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Classifying Video Game Translation Studies from Transtextuality Perspectives

Classifying Video Game Translation Studies from Transtextuality Perspectives

Volume 4 Nomor 1 E-ISSN: 2527-807X Januari-Juni 2019 P-ISSN: 2527-8088

CLASSIFYING VIDEO GAME STUDIES FROM TRANSTEXTUALITY PERSPECTIVES

SF Lukfianka Sanjaya Purnama [email protected] SF Luthfie Arguby Purnomo [email protected] IAIN Surakarta

Abstract: This paper attempts to classify video game translation(VGT)studies from the perspectives of transtextuality, Genette‟s term referring to the relationships a text weaves with other texts (1992). In regard to VGT studies, applying transtextuality signifies the textuality of video game and its transtextual relationship with other texts. Transtextuality is linear to the connectionist perspectives Globalization, Internationalization, Localization, and Translation (GILT) holds, a conventional concept that houses VGT, emphasizing on the intra and inter relationships between the four elements of GILT. This necessity to consider VGT as a part of GILT is the linearity to which transtextuality conforms VGT studies. Applying transtexuality, VGT studies are classified into transversality, transcreation, transfiguration, and transmediation. Transversalityreferstothestudiesaimed at applying translation theories in VGT.Transcreation refers to VGT studies that focus on cultural issues in relation to video game mechanics. Transfiguration refers to VGT studies that incorporate game studies as a response to certain VGT issues. Transmediation refers to VGT studies that focus on the influence of video game media toward the translation aspects of video games. These four classifications construct a quadrant which opens probabilities for VGT studies to depart from the combination of each element. Keywords: transtextuality; video game translation; transversality; transcreation; transfiguration; transmediation

VIDEO GAME TRANSLATION (2006). The level of restrictiveness VGT STUDIES has encompasses not only Video game translation, henceforth number based restrictiveness as found is abbreviated into VGT, as a part of from subtitling but also image screen translation with its own complex restrictiveness. In VGT, violations multimodality (O‟Hagan 2005), has against character and image distinctive features differentiating it restrictiveness might usher not only from other screen translation such as mechanical and aesthetic problems but subtitling, surtitling, , and voice also financial costs since extra text and over. Those distinctive features are (a) image generate extra data to which spatial constraints, (b) the relationship extra cost is applied. In mobile game VGT weaves with Globalization, cases, the worst impact of these Internationalization, Localization, and violations is that extra data might Translation (GILT), (c) gaming preclude potential customers from experience, and (d) concerns on game downloading the game. Therefore, game aesthetics with the point of departure translators are required to equip on ludology and . themselves not only with translation Spatial constraints VGT has endow ability but also gaming culture, gaming the study a restricted translation, a knowledge and computer skills as term proposed by Mangiron & O‟Hagan suggested by Dietz (2012). The

