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Openbsd Gaming Resource
OPENBSD GAMING RESOURCE A continually updated resource for playing video games on OpenBSD. Mr. Satterly Updated August 7, 2021 P11U17A3B8 III Title: OpenBSD Gaming Resource Author: Mr. Satterly Publisher: Mr. Satterly Date: Updated August 7, 2021 Copyright: Creative Commons Zero 1.0 Universal Email: [email protected] Website: https://MrSatterly.com/ Contents 1 Introduction1 2 Ways to play the games2 2.1 Base system........................ 2 2.2 Ports/Editors........................ 3 2.3 Ports/Emulators...................... 3 Arcade emulation..................... 4 Computer emulation................... 4 Game console emulation................. 4 Operating system emulation .............. 7 2.4 Ports/Games........................ 8 Game engines....................... 8 Interactive fiction..................... 9 2.5 Ports/Math......................... 10 2.6 Ports/Net.......................... 10 2.7 Ports/Shells ........................ 12 2.8 Ports/WWW ........................ 12 3 Notable games 14 3.1 Free games ........................ 14 A-I.............................. 14 J-R.............................. 22 S-Z.............................. 26 3.2 Non-free games...................... 31 4 Getting the games 33 4.1 Games............................ 33 5 Former ways to play games 37 6 What next? 38 Appendices 39 A Clones, models, and variants 39 Index 51 IV 1 Introduction I use this document to help organize my thoughts, files, and links on how to play games on OpenBSD. It helps me to remember what I have gone through while finding new games. The biggest reason to read or at least skim this document is because how can you search for something you do not know exists? I will show you ways to play games, what free and non-free games are available, and give links to help you get started on downloading them. -
Game On! Burning Issues in Game Localisation
Game on! Burning issues in game localisation Carme Mangiron Universitat Autònoma de Barcelona _________________________________________________________ Abstract Citation: Mangiron, C. (2018). Game on! Game localisation is a type of audiovisual translation that has gradually Burning issues in game localisation. been gathering scholarly attention since the mid-2000s, mainly due Journal of Audiovisual Translation, 1(1), 122-138. to the increasing and ubiquitous presence of video games in the digital Editor: A. Jankowska & J. Pedersen society and the gaming industry's need to localise content in order Received: January 22, 2018 to access global markets. This paper will focus on burning issues in this Accepted: June 30, 2018 field, that is, issues that require specific attention, from an industry Published: November 15, 2018 and/or an academic perspective. These include the position of game Funding: Catalan Government funds localisation within the wider translation studies framework, 2017SGR113. the relationship between game localisation and audiovisual translation, Copyright: ©2018 Mangiron. This is an open access article distributed under the game accessibility, reception studies, translation quality, collaborative terms of the Creative Commons translation, technology, and translator training. Attribution License. This allows for unrestricted use, distribution, and reproduction in any medium, provided the original author and source are Key words: video games, game localisation, audiovisual translation credited. (AVT), game accessibility, reception studies, quality, collaborative translation, technology, translator training [email protected]; https://orcid.org/0000-0002-6421-8581 122 Game on! Burning issues in game localisation 1. Introduction Over the last four decades, video games have achieved a ubiquitous role in the digital society. Not only have they become one of the most popular leisure options, they are also being used for purposes beyond entertainment, such as education, health, and advertising. -
Approaches and Strategies to Cope with the Specific Challenges of Video Game Localization
