First off - great thread, OP. I'm really glad that this topic of translation as it concerns videogames has started to get widespread traction, even if I'm left wanting as to the quality of a lot of the discussion. Like so many topics, being able to talk intelligently about this requires a broader set of competencies, one of which is most certainly reaching a high proficiency in both source and target languages. For people in this thread who are interested in the topic of translation and would like to learn a little bit about translation theory, two of the most important resources to read are the works of Lawrence Venuti, who, while I have major issues with him, is a prominent figure around the ethics of translation, and Minako O'Hagan, who works in translation of new media, including videogames.
The fact that videogame translation gets lumped in with localisation is partly because videogames ARE software, and in fact do need to take some cues from localisation practice, especially when it comes to Japanese-to-English translation, as Japanese needs less space to say the same general thing.
As someone else said, Ace Attourney is a straight-up setting conversion, and all the characters have different names, which is actually quite rare nowadays.
In fact, it's quite rare for large portions of games to be added to or rewritten on the level of the Verne example in the OP, it's more about making minute information align with the local culture's preconceptions about things, whether that's "how the world works," or, "how people interact," or what they think they know about the source culture, in the case of JP-ENG game translations. I'm probably much more extreme than most people when it comes to meddling in translation, as I believe that games and other media are some of the primary ways that we can come into contact with other cultures - so instead of translators pandering to the audience's preconceived beliefs about another place because they "won't understand," I prefer a more honest representation that helps people understand through exposure. I'll keep myself to a couple of examples to keep the size of this post down:
If you've played Persona 4, you'll know that the translation "retained" all of the Japanese honourifics (-san, -kun appended to the end of names, etc). Except, the way the honourifics are used isn't how they're used in the original version, and if you play the two versions side-by-side it's clear they've been reintroduced for "Japanese flavour," to appeal to the likely audience of the game. This game has a LOT of translation choices like this.
In Ni no Kuni, at the start of the game the young main character is kind of being bullied on an older boy who's supposed to be his friend, and it looks like an abusive relationship. In the original version, it's clear the two characters are mutual conspirators on equal footing. Also, the main character's nice Japanese bow has been changed into a Western one, so as not to send mixed messages.
In FFXIII: Lightning Returns, the English translation tries REALLY hard to make a connection between the primary deity of the game and the Christian deity by doing things like editing out references to other deities and using key theological words where they don't appear in the original.
Hyperdimension Neptunia Re;Birth 1 is made more sexual (because the Japanese are perverts, right!?) At the start there's a scene with a character trying to bandage the main character. It's accompanied by a sexy graphic, but in the Japanese version the voice work has the main character being strangled, and eventually she passes out. The joke is that the nurse is incompetent. In the English version she moans a lot and climaxes. The game also strips out a lot of Japanese references and replaces them with OTHER Japanese references international audiences are more likely to get. Or, sometimes just for the hell of it - the opening joke is that Neptune's in the dark and addressing the player about what she might step on. In the Japanese version she warns she might step on your collector's edition merch. In the English version that's changed to anime figures.
Okay, I think that's enough. We all get the point.
I'd just like to make a quick correction here. What you're describing is "just" translation. "Localisation" is a software development term for making local versions of software packages. It's different from translating prose or poetry in that software uncontroversially has a function that the user needs to be able to fulfill, so the translation strategy prioritises ease of use for a specific market. It also refers to software-specific problems that arise during the process, like having to translate around size limits for text strings (both screen real estate and data limit concerns).Albino Boo said:... Localisation it the deliberate and planned attempt to change works for the local market...
The fact that videogame translation gets lumped in with localisation is partly because videogames ARE software, and in fact do need to take some cues from localisation practice, especially when it comes to Japanese-to-English translation, as Japanese needs less space to say the same general thing.
Persona 1 (PS1) was horrendous for this. The dopey dropout stereotype character got changed into a black guy, no doubt to convert the stereotype into the "black thug" stereotype (note this character happens to be carrying an axe around at the start of the game, where all the other characters are fighting with mop handles when things turn to shit).Fox12 said:Can you point out a more specific example of a game that did this? I'm legitimately curious.
I heard that Persona did this in some places, and I know that there were some subtle errors in Bloodborne.
As someone else said, Ace Attourney is a straight-up setting conversion, and all the characters have different names, which is actually quite rare nowadays.
In fact, it's quite rare for large portions of games to be added to or rewritten on the level of the Verne example in the OP, it's more about making minute information align with the local culture's preconceptions about things, whether that's "how the world works," or, "how people interact," or what they think they know about the source culture, in the case of JP-ENG game translations. I'm probably much more extreme than most people when it comes to meddling in translation, as I believe that games and other media are some of the primary ways that we can come into contact with other cultures - so instead of translators pandering to the audience's preconceived beliefs about another place because they "won't understand," I prefer a more honest representation that helps people understand through exposure. I'll keep myself to a couple of examples to keep the size of this post down:
If you've played Persona 4, you'll know that the translation "retained" all of the Japanese honourifics (-san, -kun appended to the end of names, etc). Except, the way the honourifics are used isn't how they're used in the original version, and if you play the two versions side-by-side it's clear they've been reintroduced for "Japanese flavour," to appeal to the likely audience of the game. This game has a LOT of translation choices like this.
In Ni no Kuni, at the start of the game the young main character is kind of being bullied on an older boy who's supposed to be his friend, and it looks like an abusive relationship. In the original version, it's clear the two characters are mutual conspirators on equal footing. Also, the main character's nice Japanese bow has been changed into a Western one, so as not to send mixed messages.
In FFXIII: Lightning Returns, the English translation tries REALLY hard to make a connection between the primary deity of the game and the Christian deity by doing things like editing out references to other deities and using key theological words where they don't appear in the original.
Hyperdimension Neptunia Re;Birth 1 is made more sexual (because the Japanese are perverts, right!?) At the start there's a scene with a character trying to bandage the main character. It's accompanied by a sexy graphic, but in the Japanese version the voice work has the main character being strangled, and eventually she passes out. The joke is that the nurse is incompetent. In the English version she moans a lot and climaxes. The game also strips out a lot of Japanese references and replaces them with OTHER Japanese references international audiences are more likely to get. Or, sometimes just for the hell of it - the opening joke is that Neptune's in the dark and addressing the player about what she might step on. In the Japanese version she warns she might step on your collector's edition merch. In the English version that's changed to anime figures.
Okay, I think that's enough. We all get the point.