Nihan Çiçeksoy - Research Paper
Nihan Çiçeksoy - Research Paper
Nihan Çiçeksoy - Research Paper
Nihan Çiçeksoy
Boğaziçi Üniversitesi
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LOCALIZATION OF VIDEO GAMES
Abstract
Purpose of this paper is to give detailed information about localization of video games,
especially in how it is done Turkey. The definition and history of both video games and
localization is given in a short but collected way and with good examples. Starting from the first
game ever, we came to today’s games and the history of video games and localization gets
tangled in the way. Translation of text, dubbing and subtitling, and cultural and legal issues are
touched upon. Also to put light to the subject “localization of video games in Turkey” about
which we have no clue at all. Even though a little unprofessional, it helps us to look into the
volunteer groups of localization in Turkey and how they work. Generally, for those who do not
have time or patience to look through many different sources, this paper is extremely useful with
The development of new professional practice calls for new research within
translation studies and a new area of specialization. (Merino, 2007) Localization of video games
are one of these new practices. However, before getting into a detailed analyzation of
localization, it is essential and beneficial to understand video games, which can be also referred
as “computer games”, “digital games,” and “electronic games” (Perron & Wolf, 2009, pp. 6–8).
They can be played on different consoles, such as computers, PlayStation, mobile telephones and
many others. Roughly games can be divided into three main groups by the consoles they are
played:
Lack of published articles about video games makes it hard to find a consensus about
what are video games are and what they are not. Moreover, the fact that many of the published
articles are about video game controversies i.e. video game violence and their contribution on
aggressive behavior in children, shows the biased ideas about video games and explains why the
In his article What is a Video Game? A Short Explainer, Phil Owen claims that there are
two ways to explain what is a video game: the simple way and the complex way. The simple
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definition is that “a video game is interactive digital entertainment that you “play” via a
computer, a game console (like the Xbox or PlayStation) or a phone or tablet”. However, settling
with such a simple definition wouldn’t be fair to every video game producer and gamer in the
world. We can see a million different kinds of video games, different genres and types. To name
a few; action-adventure, role-playing, strategy and sports are first ones to come to mind. And
why you would care about whatever that is. (Owen, 2016)
Surely, even a non-gamer can understand difference between “The Sims” which is a life
simulation game and “Warcraft” series which are high fantasy real-time strategy games. They
can see the difference between their graphics, the aim of the games and the profile of the gamers
who prefer one of these games. Another example, more obvious and maybe funny could be
“Minefield”, a game that is included in Windows’ default programs and “FIFA”, a football
game. The difference between their complexity is easy to see, even to the most inexperienced
eyes.
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Moreover, while creating video games, different kind of techniques which are used in
different areas, has to be used. Knowing these techniques can help us understand the complexity
of video games:
Math and physics: simulation of the environment to give the feeling of movement better
Cinema and camera work: positioning the camera to enhance drama in the story.
Telecommunication: fans playing together the same multiplayer games from home.
Music and special effects: dynamic atmospheric music and sounds adjust to player
Finally, main point of all these explanations is that video game industry is developing day
by day and video games are getting more and more unique and complex. And there are many
aspects of this industry that is not probed enough. One of these aspects is “localization of video
games”. However, before we start digging today’s large and tangled world of localization, let’s
go back to the beginning of not just localization but also video games.
The history of video games starts somewhere between 1950s-70s. Just like every “first”
thing in history, it is also hard to say which computer game was first to be made. But general
agreement is in favor of a game called “Tennis for Two”. An American physicist working at the
Brookhaven National Laboratory, William Higinbotham, created Tennis for Two to entertain
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visitors and to present a friendly image. (Rabin, 2009, pp.6) Another examples from this time are
basic ones like the space combat game “Spacewar!” and the tic-tac-toe game “OXO”. Creation
of these prototypes brought many unseen results. In 1960-70s, companies started to seriously
consider the commercial exploitation of computer games. With the Japan’s entering to video
game industry, arcade games had their golden age and so did the Gameboys’. With the Japanese
companies like Nintendo and Sega, the dominance of video game production changed from the
United States to Japan. Video games became largely widespread, changed everyday life of
millions of people and created a multibillion dollar gaming industry. Prof. Dr. Mark Overmars
whose prime focus is game technology, explains the changes in game industry very successfully
in his article “A Brief History of Computer Games”. Budget per game expanded to five million
dollars. Primarily; games were developed by individuals, nowadays there are large teams of
programmers and graphic designers working on a game. There are some games that can be
referred as milestones in the history of video games. “The Sims” was first released in 2000 and is
one of the examples for these milestones. The franchise has sold more than 175 million copies
worldwide. Another important development was the rise of the MMORPG (massively
multiplayer online role-playing game). Surely, the most well-known of these is World of
Warcraft with 5.5 million subscriptions in 2015. (Overmars, 2012) With the addition of mobile
app games like “Candy Crush” and “Angry Birds”, the gaming sector snowballed and is still
getting bigger in every way. In 2015, video games were the third-biggest part of the U.S.
