Archive for the ‘Theory’ Category

On Localization

Thursday, July 15th, 2010

After reading Heather Chandler’s Game Localization Handbook I’ve come to realize that what I am suggesting is not impossible and despite the LocSIG response it is not particularly problematic. It is, however, an as yet unset standard especially in the US, but also in other smaller linguistic locales and by smaller companies. However, I also cannot emphasize enough that it is not economic suicide.

Essentially, the suggestion is to enable multilingual applications in an open way. Such multilingual versions are becoming more reasonable as the international market is further acknowledged. It is not unreasonably expensive from the large American/English based developers where i18n/L10n is a viable/necessary strategy. It simply requires an extra step of planning not only for L10n-friendliness, but integration. As the companies controlling releases Sony, Nintendo and Microsoft can control standards in certain ways. One way would be to require i18n as a standard. Such a standard would be beneficial for larger companies as it would entail the greater possibility of foreign releases even as gray market releases.

Further, if integrated in a patchable model gray market becomes less sensible as games can be sold as ‘language-bare,’ then localized assets can be purchased in micro payments. This allows the fanatics to get what they want and the companies to monitor things.

In the case of smaller companies it could be seen as problematic as they must also do more work, but as things become more international fan based L10n might happen more. An example of this is Basilisk Games’ ‘languages packs’ for Eschalon Book II. Such language packs are partial localizations (if that), but they might be extended to more full localizations by changing non-linguistic elements in the future. For postcolonial/minority languages forcing internationalization is a problem in that it forces less defensible positions. However, in order to force the dominant sides to be slightly more international the international standard must be made on all sides.

The trick is in asset integration. As long as there are infinite slots for languages with the nicely named schema there should be no problem. Additional languages simply extend the list in the same way that OS language integration has the installed options visible. Other, uninstalled languages are a grayed out option: neither out of sight, nor out of mind.

The available spread of Loc Kits would also allow further translations for political and/or alternate linguistic efforts.

The fact of play is universal, but different people get their jollies in different places. As I said a few months ago some people like masocore. Well, some people like Polish audio with German subtitles, or Korean audio and English subtitles, or English subtitles and no audio. Having the option is beneficial for making money in international markets. Who knows what people really want, what they’ll use if they have, and what is best?

And of course further important is the belief that there are long term benefits to players being acculturated to non-locales. That is not happening to some (US), but is to others. Such an imbalance has global/political ramifications beyond fun.

If global disculure is really supposed to bring us together it should be in a way that is not determined by businesses decided what becomes a locale and forever separating groups based on those locales. Industry determinations are not simply natural: they affect the groups as well.

A lot of this is discussed in Anthony Pym’s Moving Text, but it isn’t much of a thing in either other translation or localization writings. Something important is to discuss this sort of thing, especially before things are standardized.

Referenced Books:

  • Chandler, Heather Maxwell. The Game Localization Handbook. Hingham, Mass.: Charles River Media, 2005.
  • Pym, Anthony. The Moving Text: Localization, Translation, and Distribution. Amsterdam; Philadelphia: John Benjamins Pub. Co., 2004.

“Space Invaders”

Thursday, June 17th, 2010

To who or what does “Space Invaders” appeal? It’s a simple question, yet also completely unanswerable. First, one must ask which space invaders? Are the capitals important? Do I refer to the 1978 arcade box? The individual sprites coming down eternally? The nihilistic fight that is playing a game that cannot be won? Or perhaps it’s one of the related text/objects? Perhaps its the Retro Sabotage flash game that shows this impossibility? Or one of the many web, or portable remakes, perhaps Taito’s 2009 Infinity Gene? Or might I be referring to the street/game artist of the same name who places the pixelated characters in city spaces around the world? In a simple answer to what should be a simple question, I’ll simply say I refer to all at once, because that’s how such intertextuality works. There is an original, but it may not be the important point. They all, after a certain point, refer to each other.

This meandering began when a friend mentioned photographing invaders. As she studies street art the first guess is that she was talking about the artist and said artist’s creations, but when I then went to find some sort of image to confirm this (searching for invaders without effort; catching aliens by picture). I opened an entirely different can of worms, or, to follow what soon will be an unwieldy metaphor, a new wave lining up at the top of the screen. However, at the end of this meandering I realized that it’s all the same interwoven meaning.