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SF Lukfianka Sanjaya Purnama & SF Luthfie Arguby Purnomo challenges on VGT translation turn with various and diverse gaming more complicated when spatial culture. Purnomo et al. (2016), constraints are intertwined with the departing from the theory that gaming relationship between VGT and GILT. experience is structurally constructed, GILT, as explained by Cadieux and proposes what is termed as luden, a Esselink (2004), situates game micro structure that builds video game translators to orientate their works on assets to which translation is applied localization, internationalization, and and from which a shift of gaming globalization from which message experience might occur. In Gameloft‟s transfer should be coordinated with fighting game Gods of Rome, Chaos game mechanics and target culture. Vessel, the central object that becomes Buff Studio‟s Buff Knight, for instance, the primary focus in the game is translated in Jagoan Jones(lit. Single , is translated into Thug) to conform to the localization BejanaKemelutin its Indonesian needs of Indonesian gaming culture version. A shift of luden appears on this Purnomo et al. (2016).Buff Knight is an translation from which gaming android endless runner game which experience might suffer from a shift emphasizes on the game mechanics also. The word chaos might take more than on the game narrative. reference to the primordial Greek deity Localizing the title into Jagoan Jones Chaos from whom night and darkness and stuffing the game with jokes about occur. Meanwhile the word vessel serves being single were intended to draw not only as reference to a narrative attentions from potential customers and object in the game but also they were proven to work. This the narrative that Gods transcreation, a rewriting like fashion of Rome circumnavigates around evil to fit games for target customers power that possesses and takes the O‟Hagan & Mangiron (2013, 2006) bodies of gods and heroes to battle the projects the abilities of the game player. This narrative luden is shifted translators in examining and when translation is exercised. This comprehending game mechanics and narrative luden is shifted when target culture with GILT as their translation is exercised. In the conceptual framework for their Indonesian version, any reference to the translation. Questions that occur, playng of game such DotA (Defense of regarding with the example from Buff the Ancients) a custom scenario for the Knight, are whether target game share real-time strategy game Warcraft III: intendedgaming experience like that of Reign of Chaos has been replaced by the original when translation is Mafia Wars, a phenomenon sweeping executed on the basis of transcreation. other locations such as Singapore and Gaming experience is constructed of Melbourne (Hjorth 2011). In the video game and puppetry, the Indonesian version, any reference to interaction between the players and the Chaos is absent and vessel with its video games, from which their complete alluded meaning is alsountransferable. presence would evoke positive In game aesthetics perspectives, this experience while the absence of one shift indicates that the translators element would do the opposite (Calvillo- emphasize more on the game Gámez, Cairns & Cox 2015). Due to its mechanics, the ludological aspects, structural nature, gaming experience instead of the game narrative, the might experience a shift when narratological aspects. This shift does translation takes place. This is the not imply the incompetence of the concern Chandler & Deming (2011) translators since this shift might occur emphasizes in regard to the fact that due to (a) the problem of equivalence games are for international customers 30 Leksema Vol 4 No 1 Januari-Juni 2019

Classifying Video Game Translation Studies from Transtextuality Perspectives and (b) the absence of game aesthetics concerned upon in regard to the above as a concern on VGT. case. Ludology, a paradigm that places The aforementioned four distinctive games as a game (Frasca 1999, 2007; J features as elaborated before signify Juul 2001), and narratology, a that VGT studies, as a part of screen paradigm that holds games as a form of translation, require (a) translation narrative (Simons 2007; Sicart 2011), studies to recognize shared similarities evoke a bipolar aesthetic relationship in video game restrictiveness has with game studies. These two paradigms, other restricted translation like embodied through game mechanics and subtitling and comics translation, (b) stories, are conflicting yet studies on localization to unveil the complementary features video games roles, impacts, and significances have. In VGT, translators should heed localization holds toward VGT, (c) user‟s this game aesthetics since translation function to how certain quality might suffer an ill assessment translation decision upon certain game when certain Translation Quality assets influence the gamers in playing Assessment (TQA) or Localization the game, (d) game studies to recognize Quality Assessment (LQA) is applied to the relationhsip between game the translation products. Skillshot Lab‟s translation and game aesthetics. This Notice Me Senpai, for instance, has an significance indicates that studies on interesting translation in the VGT are inseparable from the studies perspectives of ludology and on media, its users, and its aesthetics. narratology. On one of the para-diegetic This complementary condition implies elements, the original game has HANG that VGT studies are transtextual in OUT WITH YOUR SENPAI! translated nature and therefore, departing from into Jalan dengan Senpaimu! The this assumption, transtextuality, when translation of hang out into jalanushers employed for VGT study classification, significant concern on its impact to the might elicit a comprehensive game aesthetics. Ludologically hang out classification on focuses VGT scholars and jalan imply linear conformity with might delve into, which is the objective the characteristics of an otome game of this research. that is to attract the attention of male characters through affection building TRANSTEXTUALITY AND VIDEO since jalan still preserves the implied GAME TRANSLATION meaning of attraction and affection. Aarseth (1997) through his Meanwhile from narratological masterpiece Cybertext: Perspectives on perspectives, jalan generates dual Ergodic urges the necessity referents namely (a) jalan referring to to consider the necessity of game the of having a quality time with the studies, constructed and developed to senpaiand (b) jalan referring to study game aesthetics, since video courtship status the senpai has with the games are a cybertext with distinctive avatar mediated player. These dual features that defines itself. The status referents are absent from the original of cybertext video games bear signifies expression hang out as this expression that video games are a transtextual refers to the first referent jalanimplies. product which incorporates The fact that Notice Me Senpai is cinematographic, poetic, prosaic, played on mobile device, conventionally dramatic, and other literary elements designed for leisure (Juul 2009), this from which their fusion generates a aesthetics concern triggers less specific text true to itself, video games. significance compared to console and PC Thereby, conjoining transtextuality in games. This media consideration is the discussion of video games is of what the translators might have

