The Suspension Of Disbelief In Videogames (2)

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The Suspension Of Disbelief In Videogames (2)

  1. 1. The suspension of disbelief in videogames: effects of localization Annalisa De Petra San Pio V University, Rome
  2. 2. The suspension of disbelief in Coleridge <ul><li>In “ Biographia Literaria ” (1817) </li></ul><ul><ul><li>To justify the use of fantastic and non realistic elements in literature </li></ul></ul><ul><li>(Im)plausibility of narration </li></ul><ul><ul><li>The reader suspends his/her judgment </li></ul></ul><ul><li>For the promise of entertainment </li></ul>
  3. 3. Different genres, same suspension <ul><li>Suspension of disbelief in literature (Tolkien, etc.) </li></ul><ul><li>Suspension of disbelief in theatre </li></ul><ul><li>Suspension of disbelief in movies </li></ul><ul><ul><li>Movies and videogames are strictly connected </li></ul></ul><ul><ul><ul><li>Videogames take a great inspiration from these genres </li></ul></ul></ul>
  4. 4. The suspension of disbelief in videogames <ul><li>A videogame, exactly like a movie or a novel, is able to provoke emotions and amaze </li></ul><ul><li>The suspension of disbelief is the first step for the building of the emotive relationship between the player and the game </li></ul><ul><li>The role of the suspension of disbelief in videogames is to carry the player into a simulated world </li></ul><ul><li>Elements that help the player to activate his/her suspension of disbelief: scenography, content, story and localization </li></ul>
  5. 5. Internationalization (I18N) <ul><li>Making a product functional and accepted in international markets </li></ul><ul><li>Taking into account everything that can be different in different locales </li></ul><ul><ul><li>Dialog boxes and text length </li></ul></ul><ul><ul><li>Symbols </li></ul></ul><ul><ul><li>Date and time formats, currency and numbers </li></ul></ul>
  6. 6. Internationalization (I18N) <ul><ul><li>Elements to be taken into consideration: </li></ul></ul><ul><ul><li>User interface </li></ul></ul><ul><ul><li>Localization kit </li></ul></ul>
  7. 7. Localization (L10N) <ul><li>It involves taking a product and making it linguistically and culturally appropriate to the target locale (Esselink, 2000) </li></ul><ul><li>Linguistic and technical aspects are interdependent as well as cultural ones </li></ul><ul><li>Localized games sell more </li></ul>
  8. 8. Localization and suspension of disbelief <ul><li>The role of localization and of the suspension of disbelief is different according to the different typologies of videogame </li></ul><ul><ul><li>Hyper–realistic videogames </li></ul></ul><ul><ul><li>Fantasy and non real videogames </li></ul></ul><ul><ul><li>MMORPG (Massive Multiplayer Online Role-Playing Game) </li></ul></ul><ul><ul><li>Party/social games </li></ul></ul>
  9. 9. Cultural aspects in game L10N <ul><li>Localization considers all the cultural aspects related to the target market: </li></ul><ul><ul><li>Rules and local legislation </li></ul></ul><ul><ul><li>Stereotypes </li></ul></ul><ul><ul><li>History of each single country </li></ul></ul><ul><ul><li>Passions of the target market (e.g. soccer in Italy) </li></ul></ul><ul><li>It is necessary to convey the same message of the source game with the same communicative power </li></ul><ul><li>Concepts of fun, pleasure and embarrassment are different in the different countries </li></ul><ul><li>At the end of a localization project the final product should represent exactly what a potential user would expect </li></ul>
  10. 10. Different levels of game L10N <ul><li>According to Heather Maxwell Chandler there are different levels of game localization: </li></ul><ul><li>No localization </li></ul><ul><li>Localization of packaging and user manual </li></ul><ul><li>Partial localization </li></ul><ul><li>Complete localization </li></ul><ul><li>Blending (Thayer and Kolko) </li></ul>
  11. 11. Phases of game localization <ul><li>According to Vela Valido the main phases are: </li></ul><ul><li>Preparation: it is the organization phase </li></ul><ul><li>Localization: UI and its components are translated. It is a fundamental step for the suspension of disbelief. Dialogues, narrative elements and support information are the most delicate aspects to localize for the suspension of disbelief </li></ul>
  12. 12. Phases of game localization <ul><li>Dubbing (only in case of a complete localization): recording of the voices in a studio. Intonation and credibility are fundamental for the suspension of disbelief in this phase (e.g. Laurel & Hardy in Italy) </li></ul><ul><li>4. Testing: post localization. It is the last step in which the game can be checked, improved and corrected both linguistically and technically </li></ul>
  13. 13. Potential issues in game L10N <ul><li>Difference of culture and law in the different countries </li></ul><ul><li>Suspension of disbelief: real participation of the player to be maintained during the whole game experience </li></ul><ul><ul><li>Decontextualization: localizators often translate in txt or Excel files with no context </li></ul></ul>
  14. 14. Possible solutions <ul><li>Localizators and translators expert of particular fields for terminology. Deep knowledge both of source and target language and culture (e.g. slang, etc.) </li></ul><ul><li>Accurate and complete internazionalization </li></ul><ul><li>Good communication and collaboration among teams (customer, developers, localization department, PM and translators) </li></ul><ul><li>Good testing and QA process </li></ul>
  15. 15. Thank you! [email_address] [email_address]

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