Invader’s website has a global listing of invaded cities. They are places where works exist, but San Diego, the city in which I live and my friend was catching aliens, is not there. One answer is that the site has not been updated, but it will be soon. Following this meaning the list becomes a sort of status. Which cities are good enough to be graced by the artist’s work.

People on the Yelp forum discussing the artwork certainly point to this: whether the work is fake or not (another answer to San Diego’s lack of appearance on the list), how San Diego has gained this honor (the street art exhibit at the San Diego Museum of Contemporary Art), and that the city has become “bona fide, betches” (Yelp user). Status is certainly tied up in the meaning of Invader’s space invaders. However, there are other meanings of the work: the game, nostalgia, migration and aliens. All of these are tied in the work and the general resurface and re-imagining of meaning.

Space Invaders holds a special place in the 20-40 year old generations as one of the early cabinet games of the golden age of gaming. Like most golden age games such as Donkey Kong, there are memorable characters, but unlike Donkey Kong‘s Jump Man, who was reborn as Mario, Space Invaders‘ player character is rather unmemorable. While Space Invaders had sequels, they are barely remembered. It’s hard to start a franchise when the plot and player are destined for death. However, Space Invaders did start a genre. Hundreds of shooter games followed with equally unmemorable player characters, but ironically these generally had forgettable enemies as well. What Space Invaders did was create a long chain of names, signifiers (1942, R-Type, Gradius, etc), that all pointed back to the original signified, Space Invaders, and its memorable, invading army.

The game has thus remained in cultural memory, to be sparked with each further generic horse beating, as the eternal good fight against an unnamed (but memorable) enemy. However, the past few years have brought a different resurgence. From genre and allusion back to direct reference. The retro/nostalgic trend of the 2000s has brought with it hosts of remakes and demakes, remixes and repositionings. André the Giant becomes a poster-boy for frat boys, Obama spells hope for the masses, beautifully relaxing Mario Clouds float by on a hacked ROM, and Space Invaders goes contemporary political commentary with its pixellated enemy sprites.

Invader’s invaders work on multiple levels. They refer back to the nostalgia of the 1970s and its memorable characters, but they also tie into fears of global migration/movement (invasion if you will) prevalent at the current moment. The invaders are aliens, the same as the “illegals” in the U.S. news and political media. They come in, attack, kill, take over the planet, and of course steal jobs, but they’re so memorable, bordering on cute. Wait, that didn’t come out right, or did it?

In the late 20th and early 21st centuries human movement over borders has reached an unprecedented high if only because the borders have become more pronounced. An equal amount of movement has always existed, small distances, long distances when borders were less national and less guarded, but not as they are now: pronounced, fenced, and racial/nationalistic. What might have been normal movement has become illegal border crossing, and those who cross become illegals. Aliens. Invaders.

Invader’s work is about merging the current fear of the illegal (in play with the original game, all of the generic follows and almost all games in general – particularly the link to Arabs/aliens in most modern FPS games is troubling and obvious) with the loving nostalgia of the past. People like these invaders, but it goes a step further. As the Yelpers demonstrated, invaders make a city. Where at one point it was a skyscraper, a sports team, or a museum, now it is an invader. A city has made it when it has been invaded.

But am I talking about space invaders or illegals right now? Are they?

  • Invader. Space Invaders. Accessed online June 17, 2010. <http://www.space-invaders.com/>
  • Museum of Contemporary Art San Diego. Viva la Revolucion: A Dialogue with Urban Landscape. Accessed online June 17, 2010. <http://www.mcasd.org/exhibitions/616/viva-la-revolucion>
  • Retro Sabotage: A Strange Kind of Love. Target: Space Invaders: Invasion. <http://www.retrosabotage.com/spacein/invasion.html>
  • Yelp. “Space Invader San Diego.” Accessed online June 17, 2010. <http://www.yelp.com/topic/san-diego-space-invader>

A Note/Warning on My Position

Monday, May 31st, 2010

While I advocate for particular strategies and theories of translation, I do so in the historical context of 21st century US sociopolitical irresponsibility and dominance.

I do not speak as a minority, nor as a reader of a language fighting for survival and self determination. Rather, I write as an early 21st century US citizen who has seen ‘his’ country at war for a decade. A decade where significant backlash has resulted against people who look or act different regardless of their relationship to the ‘enemy.’