Hacettepe University Graduate School of Social Sciences Department of Translation and Interpreting APPROACHES AND STRATEGIES TO COPE WITH THE SPECIFIC CHALLENGES OF VIDEO GAME LOCALIZATION Seçkin İlke ÖNEN Master’s Thesis Ankara, 2018 APPROACHES AND STRATEGIES TO COPE WITH THE SPECIFIC CHALLENGES OF VIDEO GAME LOCALIZATION Seçkin İlke ÖNEN Hacettepe University, Graduate School of Social Sciences Department of Translation and Interpreting Master’s Thesis Ankara, 2018 v To my grandfather, Ali ÖNEN… vi ACKNOWLEDGMENTS First and foremost, I would like to extend my deepest thanks and gratitude to my advisor Prof. Dr. Aymil DOĞAN, who showed great patience and shared her knowledge and experience throughout this process. I would also like to thank the scholars at the Hacettepe University Department of Translation and Interpreting for imparting their wisdom during the time I studied at the University. I would also like to thank my parents Engin and Hülya ÖNEN for their constant encouragement that helped me complete my thesis. Last but not the least, I want to thank my dear friend Özge ALTINTAŞ, who helped me greatly by proof-reading my thesis and offering advice. vii ÖZET ÖNEN, Seçkin İlke. Video Oyunu Yerelleştirmesine Özgü Zorlukların Üstesinden Gelmek İçin Kullanılan Yaklaşımlar ve Stratejiler. Yüksek Lisans Tezi, Ankara, 2018. Video oyunları her sene milyarlarca dolar üreten küresel bir endüstri haline gelmiştir. Bu nedenle video oyunu yerelleştirme sektörünün önemi her geçen gün artmaktadır. Bu çalışmanın amacı, video oyunu yerelleştirme sürecinde ortaya çıkan özgün zorlukları anlamaya çalışmak ve bu zorlukların üstesinden gelmek için yerelleştiriciler tarafından kullanılan yaklaşımları ve stratejileri incelemektir. Bu kampsamda Türkiye’deki iki popüler oyunun, League of Legends ve Football Manager 2015, Türkçe yerelleştirmeleri incelemek üzere seçilmiştir. -
Found in Translation: Evolving Approaches for the Localization of Japanese Video Games
arts Article Found in Translation: Evolving Approaches for the Localization of Japanese Video Games Carme Mangiron Department of Translation, Interpreting and East Asian Studies, Universitat Autònoma de Barcelona, 08193 Bellaterra, Barcelona, Spain; [email protected] Abstract: Japanese video games have entertained players around the world and played an important role in the video game industry since its origins. In order to export Japanese games overseas, they need to be localized, i.e., they need to be technically, linguistically, and culturally adapted for the territories where they will be sold. This article hopes to shed light onto the current localization practices for Japanese games, their reception in North America, and how users’ feedback can con- tribute to fine-tuning localization strategies. After briefly defining what game localization entails, an overview of the localization practices followed by Japanese developers and publishers is provided. Next, the paper presents three brief case studies of the strategies applied to the localization into English of three renowned Japanese video game sagas set in Japan: Persona (1996–present), Phoenix Wright: Ace Attorney (2005–present), and Yakuza (2005–present). The objective of the paper is to analyze how localization practices for these series have evolved over time by looking at industry perspectives on localization, as well as the target market expectations, in order to examine how the dialogue between industry and consumers occurs. Special attention is given to how players’ feedback impacted on localization practices. A descriptive, participant-oriented, and documentary approach was used to collect information from specialized websites, blogs, and forums regarding localization strategies and the reception of the localized English versions. -
Vintage Game Consoles: an INSIDE LOOK at APPLE, ATARI
Vintage Game Consoles Bound to Create You are a creator. Whatever your form of expression — photography, filmmaking, animation, games, audio, media communication, web design, or theatre — you simply want to create without limitation. Bound by nothing except your own creativity and determination. Focal Press can help. For over 75 years Focal has published books that support your creative goals. Our founder, Andor Kraszna-Krausz, established Focal in 1938 so you could have access to leading-edge expert knowledge, techniques, and tools that allow you to create without constraint. We strive to create exceptional, engaging, and practical content that helps you master your passion. Focal Press and you. Bound to create. We’d love to hear how we’ve