{"id":18787,"date":"2021-04-16T00:00:00","date_gmt":"2021-04-15T22:00:00","guid":{"rendered":"https:\/\/altagramtest.jouwnet.nl\/game-culturalization-blog\/"},"modified":"2024-11-29T13:26:24","modified_gmt":"2024-11-29T12:26:24","slug":"game-culturalization-blog","status":"publish","type":"post","link":"https:\/\/altagram-test.nool.studio\/de\/game-culturalization-blog\/","title":{"rendered":"Game culturalization"},"content":{"rendered":"\n
We\u2019ve talked a lot about game localization\u2014how it works<\/a>, the setup of localization projects<\/a>, and file management in the localization process<\/a>. Today, let\u2019s switch to a new topic: game culturalization, which is often confused with game localization.<\/p>\n\n\n\n Read on to learn about the following:<\/p>\n\n\n\n - What is game culturalization?<\/strong> Game culturalization is a process of adapting a game to a different culture by looking deeply into the basic assumptions, values, ideologies, and designs of the game<\/strong> to see whether the game adheres to local cultural sensibilities.<\/p>\n\n\n\n While the majority of the work falls to the in-game translation during the localization process, culturalization focuses on all linguistic and non-linguistic<\/strong> aspects of the game, such as the storyline, use of color, graphics, the names of the characters, and the game scenario (e.g. music, promotional banners, and UI) to ensure all of them are respectful, suitable, and meaningful to the local culture.<\/p>\n\n\n\n There are two types of culturalization in practice:<\/p>\n\n\n\n Reactive culturalization<\/strong> is the inspection and removal of anything that might be uncomfortable or misunderstood, or even cause anger among local players; However, not all players like to play culturalized games<\/strong>. Some rather enjoy the exotic atmosphere and quirkiness of the original games. So, it\u2019s important to strike a balance between preserving the original game design and adapting it to another culture.<\/p>\n\n\n\n To achieve the goal of culturalization, let\u2019s take a look at the five main cultural elements you should consider, and how they influence the designs of games in their localization process.<\/p>\n\n\n\n Using a locally well-known and beloved period in history as a game\u2019s setting can generate high interest and engagement from local players<\/strong>, as we saw with the surprisingly successful launch of Total War: Three Kingdoms in China<\/a><\/em>. Since almost every Chinese person knows the story of the Three Kingdoms and has read the historical novel Romance of the Three Kingdoms<\/em>, the game seemed more attractive and relevant to them. Chinese players contributed to the record-breaking number of preorders and became this game\u2019s main market.<\/p>\n\n\n\n On the other hand, a negatively perceived historical era can be taboo or its presence in games may even be banned<\/strong>. For instance, the swastika shape is negatively linked to the Nazis in Western countries, and the German government even restricts the use of this symbol in non-educational\/scientific\/artistic contexts. So, when the localizers of the Final Fantasy<\/em> series tried to translate the name of an in-game weapon\u2014\u201c\u534d\u624b\u88cf\u5263\u201d (pronounced \u201cmanji shuriken<\/em>\u201d in Japanese)\u2014into English, they decided to translate it as \u201cSpiral Shuriken\u201d referring to its shape, instead of its literal meaning \u201cswastika shuriken\u201d.<\/p>\n\n\n\n Source: https:\/\/finalfantasy.fandom.com\/wiki\/Spiral_Shuriken_(Final_Fantasy_VII)<\/a><\/p>\n\n\n\n Similarly, in Japan, due to the atomic bombings of Hiroshima and Nagasaki in World War II, the possibility for players to destroy a whole town with a nuclear weapon had to be removed<\/a> from Fallout 3<\/em> to avoid potential criticism of this sensitive subject.<\/p>\n\n\n\n Different religions have their own sanctities and taboos, and it\u2019s even more complicated when multiple religions are involved in one market<\/strong>.<\/p>\n\n\n\n For Muslims, setting the Holy Qur\u2019an to music and singing it is strictly forbidden as it diminishes people\u2019s ability to understand the true meaning of the verses. That\u2019s why Sony decided to delay the release of LittleBigPlanet<\/em><\/a> after finding out two phrases from the Qur'an appeared in one of its background songs.<\/p>\n\n\n\n For Hindus and Jains, it is blasphemous to bring non-vegetarian items into places of worship due to their belief in non-violence toward all living beings. After augmented reality Pok\u00e9mon eggs appeared in temples, a petition to ban Pok\u00e9mon GO<\/em><\/a> was filed by one of the High Courts in India.<\/p>\n\n\n\n If Christian crosses might cause controversy in the target market, they are often either completely removed or replaced by other non-religious images. Similarly, words associated with churches, such as \u201cGod\u201d and \u201cBible\u201d, may be omitted in translation or changed to another word (e.g. translating \u201cGod\u201d as \u201cMaster\u201d or \u201cSuper Beings\u201d, and translating \u201cpriest\u201d as \u201cshaman\u201d).<\/p>\n\n\n\n Video games have always been criticized for a lack of diversity, be that among the in-game characters or the game developers. In a widely referenced 2009 study<\/a>, white characters made up almost 85% of primary in-game characters, while black characters only accounted for 10%. Although this research was conducted over a decade ago, black characters are still underrepresented in games and often depicted as violent or victims<\/strong>, while white characters are more likely to be heroes and protagonists. Putting these two stereotypes together can result in accusations of racism, like the criticism leveled at Resident Evil 5<\/em>, which contains scenes of a white man shooting black zombies in an African village. Even if it\u2019s a fictional plot taking place in an imaginary village, how these stereotypes were reproduced offended many players.<\/p>\n\n\n\n Source: https:\/\/www.nintendo.com\/games\/detail\/resident-evil-5-switch\/<\/a><\/p>\n\n\n\n When localizing a game for markets facing geopolitical tensions, it is recommended to adapt the game to each culture, even if they share a similar culture and language (e.g. the complex situation between China, Hong Kong, and Taiwan). It may be hard for an outsider to spot such cultural differences, but it\u2019s very easy for local players to recognize if a game is localized for them or for their counterparts<\/strong>.<\/p>\n\n\n\n
- What is the difference between culturalization and localization?<\/strong>
- What should be considered when adapting your game to a new culture?<\/strong>
- Some benefits of game culturalization.<\/strong><\/p>\n\n\n\nWhat is game culturalization?<\/h2>\n\n\n\n
Proactive culturalization<\/strong> is actively creating culture-specific content that resonates with local players.<\/p>\n\n\n\nFive central pillars of game culturalization<\/h2>\n\n\n\n
History<\/h3>\n\n\n\n
Spiral Shuriken is used by Yuffie in Final Fantasy VII<\/em>.<\/h4>\n\n\n\n
<\/figure>\n\n\n\nReligion<\/h3>\n\n\n\n
Ethnic and cultural tensions<\/h3>\n\n\n\n
One of the criticized scenes in Resident Evil 5<\/em> where African zombies are killed by a white protagonist.<\/h4>\n\n\n\n
<\/figure>\n\n\n\nGeopolitical situations<\/h3>\n\n\n\n