The US has fought the wars in Afghanistan and Iraq against an undefined terrorist that can best be summed up as ‘different.’ America is at war with difference: “those who oppose our way of life.” And one of the (many) ways this insane fear of, and aggression against, the cultural other has been reproduced to massive levels has been in the systematic representation of the other through and in translation.

A simple result of the discursive regime of domesticating translation (Venuti) is that everybody else – the foreign in books and other media – looks like us. As all translation, all media made by anybody else, is made to look as if it were made by us, we never see difference. All that is good looks like us. All it then takes is the mass display not only of difference, but difference that “hates us,” to spark 10 years of war.

I believe I do not overemphasize the importance of changing the way translation happens in the US.

  • Venuti, Lawrence. The Translator’s Invisibility: A History of Translation. 2nd ed. New York: Routledge, 2008 [1994].
  • —. The Scandals of Translation: Towards an Ethics of Difference. New York: Routledge, 1998.

Destabilization of the Translator | Destabilization of the Translation

Sunday, May 16th, 2010

There are two new trends in translation that I would like to discuss. Both are postmodern and intentionally unstable, but they have opposite instabilities. One trend destabilizes the translator, and the other destabilizes the translation.

The destabilization of the translator has multiple translators, but a single translation. It has its history in the Septuagint, but its present locus is around dividing tasks and the post Fordist assembly line form of production. Like the Septuagint, where 72 imprisoned scholar translators translated the Torah identically through the hand of God, the new trend relies on the multiplicity of translators to confirm the validity of the produced translation. However, different is that while the Septuagint produced 72 results that were the same, the new form of translation produces one result that arguably combines the knowledge of all translators involved. This trend of translation can be seen in various new media forms and translation schemes such as Wikis, the Lolcat Bibul, Facebook, and FLOSS Manuals.

Wikis (from the Hawaian word for “fast”) are a form of distributed authorship. They exist due to the effort of their user base that adds and subtracts small sections to individual pages. One user might create a page and add a sentence, another might write three more paragraphs, a third may edit all of the above and subtract one of the paragraphs, and so on. No single author exists, but the belief is that the “truth” will come out of the distributed authority of the wiki.  It’s a very democratic form of knowledge production and authorship that certainly has issues, but for translation it enables new possibilities. While wikis are generally produced in a certain language and rarely translated (as the translation would not be able to keep track of the track changes), the chunk-by-chunk form of translation has been used in various places.

The Lolcat Bibul translation project is a web-based effort to translate the King James Bible into the meme language used to caption lolcats (amusing cat images). The “language” meme itself is a form of pidgin English where present tense and misspellings are highlighted for humorous effect. Examples are “I made you a cookie… but I eated it,” “I’z on da tbl tastn ur flarz,” and “I can haz cheeseburger?”[1] The Lolcat Bibul project facilitates the translation from King James verse to lolcat meme. For example, Genesis 1:1 is translated as follows:

KING JAMES: In the beginning God created the heaven and the earth
LOLCAT: Oh hai. In teh beginnin Ceiling Cat Maded teh skiez An da Urfs, but he did not eated dem. [2]

While the effort to render the Bible is either amusing or appalling depending on your personal outlook, important is the translation method itself. The King James Bible exists on one section of the website, and in the beginning the lolcat side was blank. Slowly, individual users took individual sections and verses and translated them according to their interpretation of lolspeak, thereby filling the lolcat side. These translated sections could also be changed and adapted as users altered words and ideas. No single user could control the translation, and any individual act could be opposed by another translation. The belief is that if 72 translators and the hand of God can produce an authoritative Bible, surely 72 thousand translators and the paw of Ceiling Cat can produce an authoritative Bibul.

FLOSS (Free Libre Open Source Software) Manuals and translations are a slightly more organized version of this distributed trend [3]. FLOSS is theoretically linked to Yochai Benkler’s “peer production” where people do things for different reasons (pride, cultural interaction, economic advancement, etc), and both the manuals and translations capitalize on this distribution of personal drives. Manuals are created for free and open source software through both intensive drives where multiple people congregate in a single place and hammer out the particulars of the manual, and follow-up wiki based adaptations. The translations of these manuals are then enacted as a secondary practice in a similar manner. Key to this open translation process are the distribution of work and translation memory tools (available databases of used terms and words) that enable such distribution, but also important is the initial belief that machine translations are currently unusable, which causes the necessity of such open translations.