helped you create. Share your experience: www.focalpress.com/boundtocreate Vintage Game Consoles AN INSIDE LOOK AT APPLE, ATARI, COMMODORE, NINTENDO, AND THE GREATEST GAMING PLATFORMS OF ALL TIME Bill Loguidice and Matt Barton First published 2014 by Focal Press 70 Blanchard Road, Suite 402, Burlington, MA 01803 and by Focal Press 2 Park Square, Milton Park, Abingdon, Oxon OX14 4RN Focal Press is an imprint of the Taylor & Francis Group, an informa business © 2014 Taylor & Francis The right of Bill Loguidice and Matt Barton to be identified as the authors of this work has been asserted by them in accordance with sections 77 and 78 of the Copyright, Designs and Patents Act 1988. All rights reserved. No part of this book may be reprinted or reproduced or utilised in any form or by any electronic, mechanical, or other means, now known or hereafter invented, including photocopying and recording, or in any information storage or retrieval system, without permission in writing from the publishers. -
Redalyc.EXPLORING TRANSLATION STRATEGIES in VIDEO GAME
MonTI. Monografías de Traducción e Interpretación ISSN: 1889-4178 [email protected] Universitat de València España Fernández Costales, Alberto EXPLORING TRANSLATION STRATEGIES IN VIDEO GAME LOCALISATION MonTI. Monografías de Traducción e Interpretación, núm. 4, 2012, pp. 385-408 Universitat de València Alicante, España Available in: http://www.redalyc.org/articulo.oa?id=265125413016 How to cite Complete issue Scientific Information System More information about this article Network of Scientific Journals from Latin America, the Caribbean, Spain and Portugal Journal's homepage in redalyc.org Non-profit academic project, developed under the open access initiative EXPLORING TRANSLATION STRATEGIES IN VIDEO GAME LOCALISATION1 Alberto Fernández Costales Universidad de Oviedo (Spain) [email protected] Abstract This paper addresses the issue of video game localisation focusing on the different strategies to be used from the point of view of Translation Studies. More precisely, the article explores the possible relation between the translation approaches used in the field and the different genres or textual typologies of video games. As the narra- tive techniques and the story lines of video games have become more complex and well-developed, the adaptation of games entails a serious challenge for translators. Video games have evolved into multimodal and multidimensional products and new approaches and insights are required when studying the adaptation of games into dif- ferent cultures. Electronic entertainment provides an interesting and barely explored corpus of analysis for Translation Studies, not only from the point of view of localisa- tion but also concerning audiovisual translation. Resumen Este artículo analiza el campo de la localización de videojuegos centrándose en las diferentes estrategias utilizadas desde el punto de vista de los Estudios de Traduc- ción. -
1. Prolegomena to Translation and Localization in Video Games
MICHAŁ LISECKI Akademia Techniczno-Humanistyczna w Bielsku-Białej From T9N to L10N (or I18N, or C13N) 1. Prolegomena to translation and localization in video games Key words: video games, translation, localization, transcreation, multimodality, multidimen- sionality, proper names, onomastics, audio-visual translation Słowa klucze: gry komputerowe, tłumaczenie, lokalizacja, transkreacja, multimodalność, wielowymiarowość, nazwy własne, onomastyka, tłumaczenie audiowizualne Introduction In the contemporary world, communicative practices are predominantly mediated by a wide range of digital technologies supporting speech, image, video, and textual communica- tion equally. Digital environments, and in this paper specifically video games, do not only serve a purpose of new kind of interaction domains, but are, in fact, a new paradigm mediat- ing and augmenting their users’ social activities. (Lisecki, 2014:21-22) The current global status of the gaming market available to international communities of gamers from around the world equally has largely been possible because of all the translation (T9N) and localization (L10N) efforts, sometimes recently also preceded by more careful internationalization (I18N) practices, allowing for users across different cultural or language backgrounds interact and communicate with