Leksema Vol 4 No 1 Januari-Juni 2019 31 SF Lukfianka Sanjaya Purnama & SF Luthfie Arguby Purnomo necessity since video games themselves both as translators and gamers. The are manifested from other texts. last, architextual relationship in video Transtextuality, as coined by game context refers to the necessity for Genette (1992), suggests that every text video game translators to adhere to has a transtextual transcedence game company‟s policies, legal issues, manifested and hidden in other texts. conventions and cultural concerns. The This transtextual transcendence is relationship between these five manifested through inter, para, meta, textualities constructs video game hyper, and archi relationships. In the translation as a distinctive screen case of video game translation, its translation with transtextual intertextual relationship is visible from transcendence power from which the necessity for video game translators transtextuality defines the translation. to learn the game translation In regard to transtextual convention toward the translated transcendence, each relationship as games. Second, paratextual aforementioned has hegemonic power relationship, in the context of video that attempts to dominate one another. games, appears on the presence of game To illustrate this assumption, the manuals, game boxes, and other following example might help clarify it. complementary materials for the game Rockstar‟s Grand Theft Auto 3: San that require to assist the Andreas, for instance, suffers from fan players in their . These printed localization through a modding system. assets, as implied by O‟Hagan & Employing this system through the use Mangiron (2013), are as significant as of Self-Development Kit (SDK), the the game itself though their status is a users can modify any graphical assets complementary element or companion the game has. In this case, the game is for the game. Third, metatextual not just translated but localized in a relationship is seen from the presence specific type of translation dubbed fan oftexton, texts not appearing on the translation or fan localization. In the game (Aarseth 1997) but appearing only perspective of the hegemonic power of to translators or to other than the transtextual transcendence, this case translators through a specific device. tends to indicate that the architextual, Video game translators in translating the most subjective transcendence, the games work on text strings which might play the most dominant role are mechanical in nature and thereby, since the translation is fan based which translation fallacy upon the strings tends to operate on liking and disliking might cause mechanical problems fashion. toward the game. This hidden nature of In the perspectives of VGT studies, text strings is the essence of being a transtextuality, due to the power of its metatext in the scope of video game transtextual transcendence, exposes the translation. Fourth, hypertextual studies toward different textual forms relationship in video game translation from which the studies are classifiable concerns on the diverse in-game assets based on the presence of different texts to which the translation is applied. intertwined with VGT. The following These assets comprising of text, image, example might help understand how and image based text construct a VGT studies are of necessity to examine hyperstructure to which a called through the perspectives of traversal mode, specific procedures to transtextuality. Altermyth Pandawa‟s access games are required (Aarseth Throne of Demons, for example, 1997; Eskelin 2012). The necessity to translates every diegetic elements of the traverse the assets in a proceduralist game including weapons, armors, step constructs a hypertextual accessories, and other paraphernalias. relationship game translators weave The decision is proven to be mistaken 32 Leksema Vol 4 No 1 Januari-Juni 2019