Finally, Facebook turned translation into a game by creating an applet that allowed users to voluntarily translate individual strings of linguistic code that they used on a daily basis in English. Any particular phrase such as “[user] has accepted your friend request” or “Are you sure you want to delete [object]?” were translated dozens to hundreds of times and the most recurring variations were implemented in the translated version. The translation was then subject to further adaptation and modification as “native” users joined the fray as Facebook officially expanded into alternate languages. Thus, <LIKE> would have become <好き>, but was transformed to <いいね!> (good!). Not only did this process produce “real” languages, such as Japanese, but it also enabled user defined “languages” such as English (Pirate) with plenty of “arrrs” and “mateys.”

Wikis, FLOSS, and Facebook are translations with differing levels of user authority, but they all work on the premise that multiple translators can produce a singular, functioning translation. In the case of Facebook this functionality and user empowerment is highlighted; for FLOSS, user empowerment through translation and publishing are one focus, but a second focus is the movement away from machine translation; in all cases, but wikis particularly, the core belief is that truth will emerge out of the cacophony of multiple voices, and this is the key tenet of the destabilization of the translator [4].

The other trend is the destabilization of the translation. This form of translation has roots in the post divine Septuagint where all translation is necessarily flawed or partial. Instead of the truth emerging from the average of the sum of voices, truth is the build up: it is footnotes, marginal writing and multiple layers. Truth here is the cacophony itself. The ultimate text is forever displaced, but the mass intends to eventually lead to the whole (whether it gets there or not is separate matter for Benjamin, Derrida and the like).
While this style of translation is less enacted at present it is not completely new. Side by side pages with notes about choices is one variation centuries old (Tyndale’s Biblical notations, Midrash, and side by side poetry translations), the DVD language menu coming from multiple subtitle tracks is another variation, and finally this leads to new possibilities for multi-language software translations.

While the Septuagint leads to the creation of a single text in the myth, 72 translators translating a single text would produce 72 different translations in reality. The attempt to stabilize this inherent failure of translation argues that one of those translations is better and used, but it can be altered if a better translation comes around. The Bible translation is always singular, but it changes. Similarly, the Odyssey is translated quite often, but the translations are always presented alone. They are authoritative. In contrast, Roland Barthes comparison of modern works and postmodern texts and Foucault’s discussion of the authorial function both lead toward this destabilization of the author [5]. This discussion can be linked into translation studies’ discussions of author and translator intellectual production. The destabilization of translators and translations build off of both of these postmodern traditions, but the latter trend attempts to avoid weighing in on the issue by simultaneously exhibiting the conflicting iterations.

The main difficulty of the destabilization of the translation is the problem of exhibiting multiple iterations at one time in a meaningful way. How can a reader read two things at once, or with film, how can a viewer understand two soundtracks at once? Books and films provide multiple examples of how to deal with such an attention issue. With literary works endnotes are a minimal example of such attention divergence. Endnotes do not immediately compete for the reader’s attention, but the note markers indicate the possibility of voluntary switching. Footnotes are a slightly more aggressive form of attention management s they tell the reader to switch focus to the bottom of the page, a smaller distance that is more likely to happen.

For film, subtitles, which layer the filmic text with both original dialogue and the authorial translation, are a close equivalent to endnotes as they split the viewer’s attention, but do not force the attention toward a particular place. It is entirely possible to ignore subtitles regardless of complaints against them (much harder to ignore would be intertitles filling the screen). Finally, the benshi, a simultaneous live translator/explainer, is an early to mid 20th century Japanese movie theater tradition that most resembles the more aggressive footnotes as the benshi’s explanative voice competes with the film’s soundtrack for the audience’s aural attention [6].

Unlike websites such as Amazon, which have language dedicated pages (.com, .co.jp, .co.de) and block orders from addresses outside of their national coverage, or services such as the Sony PSPGo Store, which disallows the purchase of alternate region software, some sites utilize pull down language options that change the language while remaining on the same page, or provide multiple linguistic versions for purchase.

With digital games the localization process has traditionally replaced one language with its library of accompanying files with another. However, as computer memory increases the choice of one language or another becomes less of an issue and multiple languages are provided with the core software. This gives rise to the language option where the game can be flipped from one language to another through an option menu. Most games put this choice in the options menu at the title screen, but a few allow the user to switch back and forth. The simultaneous visibility of multiple languages or a language switch button would be further advancements toward the destabilization of translations.