As I said earlier, there are many aspects of video games that are not probed enough.
History of localization in this area is one of them. Andovar Game Localization, a website of
localization solutions provider, summarizes the history of localization in video game area very
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well and makes it understandable for us. Those first games we talked about were created for the
national market by USA. Because that they did not include much text, they were easily
accessible to every customer in every market. Japanese game producers were first ones to think
about localization as USA market was a huge opportunity and opening for them. Its first and best
example is a game that is still played and well-known nowadays. The game “Pac-man” was
originally a Japanese game called “Pakkuman” and was one of the first games to be localized
into English with both the title and the characters. The acronym EFIGS (English, French, Italian,
German, and Spanish) was coined to describe the minimum default group of languages to
translate. It shows us that video game localization became a more professional area and started to
created its own terms. After a time; titles, texts, dialogues in game and manuals were translated
in many games but there was still a notable problem: audio translation. The first game to feature
human voices was “Dragon’s Lair” released in 1983. But it took approximately 15 years to start
audio translation. It was and still is the most expensive part of the localization. First game to
fully dubbed was Baldur’s Gate. It had several thousand voice files and hundreds of thousands of
words that are translated into Spanish. (Andovar Game Localization, 2015)
Briefly, game-making companies wanted their games to appeal to the customers in every
nation. The demand of the gamers all around the world caused game developers to translate their
product into other languages. After a while, producers wanted to introduce their games in another
countries and to create new markets. Eventually, the game localization was born. Nowadays,
game development and localization teams work together and translators translate the game not
after they are finished and released but in the mid-stages of development. Full localization is now
a common practice and games are available in many number of languages. But the area is still
As I keep saying, video games’ interaction with translation, also known as localization of
video games is not analyzed and probed enough. To do that, firstly we need a definition. What is
localization of video games? The easy answer is, surely, the process of translation into other
languages. But then why we do not use the phrase “translation of video games”?
Merino (2007), a lecturer of game localization and media translation, gives the answer to
this question so perfectly that, it wouldn’t be fair to quote it: “From a game featuring Tiger
Woods to another based on The Hobbit, a World War II strategy game or a science-fiction role-
playing game, it is obvious different areas of knowledge are going to be involved, as well as a
specific set of different skills.” (p.2) In another words, this process can involve; translation of the
text, subbing, dubbing, redrawing and/or modification of graphic, cultural and legal adjustments,
differences in music and software localization. It will be logical to divide these into three
categories.
Translation of Text
Translation of text includes translating every single word in every part of the game.
Packaging, manuals, instructions, readme files, user interface (as in menus, pop-up windows etc.)
are the didactic part of the text. They mainly require technical translation.
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Apart from these, the title of the game is most important part to translate. For some, it
may seem easy as it is just a few words but there are many examples in which the title of the
game is not translated word for word and needed consideration. Above-mentioned game Pac-
man, whose original Japanese name is “Pakkuman” was thought to be translated as Puck-Man.
However, localization team thought that the word “puck” could evoke some improper
After the title, perhaps, most important part of the text is the name of the items such as
armor, weapons, potions. Translation of these affects the terminology in the target language and
these terms will probably be used for other series of the game too, so maintaining consistency is
also important. In the game Final Fantasy X, there are approximately thousand different weapon
names and they had to be translated to 15 characters. One of these weapon’s name is Furinkazan,
a word made by four kanjis meaning; wind, forest, fire and mountain. As a literal translation is
not possible, in the English game, the weapon’s name was Conqueror. (Mangiron & O’Hagan,
2006)
Perhaps giving another example will make it easier understand how bad translation can
get. It’s from the German localization of the game The Elder Scrolls – Oblivion where a health
Lastly, sometimes the character’s name has to be localized. While there are many
examples that can be given, the most obvious one can be Pokémon. For those who are not
familiar with its history, Pokémon was a Gameboy game, long before it became a cartoon series.
When it started, there were 151 Pokémon. Now, there are 722 and all their names are translated
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from Japanese to English and many other languages. Translation of Pokémon names is a whole
other research area to look at. Many of their names includes hints about their nature, different
puns and word plays. While some countries preferred to use the English versions, some created
Like every type of translation, mastering both language is pretty crucial. The popular
internet meme “All your base are belong to us” is not the only example of bad translation. There
are many examples coming from gamers who use language patches or localizations. One
example could be from the game Fallout: New Vegas. “Restroom” is such an easy word, isn’t it?
However, in the Italian translation, the translator used the phrase “stanze di riposo” which
literally means, a resting room, or room to rest; not toilet. It should have been translated as
Even though dialogues are also a part of the text, I believe it is healthier to divide them
into another subheading. Japanese games are generally dubbed into English but subtitled into
other target languages. On the other hand, original English games are dubbed or subtitled
according to the target locale’s preferences. But for obvious reasons such as money and time,
subtitling is a more suitable option for producers. Also, the hardships of dubbing, such as lip
actors are reasons for preferring subtitling. (Mangiron & O’Hagan, 2006) Furthermore, dubbing
is not only hard for the producer, but also for the translators for similar reasons. There are many
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limitations for the translator while preparing dubbing script such as adapting space and the
number of characters per subtitle and transferring accents, registers or difference in speech.
