, M. 11, 17 establish a military dictatorship, and other minor soldiers who mostly serve
Partridge, E. 156 Salama-Carr, M. 174n2
in the US Armed Forces, some of which are not properly named.
Patterson, C. 71, 84, 86, 87, 149, 195 Schallegger, R. 87
Payne, M. T. 148, 174n1 Scheckner, P. 79 More specifically, the story-leading US Tombstone Squad comprises mem-
Pedersen, J. 5, 90, 91, 94, 97 Schmierbach, M. 65 bers like the US marines Kimble “Irish” Graves, Clayton “Pac” Pakowski,
Realia and Irrealia in Game Translation 109 Index 231
and William Dunn, the CIA agent Laszlo Kovic, and the Russian GRU agent Scholand, M. 12, 15, 84 toponyms see geographical references
Dimitri “Dima” Mayakovsky. In dialogs, individual references to the first and Schules, D. 17 Torrente, J. 17
Schulze von Glaßer, M. 119 Torres-Hostench, O. 16
second subgroups of non-playable characters, namely helpers and Admiral
Schulzke, M. 80–82, 104, 133 Torres-Molina, Y. 16
Chang as the villain, are expressed in surnames, or in abbreviations based science fiction 61, 71, 87, 91, 177; Toury, G. 4, 48, 66–67
on their names and surnames, some of which are “culture markers” (Nord language of 143–144, 149–150, training 16–18
2003). The only exception in this subgroup of BF4 irrealia is “Irish” which 156, 190 transcreation 62, 94–96, 101n8; in
represents a meaningful nickname: he is called Irish because he is lucky, as he Secchi-Frau, F. 118 artifactual references 144–145,
Semmerling, T. 79 189; in ethnic references 129–133,
reminds Hannah in example (4.5). Thus, a popular belief about the legendary
Serón-Ordóñez, I. 16, 61, 63 185–186; in sociopolitical references
luck of Irish people, with national good-luck symbols such as the shamrock Sharp, J. 85 138, 187
or the leprechaun and the traditional saying “the luck of the Irish” meaning Shaw, I. 85 translation strategies 4, 6, 66, 94–96,
“extraordinarily good fortune” (Ammer 2013, 280), provides the basis for shooter games 3, 68, 71, 76, 148–149 99–100
this character’s nickname. Šiaučiūnė, V. 17
simulation games 18, 61, 63–64, Van Oers, A. 17
73–74, 101n4 variables 40, 45, 47, 72, 99, 157
(4.5) IRISH: You are not risking your life, Hannah. I’m Irish, remember? skopos-driven translation 44, 48, 51, Vela-Valido, J. 16, 49
The lucky one. 74, 77, 99 Venuti, L. 66, 97
IRISH: Non rischierai la tua vita, Hannah. Sono Irish, ricordi? slang 151, 166, 188, 190, 192–194; in Vermeer, H. J. 48
Quello fortunato. abbreviations 140, 156, 167, 169, Vermes, A. P. 98
171–172 Vidal, N. 11, 17
IRISH: No vas a arriesgar tu vida, Hannah. Soy Irish, ¿recuerdas?
Smirnova, T. 171, 194 Vieira, E. R. P. 96
El de la suerte. social irrealism 85 voice-over (VO) 23–25, 28, 32–33,
sociopolitical references 93, 117–118, 48–49
Irish is an African American soldier whose nature is harsh and distrust- 135; irrealia 136–138; realia Voorhees, G. 68, 148, 174n1
ful and whose language is often ironic, rude, and offensive. Interestingly 135–136
enough, the humor of this character gives rise to a pun based on the sur- Sommers, J. M. 118 walkthroughs 65–66, 68, 70, 73, 100n1
Spiga, A. 118 Ward, N. M. 86
name of Laszlo Kovic. In the relevant scene, Recker (the player), Pac, Kovic, Spivack, C. 91, 101n7 Warden, R. 71
and Irish are aboard a boat heading toward the main US Navy ship to take sports games 3, 36, 63, 73–74 war video games 148–150, 174n3, 191,
its voyage recorder. After recapitulating the mission objectives, Kovic says Stahl, D. 141 194–195; see also militarism
“You’re here to do a job and I’m calling the fucking shots. Okay?!” and Stahl, R. 148 Weik, M. 152, 162
Irish rebelliously replies “Yes, sir Agent Kobitch”. The latter is a blend stereotypes 55, 79–80, 112, 129, 177 Wilson, A. 152
Stold, R. 42 Wirman, H. 83
formed by merging the first two letters of Kovic’s surname “Ko” and the Strong, S. 15, 17, 18 Wolf, M. J. P. 5, 10, 29, 31, 60, 64, 72,
offensive expression “bitch”. Interestingly, in Italian this wordplay is per- subtitling 16, 23–24, 32, 40, 51, 97, 92, 129, 194
fectly rendered into Cogliovic, which is also a blend merging the first part 105, 133 wordplay 16–18, 104, 125, 152–153,
of the Italian offensive expression coglione [asshole] and the final part of 171, 184–185; in proper names 30,
“Kovic”. On the contrary, in Spanish “Kobitch” is kept unaltered and the Tarquini, G. 17 97, 100, 109–110, 116, 180–182
Tavinor, G. 58n6, 101n6 Wozniak, M. 143, 144, 150, 155, 156,