Notes:

[1] Rocketboom Know Your Meme. <http://knowyourmeme.com/memes/lolcats>; I Can Has Cheezburger. <http://icanhascheezburger.com/>; Hobotopia. <http://apelad.blogspot.com/>.

[2] LOLCat Bible Translation Project. <http://www.lolcatbible.com/index.php?title=Genesis_1>.

[3] FLOSS Manuals. http://en.flossmanuals.net/

[4] This conceptualization relates to Bolter and Grusin’s hypermediacy. Bolter, J. David, and Richard Grusin. Remediation: Understanding New Media. Cambridge, Mass.: MIT Press, 1999.

[5] Barthes, Roland. “From Work to Text.” In The Cultural Studies Reader, edited by Simon During, Donna Jeanne Haraway and Teresa De Lauretis. London: Routledge, 2007; Foucault, Michel. “What Is an Author?” In The Essential Foucault: Selections from Essential Works of Foucault, 1954-1984, edited by Paul Rabinow and Nikolas S. Rose. New York: New Press, 2003.

[6] Nornes, Markus. Cinema Babel: Translating Global Cinema. Minneapolis: University of Minnesota Press, 2007.

Masochistic Translation

Sunday, February 14th, 2010

Painful Differance

I recently had a taste of a truly alienating translation: a translation that made me cry from lack of comprehension, and said comprehension was intentional in the author’s method and theory as well as the translator’s. This text, if you haven’t guessed, is Jacques Derrida’s Of Grammatology, translated by Gayatri Chakravorty Spivak.

I am told that Of Grammatology is forever deferred both in fact and meaning. Nobody gets it enough to fully summarize, but individual chunks might be worked through, as can be terms such as ‘trace,’ ‘sous rature,’ ‘differance’ et cetera. Writing exists in a particular relationship to language and to speech, and this relationship is opposite to that believed by the formalists, structuralists and logocentrists. We cannot get to meaning and the signified; we can only slide around in trace relationships between various signifiers in one time, place, language: one moment. What can be made present is only a partial presence, the trace; what is lost, the arche-trace, can be slide back and around, but never regained.

Spivak furthers this theoretical endeavor by sliding around in her translation, by making a 90 page translator’s preface that forces particular readings of the following 300 pages and challenges the relationship of original and translation through such placement. The preface, which comes after Derrida’s de la Grammatologie, is placed before Of Grammatology and thereby becomes first. Derrida’s text is not signfied to her translation’s signifier, rather there are only signifiers of signifiers, translations of translations, versions of versions. Spivak notes how related all of this is to translation in passing implications on lxxvii then straight out on lxxxv-lxxxvii.

All of this taken as is, reading Of Grammatology is a painful experience of slippery wordplay and neverending deferral of understanding. Reading Spivak’s translation is just that much more painful.

The Derridian (and de Man and Spivak) translational project would lead to very unpleasant translations: Spivak’s case is a prime example. However, she got away with it as she is not writing for entertainment and pleasure. Only for the masochistically inclined is Derrida fun.

Masochism

Speaking of mascochism, there are such things as masocore games (a term coming from Anna Anthropy’s blog entry on Auntie Pixelante). Not everybody likes or plays them, but they do exist. Said simply, masocore are games that revel in mistreating the player.

Giantbomb  notes masocore is “a postmodern indie game genre in which the designer intentionally frustrates the player. This frustration is typically accomplished by restructuring a preexisting game genre to place it in in one of three categories of frustration.”

“Trial and Error” is the necessity of following an exact path and figuring out that path. This is easily seen in platformers that necessitate exact jumps, or adventure games that require an exact path where alteration of such leads to the inability to complete the game (such as an item that you needed to pick up in the opening scenes without which the game cannot be completed)

“Confusion” is where generic conventions are broken (often resulting in the player having to relearn generic boundaries through Trial and Error). An example of this from Auntie Pixelante is “you jump over the apple, and the apple falls up and kills you. the apple falls up and kills you.” Auntie Pixelante goes on to reject the “merely super-hard” moniker and sides with the belief that masocore games are those that “[play] with the player’s expectations, the conventions of the genre that the player thinks she knows. they’re mindfucks.”