Classifying Video Game Translation Studies from Transtextuality Perspectives and this condition leads to criticisms as certain theories of translation provide shared by Monica (2015). The theoretical basis in a response to certain translation of Throne of Demons ignores issues in VGT. Studies by Merino the convention of MMORPG translation (2008;2014), Fernández Costales (2012), in Indonesia in which the names of for instance, highlight the necessity to paraphernalia elements as mentioned incorporate translation strategies in before are not translated, only the responding the challenges video game description is translated. This decision localization exposes. In this study type, might be intertwined with the company translation theories emerging from non- policy and departing from this policy, a video game translation study are convention on paraphernalia elements utilized as a theory basis to address of MMORPG is violated. Aesthetically certain issues VGT offers with an this decision also influences the shifts assumption that VGT is a part of on luden if perceived from ludological translation studies. Therefore, and narratological perspectives. Throne employing certain translation theories of Demons case, if viewed from VGT onto VGT issues is assumed to display studies, is analyzable through different an understanding on how translation textual transcendence namely (a) theories might elicit comprehension translation decision making from toward certain VGT phenomenon. Since Munday (2012), for example, in relation the focus taken is the relationship to (b) the transcreation Mangiron & between translation theories and VGT, O‟Hagan (2006; 2013) exercised by this type of study tends to ignore the Altermyth Pandawa with a concern on fact that the term VGT is inseparable (c) the shift of luden (Purnomo et al. from its more widely used term, video 2016) Throne of Demons might suffer game localization. from (d) in the mechanics oriented Executing this study, potential (Clearwater 2011) Multiplayer Online researchers would have to first specify Battle Arena (MOBA) featured VGT issues considered to display a MMORPG. This example indicates that linkage to certain translation theories. the VGT of Throne of Demons is In Square Enix‟s Final studiable from certain theories of Awakening, for instance, the game translation studies, , translation demonstrates inconsis- game aesthetics, and media studies. tencies in Role Playing Game (RPG) This transtextual relationship between terminologies. The Indonesian version the four studies in regard to VGT preserves most interface menus in denotes the possibilities to classify VGT English but translating some of the studies based on its relationship with menu like attack into serang. One of otherstudies. Departing from this translation theories deemed to fit in consideration, VGT studies are responding this phenomenon is classified into transversality, translation as articulated by transcreation, transfiguration, and Venuti (1998). Applying this theory on transmediation. The following section the VGT of Final Fantasy Awakening, will clarify its classification. researches might reveal the consideration the translators take in Transversality and the Position of preserving the ethics of RPG term Translation Theories translation convention and the quality Transversality roots from of the interface translation.In revealing mathematics term referring to the the quality, to strengthen the roles of intersection of spaces. We propose this translation theories, translation quality term to signify VGT studies that assessment by Nababan & Nuraeni emphasize on the intersection between (2012) in tandem with translation translation theories and VGT. Studies techniques by Molina & Albir (2002) under this classification focus on how

Leksema Vol 4 No 1 Januari-Juni 2019 33 SF Lukfianka Sanjaya Purnama & SF Luthfie Arguby Purnomo might be applied. RPG term translation Transcreation and the Implied inconsistencies might be analyzable Messages of Game Mechanics also from the theories of translation The necessity to loan the term consistencies from Merkel (1996, 1998) transcreation, a creative on and Moorkens & Doherty (2014). both words and meaning (Pedersen Applying these theories, scholars are 2014), is due to specific traits required to observe the translators‟ transcreation carries, as mentioned attitudes toward a certain translation before, namely the needs to concur to project and their aptitude in target market while pertaining gaming maximizing the use of translation experiences elicited from game memory tools. Combining this scheme mechanics. Transcreation, on this with the previous study on ethics and paper, is a term referring to VGT quality, a thorough finding on the studies which emphasize on discussing reasons backgrounding the culture related issues in regard to game inconsistencies found from Final mechanics with transcreation theories Fantasy Awakening might be as the umbrella. Studies like comprehensively elucidated since onomastics translation in video games product and process oriented analyses as illustrated by Mangiron & O‟Hagan are applied. Treating the inconsistency on Final Fantasy X-2 case (2006), on issues of Final Fantasy Awakening Mangiron on Final Fantasy IX(2007), on translation as such, the study might Purnomo on Lightning Returns: Final reveal how the link between Fantasy XIII (2015), and other inconsistency, translation techniques, onomastics related problems. On the and translation quality under the three Final Fantasy titles, the umbrella of translation ethics. translators decide to alter the names of The aforementioned link is the equipments and characters to adjust the essence of transversality with local culture of the target market. In translation theories of inconsistencies Final Fantasy X-2, a sword by the name and ethics of RPG terms being the kachofugetsu literally meaning „flower, intersected elements. Studies resulting bird, wind, moon‟ is translated into from transversality is expected to painkiller. In Final Fantasy IX, the indicate transtextual transcendence of main character by the name Zidane is the intersected elements. By localized into Jitan when sold in France transtextual transcendence indicates to avoid legal issues with the footballer that the intersection might usher a new Zinedine Zidane. In Lightning Returns: point of departure in conducting further Final Fantasy XIII, the costumes of studies in regard to the previous Lightning, the main character, are transtextual relationship. In the case of dominantly localized. For instance, term translation inconsistencies Final seintodamuzeru, transliterated into Fantasy Awakening displays, further Saint Damsel, is localized into School’s studies are executable with translation Out. This onomastics localization, ethics and inconsistencies as the point besides being culturally influenced, is of departure, designing a model to cope the impact of the game mechanics with the problems of term inconsistency in spatial constraints being the primary video games, for instance. This model is issue. designable when this study heeds the Booya Interactive‟s Booya Texas findings obtained from the intersection Poker, for instance, suffers also an of inconsistency, translation techniques, onomastics problem regarding with card and translation quality in the context of name. In the English version, the name translation ethics. for the player‟s cards is hole card translated into kartu tangan in bahasa