in those environments. Video games, although at first ignored and denigrated by scholars of various disciplines, who saw them rather as trivial and a medium for children (Newman, 2004:5), only recently 1 Across various texts on translation and localization those acronyms are widely used and therefore also briefly introduced here at the beginning in this paper. However, as a piece of scholarly writing, we shall refrain from using the abbreviated forms further in this paper. Their application in the texts results simply from a need to economize on the time taken to type these across various texts and includes the initial and final letters with a digit which stands for the number of the replaced letters. -
5Th INTERNATIONAL CONFERENCE on VIDEO GAME TRANSLATION
FUN FOR ALL 2 2 2 2 2 2 2 2 2 2 C2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 5th INTERNATIONAL CONFERENCE 2 ON VIDEO GAME TRANSLATION 2 AND ACCESSIBILITY 2 2 2 Residència d'Investigadors de Barcelona 2 2 2 2 2 2 7th and 8th June, 2018 2 2 2 2 2 2 2 2 2 2 2 . C . 2 2 2 TABLE OF CONTENTS TABLE OF CONTENTS .................................................................................................. 2 CONFERENCE ORGANISERS ...................................................................................... 3 FOREWORD .................................................................................................................. 4 CONFERENCE PROGRAMME – Day 1 ......................................................................... 5 CONFERENCE PROGRAMME – Day 2 ......................................................................... 6 VENUES ......................................................................................................................... 8 KEYNOTE SPEAKER – Day 1 ........................................................................................ 9 Jérôme Dupire ........................................................................................................ 9 KEYNOTE SPEAKER – Day 2 ...................................................................................... 10 Miguel Ángel Bernal-Merino ................................................................................. 10 SPEAKERS .................................................................................................................. 11 LIST -
Design Philosophy
D E S I G N U S ANNUAL REPORT www.daytranslations.com [email protected] 1-800-969-6853 T H E U L T I M A T E G U I D E T O L O C A L I Z A T I O N COMPANIES GOING INTERNATIONAL HAVE TO CONSIDER MORE THINGS ASIDE FROM MAKING THEIR BUSINESSES SUCCEED IN THEIR CHOSEN MARKETS. WITH THE LEVEL OF COMPETITION HIGHER AND THE NUMBER OF COMPETITORS LARGER AND MORE DIVERSE, THEY HAVE TO DO MORE TO STAND OUT, TO BE UNIQUE AND TO BE CONSIDERED A ''LOCAL'' COMPANY GETTING THE LOOK AND FEEL OF BEING LOCAL TAKES A LOT OF STRATEGIC PLANNING AND INVOLVES PEOPLE WITH DIFFERENT SKILLS SETS, BOTH FROM THE COMPANY AND THIRD PARTY SUPPLIERS. THE PROCESS IS CALLED LLOOCCAALLIZIZAATTIOIONN, WHICH MEANS ADAPTING TO THE CULTURE OF THE TARGET LOCALE OR AUDIENCE. W H A T I S L O C A L I Z A T I O N ? The objective of localization is to provide a product the feel and look of being specifically created for the target locale, regardless of location, culture and language. Localization, shortened as l10n is the act of adjusting the characteristics and functional properties of a product to fit a foreign country or the market's legal, political, cultural and language dissimilarities. IT MEANS ADAPTING THE CONTENT OR PRODUCT TO A PARTICULAR MARKET OR LOCALE. LOCALIZATION GOES BEYOND TRANSLATION, WHICH BECOMES ONE OF THE ELEMENTS IN THE PROCESS OF LOCALIZATION. T H E S C O P E O F L O C A L I Z A T I O N Localization is a more involved process under the umbrella of translation. -
The Story of Final Fantasy VII and How Squaresoft