“Play,” Giantbomb’s third category, is the removal of play motivation (end, death, etc) in order to force the player to focus on (uncomfortable) play mechanics.

As Anna Anthropy states in the conclusion of her piece, masocore is visible now because of the intersections of independent gaming and free and easy distribution methods. She writes: “most of these games are simply unmarketable. which is why the masocore game, twenty years later, is starting to come into its own: now there are avenues for freeware games to reach wide audiences. these games have no need to sell themselves to the player, which allows them to be among the most interesting game experiences being crafted right now.”

Key to her statement in my mind is the how the gaming aesthetic of masochism has been enabled by the early 21st century game industry that has expanded beyond the generic as marketable to the niche as marketable.

Difficult(ies)

Masocore, is certainly a recently dubbed generic name, but it has persistent links to previous forms of the past decades. While the third form of masocore frustration (Play) might be unique, the other two forms can be seen in earlier methods of differentiated difficulties (and in general it can be traced back much further to such “games” as gladiatorial combat, martial arts, war, et cetera).

Game difficulty exists for multiple reasons, only one of which is enjoyment. (The relationship between difficulty and profit where arcade games necessitated difficulty to garner maximal profit, but video/computer games necessitated ease to enable the completion and further purchase of another game are ignored here.)

Due to the belief that difficulty is good for some reason (Flow, or any other theory), games have had various levels of difficulty and different methods of implementing said difficulty. Some games were simply really, really hard such as Donkey Kong and Ghost’n Goblins, some included the use of continues to enable the completion of a game (Teenage Mutant Ninja Turtles, Street Fighter), some offered different difficulty levels (Atari’s difficulty switch; The standardized Easy, Normal, Hard; Doom‘s I’m too Young to Die, Hey, Not too Rough, Hurt Me Plenty, Ultra-Violence, Nightmare!; Marathon‘s Kindergarten, Easy, Normal, Major Damage, Total Carnage; Halo‘s Easy, Normal, Heroic, Legendary; etc), some went the full opposite direction and made it impossible to lose by re-spawning the player at one point or another through some diegetic method (Prey, Bioshock). All of these are based around the idea that there is some benefit in difficulty, but just what that benefit is, and what level of difficulty is good, is unsure.

One new variation is the use of achievements to create a masocore element to an otherwise reasonable game. For instance, one of Mega Man 10‘s 12 achievements is Mr. Perfect, which requires the player “Clear the game without getting damaged.” In a Megaman style platformer this is nearly impossible and both a new proof of hardcore’ness and an implementation of masocore’ness.

Difficulty changes (as do implementations), but the tendency is neither to bow down to the masocores nor the casuals. Instead, the game industry has increasingly attempted to provide access to both. Difficulty, even masochistic pleasure in the extremely difficult, is increasingly deemed acceptable. The inclusion of the masochistic Mr. Perfect achievement between Mega Man 9 (2008) and Mega Man 10 (2010) and its correspondence to Anna Anthropy’s post in 2008 and the present 2010 point to this process of incorporation. Translation should learn a lesson from this, especially when localization’s main defense for its problematic translational method is that games need to be fun, to be entertainment. Some people like masocore games; some people like Derridian translations. Let’s start having masochistic translations.

Sources:

Anthropy, Anna. “Masocore Games.” Auntie Pixelante. Posted: April 6, 2008. Accessed: February 14, 2010. <http://www.auntiepixelante.com/?p=11>

Derrida, Jacques. Of Grammatology. Gayatri Chakravorty Spivak trans. Baltimore: Johns Hopkins University Press, 1976.

Mega Man 10 Achievement List. X-Box 360 Achievements. Accessed: February 14, 2010. <http://www.xbox360achievements.org/game/mega-man-10/achievements/>

TheDustin. “Masocore: Mr. Gimmick: The Best NES Platformer You Haven’t Heard Of (and Sadly Haven’t Played).” Play This Thing. Posted: Thursday, January 28, 2010. Accessed: Sunday, February 14, 2010. <http://playthisthing.com/game-taxonomy/masocore>

Various Authors. “Masocore (video game concept).” Giant Bomb. Accessed: February 14, 2010. <http://www.giantbomb.com/masocore/92-1165/>.