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Classifying Video Game Translation Studies from Transtextuality Perspectives

Indonesia. The assumption emerging depending on the issues taken, cultural from this translation is that the issues might be of dominant over VGT translator refers more on the cultural and vice versa. In regard to the cultural habit on playing cards in which the issues, studies under transcreation players almost always hold the cards. classification umbrella poses Meanwhile, the naming of hole cards weaknesses on the diverse meaning of might refer to the strategy construction culture and its overlapping meaning by peeking at the cards while kartu with mechanics. Poker, for instance, has tangan. Regarding with the game the same mechanics though it is mechanics, to bridge this cultural adapted into electronic or digital concern, the translators have to format. When this similarity is consider the character number preserved, formula appears. If the constructing the name kartu tangan, formula is preserved, a convention which exceeds the number of the emerges. Then, this convention might original name by two. To do so, image lead to the appearance of Poker based font is selected to avoid any gambling culture which might refer to textual errors in the mechanics. If this how the game is played on different case is analyzed, it will be categorized media. Thus, mechanics is a culture of into transcreation classification since a its own, to some extent. Different from relationship between localization and transversality which shares two game mechanics concerns occur. In different objects yet part-to-whole in executing the study, first, the scholars nature, culture which becomes the focus are required to be knowledegable on of transcreation is rich in nature and gambling culture in the source and thereby requiring specific focus from target culture. Journal of Gambling which specific focus on game mechanics Studies might be an assistive resource should also be addressed. in this matter as it discusses Transfiguration and the scientifically the culture and aesthetics Transferability of Game Aesthetics of gambling. Second, game mechanics and assets influenced by the translation When it comes to game aesthetics, it are examined. In the case of Booya mostly refers to the game studies and Texas Poker translation, the translation its significance in VGT domain. This is typefaced in image format enabling it significance is hinted by Deming in to cope with the spatial constraints. O‟Hagan and Chandler‟s interview This decision is mechanically acceptable (2016) implying that if concerns on as the translation of hole cards appear game studies are incorporated into on tutorial assets which require a VGT, demarcated border between the detailed description to play the card two fields would be lessened. In other game. This acceptability indicates that words, possibilities in the emergence of certain localization oriented translation intertwined new domain and discussion might generate positive impacts to from the conjoined two studies are open certain game assets through a thorough and implying that a process of examination on the game mechanics. transfiguration takes a role in the In relation to the intersection power emergence. Studies by Mandiberg transversality has, transcreation is of (2015) for instance, highlights how intercession implying that, in VGT language assumes less important role perspectives, studies classified into than rule, narrative, play, and context. transcreation positions cultural issues This condition implies, in regard to and VGT as power holders standing on VGT, that even need to be an equal ground without any hegemonic adjusted to game aesthetics and vice power influencing each other. This versa when both are under highlight. In intercession power indicates that VGT, linguistics units are mostly existent in text strings and thereby