Dialogues in games are probably the longest part of the text. Complication of this part
can change from game to game. Dragon Age: Origins, a role-playing game which is described as
a “dark heroic fantasy” has over 740,000 words of dialogue, which made for 68,260 lines of
character dialogue. This word count is over War and Peace with the count of 561,304 and a little
under the word count of the Bible which is 1 million. (Reiner, 2010) And this game is not unique
with its longevity, there are countless games out in the market with equally rich storytelling and
captivating dialogues. In fact, this game’s producer company’s motto is “Rich Stories,
A subheading for graphics is unnecessary, because, with the exception of redrawing the
cover page, almost all graphic changes are caused by cultural or legal differences. I, genuinely,
believe that cultural and legal differences are what differentiate localization from translation.
could affect the views of gamers negatively. Not only getting negative feedback, but cultural
In the process of localization, evaluating the history of the country and looking up legal
obstacles can save the future of the game. An example is that; USK, organization for video game
ratings in Germany is very strict about blood, gore and symbols associated with racism such as
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Nazi symbolism. The German localization of the World War II game Wolfenstein contained
visible swastikas. As a result, Raven Software recalled the game. (Owen, 2009)
Now, as you know, Japan is occupying a very large place in the game sector. And as in
their anime and manga, they are also very bold and risk-taking in their video games, too. There
are many examples of censorship, especially of nudity, in the process of localization from
Japanese to English. Japanese game developers love childish, teenage girls, wearing bikinis and
fighting with their long swords. However, all countries have their own sensibilities, and guessing
Japan’s shouldn’t be hard. In the game Fallout 3, the quest “The Power of the Atom” was
changed in the Japanese version. In other versions, the player is able to detonate the bomb. But in
the Japanese version, you either ignore or defuse the bomb. Also in the Japanese version, a
nuclear weapon named “Fat Man” was changed to erase the reference to Nagasaki. (Ashcraft,
2008)
With the legal, cultural and traditional issues, also religious problems come into mind,
too. The game Fallout 3, did not just caused problem in Japan. Game was supposed to come out
in India, but suddenly it was cancelled. There was not an official statement but it is said that the
game had parts that were offensive towards Indian culture. In their religion Hindu; cows are
sacred and in the game, Indian’s sacred cow Brahmin is targeted and shot by players. It is easy to
see why Indian would not approve that, so game was not released in India. (Lee, 2013)
Up to this point, we worked on definition of video games and their history, and came to
localization and its stages. Briefly, video games are complex product that require specific skills
to translate. Localization process is more than translation of words but includes many aspects.
What about Turkey? How does the localization of video games work in Turkey?
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Localization of video games in Turkey is, unfortunately, shaped around the fact that
Turkish players does not prefer to buy the official game. Sales figures of video games in Turkey
does not meet the satisfactory quota because of the pirate downloading, and this factor makes
Turkish gaming market less appealing for companies. But still, there are some volunteer gamers
who localize games into Turkish. While collecting information about localization in Turkey, I
came across a localization group called Oyun Çeviri and joined this group as a translator. All the
knowledge about these volunteer groups comes from my interactions with other group members.
Oyun Çeviri was founded in 2009. Today, they have approximately 30 translators and a few
programmers. Programmers are needed to break the language files of games. Members are
generally university students. Firstly, a subject that many people are curious about; they do not
receive any money, even in official localizations. This, also comes from game developers’
indifference to Turkish gaming market. But even though many of the localizations are unofficial,
there are gratitude and congratulation mails from game developers. From this day, they’ve
translated over 100 games and also have 4 official translations. Other groups in market has close
numbers and there is a competition between these groups about especially which game they will
choose among other things. Oyun Çeviri also supports official games, by making their patches
As for the translation part, there are some measures about which games they decide to
translate. Firstly, there shouldn’t be any other localization group working on that game.
Secondly, language files should be openable. Moreover, the game should meet the expectations
of Turkish gamers and should be expected among gamers. And lastly, they prefer games that
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they can do an official translation. As they are a volunteer group, they are not extremely
organized. Working with different people, especially students with exams, prevent them from
putting strict deadlines. The main aim of the group is the quality of the translation. As there is 5-
important for consistency. They have a finished dubbing project of Call of Duty MW3 which is
of the game Skyrim has opened a new point of view in Turkish localization. Turkish gamers,
even though they want the Turkish translation, do not want to see familiar names in Turkish. It is
very common for gamers to see an item in their own language and feel weird about it. So
generally, terms, names of items and places are not translated. Oyun Çeviri made a terminology
dictionary for the game and translated everything. The main reason was the wish of developer
firm that everything should be translated in every language. So “Solutide” becomes “Issızkent”
To sum up, there are enough enthusiasm and work to get somewhere better in localization
of video games in Turkey. There are more than one volunteer group working for the pleasure of
Turkish gamers. I said localization area is still young. But in Turkey, it is much younger than
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