{"id":18792,"date":"2021-11-02T00:00:00","date_gmt":"2021-11-01T23:00:00","guid":{"rendered":"https:\/\/altagramtest.jouwnet.nl\/4rs-of-game-localization\/"},"modified":"2023-08-17T13:57:09","modified_gmt":"2023-08-17T11:57:09","slug":"4rs-of-game-localization","status":"publish","type":"post","link":"https:\/\/altagram-test.nool.studio\/ko\/4rs-of-game-localization\/","title":{"rendered":"4Rs of Game Localization"},"content":{"rendered":"\n
Existing in a world as culturally diverse and rich in traditions as we do, there\u2019s bound to be a plethora of characteristics that differentiate us from one another. Vernacular only being one key factor of this, two countries may speak the same native language, but can have completely different values and traditions<\/strong> embedded in their society. Keeping that in mind, adapting a project to its corresponding country<\/em> of need is vital to avoid misunderstandings within the communities of the respective nation. Fortunately, there\u2019s an arsenal of strategies<\/strong> that help guiding developers in the right direction of successful localization.<\/p>\n\n\n\n In this post, we will bring you some tips that will help you localize your game worldwide<\/strong>, avoid cultural misunderstandings<\/em> and legal restrictions<\/em>, and have your game loved around the globe.<\/p>\n\n\n\n Localization is the heart<\/em> of every gaming project; It encompasses everything that is needed to adapt a product, in our case games, to the social complexities of the desired target country. Since every game contains cultural elements<\/strong> that its creators have placed intentionally to express part of their own culture<\/em>, it is imperative to the core meaning of a game to keep those elements intact in other languages or adapt them to something of similar cultural value<\/strong>. Since handling these societal nuances can be very tricky, there is much room for error in understanding someone else's upbringing.<\/p>\n\n\n\n For a lot of developers, trying to navigate through this space seems to pose a literal minefield of potential cultural inadequacies<\/em>, leading a lot of questions to arise early in the process; What languages should I translate my game to? What visual aspects need to be changed? What kind of content is inadequate for what particular audience? How is that going to affect the further game design process?<\/p>\n\n\n\n We will address all these questions and more in today's post, exploring the right way to localize<\/em> your gaming projects in the future and how you can apply the 4R-system<\/strong> to help you succeed in the foreign market.<\/p>\n\n\n\n Here are the 4Rs you should consider in your game localization strategy.<\/ins><\/em><\/p>\n\n\n\n 1. Rewrite:<\/strong> The most common of all the \u201cRs\u201d<\/strong>; Rewriting<\/em>. Most of the games these days we can see being released on the foreign market, have probably been re-written<\/em> in some form or another. A game\u2019s dialogue not containing explicit language does not guarantee it being publishable in just any country. Keeping in mind awareness for political and cultural sensitivities as well, any parts of a game that could be regarded as \u201ctouchy subjects\u201d<\/strong> to address, should be rewritten<\/em> in advance. There have been many of examples of authorities prohibiting a title\u2019s release; Chinese officials, for example, prevented the launch of PUBG Mobile<\/a> China since it was deemed overall too violent.<\/p>\n\n\n\n Source: https:\/\/www.infeagle.com\/full-list-of-118-chinese-apps-banned-by-india-pubg-banned\/amp\/<\/a><\/p>\n\n\n\n 2. Rebrand:<\/strong> If one of the biggest selling points to a project is the fact that developers make use of specific culturally iconic property, considering individualized regional rebranding<\/strong> is recommended for a successful international launch. Rebranding<\/em>, even if it goes as far as redesigning most of the game, can bring a title from the \u201cforeign market niche\u201d<\/strong>, to being a possible new cult classic. Developers of the Japanese game \"Roger Rabbit\"<\/a> made use of this strategy; released in the USA as \"The Bugs Bunny Crazy Castle\"<\/ins> and in Germany as \"Hugo\"<\/ins>, developers decided to change not only the game's title but also its main character and thematic design according to popular regional culture, making the game more recognizable and iconic in their countries of launch.<\/p>\n\n\n\n Source: https:\/\/blog.lukiegames.com\/2011\/12\/bugs-bunny-crazy-castle-nes.html<\/a><\/p>\n\n\n\n 3. Rename:<\/strong> Watch out for \u201cfalse friends\u201d<\/strong>. In linguistics<\/em>, this term describes the phenomenon of having two, or more words from different languages that look or sound similar<\/strong> but differ significantly in meaning. Therefore, verifying that a game\u2019s contents do not create confusion within the addressed community is crucial, since disparities in the meanings of these \u201cfalse friends\u201d are quick to miss. Content that is subject to verification includes, but is not limited to: items, people, and locations. An excellent example is Midway Games<\/a> changing the name of the French installment of their title \u201cMortal Kombat: Deception\u201d<\/ins> in 2004 to \u201cMortal Kombat: Mystification\u201d<\/ins>, since the word \"d\u00e9ception\"<\/em> in French means disappointment and letdown, obviously deviating from the title\u2019s original meaning. This way, Midway was able to avoid any misunderstandings on the broad consumer spectrum.<\/p>\n\n\n\n Source: https:\/\/www.ign.com\/articles\/2004\/07\/01\/mortal-kombat-mystification<\/a><\/p>\n\n\n\n 4. Redesign:<\/strong> Changing potentially inadequate visual elements of your game is probably the most time intense, and most delicate part of the localization process<\/strong>. Since any ever-so-small<\/em> visual insensitivities will be picked up very quickly by regional players, a lot of knowledge, designing, evaluation and re-evaluation<\/strong> is required to make sure public outrage is being avoided. Imagery like blood, skulls, sexual references, depiction of drug use<\/em> and similar might be commonly enjoyed by western audiences, but be might regarded as too explicit for others, making it unlikely for your game to be published in substantial parts of the global market. We recommend researching media restrictions of your designated publishing region before beginning the developing process. Wolfenstein 2<\/a>, for example, had to have significant parts of its visual elements changed to maintain cultural awareness towards Germany, avoiding politically delicate subjects and symbolism related to World War II<\/em>.<\/p>\n\n\n\n
<\/figure>\n\n\n\nThe 4Rs of Game localization<\/h2>\n\n\n\n
PUBG Mobile Banned!<\/h4>\n\n\n\n
<\/figure>\n\n\n\nThe Bugs Bunny Crazy Castle for the American market and Roger Rabbit for the Japanese market.<\/h4>\n\n\n\n
<\/figure>\n\n\n\nMortal Kombat: Deception (for the worldwide market) and Mortal Kombat: Mystification (just for the French market).<\/h4>\n\n\n\n
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