Leksema Vol 4 No 1 Januari-Juni 2019 35 SF Lukfianka Sanjaya Purnama & SF Luthfie Arguby Purnomo treating text strings as the way we rules, or (c) on the balance presentation treat linguistics units in a real life of both elements. To execute this would be, to some extent, misleading. In fashion, VGT theory discussing about relation to transfiguration, literally the relationship between game implying the restructurization of object, aesthetics and translation such as Dietz studies under this classification, as (2012), Sajna (2013), and Purnomo et al. hinted before, focus on the interactions (2016) are applied. Either result between VGT and game aesthetics. revealed, a gamer response or In Nexon‟s Kart Rider Online, a interaction based theory like self- cartoon based MMO Racing Game, the perception theory in game (Klimmt, game aesthetics revolve around racing Hefner & Vorderer 2009) or Human- related mechanics, rules, and Computer Interaction system value experiences combined with RPG Barr and Biddle (2006). Employing aesthetics like power ups, items, these theories, a finding showing how weapons, and fantasy universe. This the gamers respond and interact toward hybrid cross is presented in an the translated version of the tutorials online mode in which players around and descriptions with interface as the the globe could compete for a trophy. concern would be revealed. This The presence of three different interaction between game aesthetics aesthetics namely racing game, RPG, and VGT theories is the point of being a and online game indicate that (a) the transfiguration classification since the game aesthetics has a focus not only on merger between those theories indicates racing but strategy building to defeat complementary and mutual the enemies and (b) the target market is relationship. assumed hailing from racing and RPG Transfiguration is different from gamers. In relation to transfiguration, transversality with the former relying this hybrid cross genre aesthetically has on intersection and the latter on reflected the transfigurative part of the interaction. In intersection, one element game from which transfiguration in over dominates the other elements. VGT should be applied as a response to Transversal VGT studies emphasize on this hybrid status. To do so, first, a how translation theories could address specific focus of game aesthetics is phenomena occuring on VGT. selected. In the case of Kart Rider Meanwhile, interaction two elements Online, gameplay instructions delivered have similar power to influence one through description are open for a another and thereby, as shown from the discussion since the essence of racing example above, game aesthetics and and strategy making relies on (a) VGT stand on the same ground from mechanical elements more than on which their interaction might address narrative elements and (b) game and shape certain phenomena occuring accessibility procedures. Employing the on both fields. In relation to theories of game aesthetics, transcreation which is intercession in proceduralism (Trenor et al. 2011) for power, transfiguration fundamentally instance, the original procedures to play shares similar trait regarding with the the game articulated through tutorials fact that two elements applied for the and descriptions, mechanically study standing on the same ground. The constructed on interface, are examined. difference is that in interaction, the two Done with the examination, the elements naturally attempt to influence translated versions of tutorials and one and another while in intercession, descriptions are examined to reveal the two elements will not influence one whether the translators tend (a) to focus another if they are not made so. on the game message to deliver the game mechanics, (b) on the spatial 36 Leksema Vol 4 No 1 Januari-Juni 2019

Classifying Video Game Translation Studies from Transtextuality Perspectives

Transmediation and the Concerns Op textually exists as a store but on Media metalingually the word refers to a game Bassnett (2013) urges the necessity term meaning that players could to have new media translation, from cooperate each other in a competitive which translation has to adhere the fashion. Interestingly the translators studies and distinctive features of new attempt to pertain the sense of being media, encompassing linguistic, Co-Op by word-playing it with op in paralinguistics, and extralinguistic Koperasi. This attempt indicates that elements embodied through words, the translators are aware of video game sounds, and images (Werner 2001). This metalanguage from which game urgency, in screen translation aesthetics is constructed. In term of perspectives, ushers an important mediating between textual and consideration toward the media to metalanguage function, the translators which translation is applied since the utilize image based font with a text of new media serves two functions modification on the font size. Doing so, namely as the text itself and a the translators could deliver the op case metalanguage for the media (Manovich and also transfer the essence of trading, 2001). Screen translations with VGT as translated into transaksi. This case also its type are required to address and to points out that the translators are adhere these two functions of new profound and proficient on media and thereby treating screen comprehending the features of the translations from the perspectives of different media to which the game is translation studies only is inadequate. designed and holding on the media Treating screen translations from features, the translators could negotiate translation study perspectives only between the translation, textual and touches the function of new media as a metalanguage functions. text not as a metalanguage and in order VGT studies under transmediation, to cope the metalanguage function, as discussed above, revolve around (a) studies on the media to which the the comparison oftranslationfrom translation is applied should be similar games but ported to or designed concerned. for different game media, (b)the Zynga‟s FarmVille 2: Country challenges game platforms trigger in Escape, translated into FarmVille 2: regard to VGT, and (c) strategies to Wisata Desa (lit. Village Tourism), is an mediate between textual and Android game, a sequel to the famous metalingual functions. These study Facebook game FarmVille. Different types are linked by intermediation game platform FarmVilleis designed to power, in which the influence VGT or signifies different aesthetics and user‟s game media has is transferred to each functions. These differences, in the case other to share the benefits each study of VGT, are well addressed by Zynga. has. This intermediation, though This is visible from their orientation on sharing hegemonic power as localization as seen, for example, from interaction, displays differences on the the title translation and its preference fact that the hegemonic power is not to for koperasi in Gabung Koperasi overpower each other but to share the Pertanian dan Bertransaksi dengan positive sides of the hegemonic power. Temanas an exchange for co-op in Join a Farm Co-Op and Trade with Friends. CONCLUSION The word Co-Op narratively refers to Transtextuality, due to its linear the presence of store like transaction nature to VGT under the umbrella of place in the game while at the same GILT, is applicable as a basis to design time mechanically functions as trading a classification of VGT studies. place. This function indicates that Co- Applying transtextuality on VGT studies enables VGT scholars to devise