wordplay is lost because retention does not allow players to understand the Taylor, E. K. 81, 161 190, 191
joke, thus simply suggesting a misspelling. terminology 12–14, 17, 42, 73, 99–100, Wright, J. D. 122
Another interesting example of the use of names for humorous pur- 179, 182, 184; in military language Wu, Z. 18
poses concerns Dimitri “Dima” Mayakovsky, who is sometimes addressed 93, 150–154, 175n4, 188, 190;
as “Ivan” by Irish. Although this name does not occur in the corpus, it platform-specific 41–42; see also Xu, S. 149
glossaries
deserves a short digression due to its cultural relevance. “Ivan” is not a testing 24–27, 49 Yenne, B. 141
proper name in the game world, rather it is a nickname Irish uses with ref- text types see multitextuality Yunker, J. 96
erence to Dima’s Russian nationality. Since “Ivan” does not belong to the Thabet, T. 58n6, 101n6
game terminology, translators can either retain the name, running the risk Thomas, M. 10 Zanotti, S. 96
of losing the reference, since players may think that Ivan is simply Dima’s Timiani-Grant, F. 15 Zarei, R. 97
Titford, C. 39 Zhang, X. 15–17
second name, or deviate from the source text and substitute it with another Tomaszkiewicz, T. 97 Zhou, P. 16
name which may sound even more Russian-flavored to the target audience.
110 Realia and Irrealia in Game Translation
These two possibilities are exemplified in the localizations: in Italian “Ivan”
is retained, in Spanish it is creatively substituted with “Stroganoff”, one
of the most popular Russian dishes and also a well-known and influential
Russian family, called the Stroganoffs. Irrespective of which of the two ref-
erences Spanish translators have made, “Stroganoff” is definitely culture-
specific and successfully renders the humor behind this nickname. Lastly,
for the purposes of comprehensiveness, it seems worth mentioning that
other occurrences of Ivan in the game database, which do not appear in
this book corpus, are both in the plural and always translated into russi in
Italian and ruskis or rusos in Spanish [both Russians].
The third subgroup of “other characters” in BF4 include other US
marines, whose individual references are expressed in surnames and code-
names: Roland Garrison, codenamed “Fortress”, one helicopter pilot
codenamed “Firebird”, one radio operator codenamed “Gatekeeper” and
“Oracle”, “Anvil 2”, and “Bloodhound”, about whom nothing is known.
Another narratively relevant minor character is Jin Jié, the Chinese demo-
cratic politician Admiral Chang aims to kill. Lastly, throughout the game
there are some extra characters whose individual references are narrative
indicators, they are identified by their role or function, such as “marine”,
“sailor”, “doctor”, “jump master”, “officer”, and “driver”. Nothing is
known about these minor characters and their identifiers are transferred by
means of direct translation in all cases except for “marine”, which is prop-
erly retained in both target languages.
In other words, as Figure 4.1 shows, also in Battlefield 4 the vast major-
ity of individual references are transferred by means of retention in both
Italian and Spanish, while direct translation (2%) simply explains the mean-
ing of narrative indicators. However, in connection with cultural aspects,
one gender-related difference is worth underlining and affects the transla-
tion of “doctor”. Although this is a female character, only Spanish transla-
tors adopted a feminine form while in Italian dottore is masculine. Since
the feminine counterpart dottoressa exists and is regularly used, transla-
tors’ choice seems to be unjustified, especially considering that information
about characters and story was given to the BF4 Italian translation team, as
the game localization project manager explained to the researcher (Anselmi,
personal communication, May 5, 2016).
Within the relationship between the real world and the game world, it
seems relevant to briefly mention that, according to Battlefield Wiki (online),
William Dunn’s appearance and surname are inspired by Michael Dunne,
the main character of director and actor Paul Gross’ war film Passchendaele
(2008) and Captain Garrison’s personality and appearance match his name-
sake in Ridley Scott’s movie Black Hawk Down (2001), portrayed by actor
Sam Shepard.
Moving to the right extreme of the realism-fictionalism continuum, non-
playable characters in Mass Effect 3 are numerous and diverse and the science-
fictional genre of this game narrative inevitably impacts the nature of ME3