STS145 History of Computer Game Design, Final Paper, Winter 2001 Gek Siong Low Coming to America The making of Final Fantasy VII and how Squaresoft conquered the RPG market Gek Siong Low [email protected] Disclaimer: I have tried my best to find sources that are as reliable as possible (press releases, interviews in published magazines, etc) but many times I had to depend on third-party accounts of what happened. Some of these accounts conflict with one another, so I try to present as coherent an account of the history as I can here. I do not claim that everything in this paper is true. With that in mind, let us proceed on with the story… Introduction “[Final Fantasy VII is]…quite possibly the greatest game ever made.” -- GameFan magazine, quote on back of Final Fantasy VII CD case (Greatest Hits edition) The story of Squaresoft’s success in the US video games market appears at first glance to be like a fairy tale. Before Final Fantasy VII, console-based role-playing games (RPGs) were still a niche market, played only by a dedicated few who were willing to endure the long wait for the few games to cross the Pacific and onto American soil. Then came Final Fantasy VII in the September of 1997, wowing everybody with its amazing graphics, story and gameplay. The game single-handedly lifted console-based RPGs out of their little niche into the mainstream, selling millions of copies worldwide, and made Squaresoft a household name in video games. Final Fantasy VII CD cover art Today console-based RPGs are a major industry, with players spoilt-for- choice on which RPG to buy every Christmas. -
Entertainment Software Rating Board - Wikipedia, the Free Encyclopedia Visited on 10/04/2016 Not Logged in Talk Contributions Create Account Log In
Entertainment Software Rating Board - Wikipedia, the free encyclopedia Visited on 10/04/2016 Not logged in Talk Contributions Create account Log in Article Talk Read Edit View history Entertainment Software Rating Board From Wikipedia, the free encyclopedia Main page Contents "ESRB" redirects here. For the European financial agency, see European Systemic Risk Featured content Board. Current events "Mature content" redirects here. For other uses, see Pornography. Random article The Entertainment Software Rating Board Donate to Wikipedia Entertainment Software Rating Wikipedia store (ESRB) is a self-regulatory organization that Board assigns age and content ratings, enforces Interaction industry-adopted advertising guidelines, and Help About Wikipedia ensures responsible online privacy principles for Community portal computer and video games in the United States, Recent changes nearly all of Canada, and Mexico. The ESRB was Contact page established in 1994 by the Entertainment Software 2006 – present logo Tools Association (formerly the Interactive Digital What links here Software Association), in response to criticism of Type Non-profit, self-regulatory Related changes violent content found in video games such as Industry Organization and rating system Upload file Night Trap, Mortal Kombat, and other controversial Predecessor 3DO Rating System Special pages Recreational Software Advisory video games with excessively violent or sexual Permanent link Council content. Videogame Rating Council Page information September 16, 1994; 22 years Wikidata -
Dating Ffvii, Buffalo Hookup, Kuching Speed Dating, Radiometric Dating of Moon Rocks
May 21, · You can change the dating scene to another character by using the Chapter Selection. However, this may take time as you have to go back to replay certain chapters and sidequests to change the outcome. Note that you need to clear the game to unlock Chapter Selection. Check Out The New Game Guide Here! Repeat Chapters 3, 8, 9. GUIDES TO DATING YUFFIE/BARRET So, you picked up this guide to date Yuffie or Barret, and can't be bothered trying to go through the above? Well, I can give a full list of things to do to guarantee dating one of the two. However, you shouldn't feel you have to follow them religiously: there is a fair amount of leeway available in. Jan 13, · The fact that Final Fantasy VII Remake is only covering the Midgar portion of the game means that the dating minigame from Final Fantasy VII is likely gone. In Final Fantasy VII, the player's actions throughout the early stages of the game determined which character that Cloud would go on a date with at the Gold Saucer. The two easiest candidates for Cloud's affection are Aerith Author: Scott Baird. Dating Yuffie is harder to achieve than the previous two dates. In order to date the teen ninja, you'll have to lower the affinities of both Aeris and Tifa. This means that you will have to be a jerk toward both of them. And of course, you can only date Yuffie if you got her to join you in the first place.