Leksema Vol 4 No 1 Januari-Juni 2019 37 SF Lukfianka Sanjaya Purnama & SF Luthfie Arguby Purnomo the topics they attempt to analyze by dominant and influential over the other recognizing the characteristics of each element. Thereby, VGT studies under classification. Four classifications are this classification could be leaning more constructed with the power of on VGT as the axis or vice versa. transtextual transcendence as its Third, transfiguration highlights the pillars. They are transversality, necessity to consider the relationship of transcreation, transfiguration, and game aesthetics with VGT. Studies transmediation. executed under this classification seeks First, transversality refers to VGT the possibilities of a shift in game studies that emphasizes on the assets as a result of the translation incorporation of translation theories to process, the shift on gaming experience address VGT issues. Departing from as an impact of certain translation these characteristics, studies on VGT strategies and decisions, the influences quality, ideology, and approach are and roles of ludology and narratology in executable with translation theories as the process of translation, and other the axis of the study. This position as impacts on game aesthetics and axis indicates that VGT is treated as a translation related topics. In passive object with translation theories transfiguration, due to its power of as the active subject. This power interaction, studies resulting from this translation theories display before VGT, classification tend to signify its roles in tranversality classification, is of and influences one another and thereby, intersection. In studies with game aesthetics might leave a mark of intersection characteristics, the goal is significance upon VGT and vice versa. to reveal the spots where intersection Fourth, transmediation concerns on takes place. In the context of VGT, the the relationship between VGT and the spots revealed would strengthen the media to play the games. VGT studies roles of translation to address under this umbrella yield discussions translation domains which seem to be over whether different media influences less analyzable from translation theory the translation quality of certain video perspectives. games, whether textual and Second, transcreation concerns on metalingual functions are VGT studies focusing on cultural issues synchronically delivered in the and their relationship, especially translated games, whether media negotiative relationship, with game porting generates certain impacts to the mechanics. Taking this classification, emergence of translation strategies and studies on how translation evokes decisions, and other discussions related impacts on game configuration such as the relationships between media types, button or keypad adjustment, on features, ports, accessibilities, and onomastics linearity with the game functions with VGT. The intermediation object attributes, on the explorative power transmediation has signifies the functions of certain tutorials, and on necessity of each element to other game mechanics are of complement the other. Thereby, the possibilities to study. Unlike study focus is not one of the two transversality which emphasizes on elements but it comprises both elements revealing the intersected spots of two since textual and metalingual functions elements with one being more are present within each element. overpowered than the other, the two elements of transcreation namely VGT REFERENCES and game mechanics have similar Aarseth, EJ. 1997. Cybertext: Perspectives hegemonic power. Depending on what on Ergodic Literature. JHU Press issues the scholars attempt to discuss, one of the elements could be more 38 Leksema Vol 4 No 1 Januari-Juni 2019

Classifying Video Game Translation Studies from Transtextuality Perspectives

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