The Task of the Translator; The Location of Localization

Tuesday, February 2nd, 2010

I’ve been reading a lot of Walter Benjamin’s “Die Aufgabe des Übersetzers” lately in reference. So much so that I also went back and (re)read the original. The question of course for everybody, or at least as I understand decades later and after Paul de Man, is whether the focus is on ‘translation’ as the ‘failure’ or the ‘task’ of the translator, both of which are built into the German. This comes down to whether the translator tries to translate the ‘what’ or the ‘why’ of the original, the idea of touching and either deflecting or reforming the ‘vessel,’ et cetera. The voice in my head then asks what the relationship between localizations is?

There’s an interesting thing that happens when I read translation work: I don’t feel like I’m barking up a crazy tree. This is nice. However, the other thing that happens is that I wonder exactly how I’m trying to tie things together, which doesn’t exactly work. Too many partial overlaps at once.

Things that are important here are, of course, the failure of the translation process, but also some of the other basics such as translation being not just ontological and spatial, and not just historical and temporal (which Bermann and Wood try to point to, rightfully, in Nation, Language, and the Ethics of Translation, but also specifically NOT temporal or spatial for localization.

Or rather, that is of course what is the intent with localization.

Translation is a post-production effect. It is written and then it’s translated. Even if I’m going to be difficult, or pomo, and say that repetition, adaptation and the like are also forms of translation there is still a key difference and that is the temporal aspect. However, localization specifically abuses that location of the translation. Game translation (localization) is increasingly moved from the post-production to the central production point. This follows through with the central claims of games as new media: that they have no original and are variable. This moving (temporal) position of localization also justifies the claim that games are not actually translated as it was never officially in one place or another. And more, for the case of simultaneous releases (and better yet releases with multiple languages) they are able to claim a full disabling of the temporal element of translation.

(New Media) Translation After Pound

Monday, January 18th, 2010

The 20th century turn toward domestication essentially stems form Ezra Pound’s translations, but impurely, through the modern emphasis of the author mixed with the business of selling books.

According to Ronnie Apter in Digging for the Treasure: Translation After Pound, Pound influenced translation theory and practice in three major ways. First, was the move from “Victorian pseudo-archaic translation diction” to modern style. Second, is by arguing for a criticism of the original in some form: not simply the objective transfer (an acknowledged impossibility by the Victorians as well), but to focus on some particular element and thereby “criticize.” And finally, the creation of a new poem: not just something derivative.

These three were all essential breaks with both the Victorian practice, which focused on three criteria: paraphrase with no additions (subtractions were inevitable, but additions were taboo), the reproduction of the author’s traits (just what the traits were was, however, up for grabs), and the reproduction of the overall effect of the text (whether the “effect was of the original on the original’s original audience, or the original on the modern audience who can read the original text is unknown). It was also an adaptation with the contemporaneous translation theory professed by Matthew Arnold and F. W. Newman.

However, while Pound was translating against the Victorian grain, we have come full circle to a new norm. The fashion of the times has changed to one that embraces Pound’s basics, but not the depths. If “great translators transcend the fashion of their times [and] minor ones merely manipulate it” Pound was a great translator, many minor figures have manipulated his transcendence, but Pound himself would simply be one of any in the current fashion. As Lawrence Venuti has argued, the times and dominant style have changed and another transcendental shift is called for.

What I want to argue is that this shift is called for by the media itself. The move from literary page translation to multimedia and digital forms leads into new possibilities for and understandings of translation. In an interesting way, however, it is Pound’s logopoeia, his style of meta-translation, that can still lead the way. Whereas Pound focused on the meaning of words to bring into focus both the older era and the present, a type of dialectical juxtaposition, the move toward searchable, digital data in opposition to static, analogue data allows the simultaneous existence of both data sets and a new type of logopoeia. This new form of meta-translation involves the layering of translational tracks. Instead of juxtaposition, there is the coexistence of both tracks/languages/cultures.

This is similar to the possibilities evoked by subtitles and abuse (Nornes), but it considers the issue in relation to digital, new media and not simply film considered in an analogue manner. Instead of the ability to simply choose one or another track/language, it gives all, or switches between languages. It renders the possibilities of putting three real languages into a game such as Command and Conquer: Red Alert 3 (English, Russian and Japanese to use the fictive world), but more meaningfully (and less deliberately/offensively stereotypically), of switching them on the fly so that one game has the US speaking English, the Russians Russian and the Japanese Japanese, but another switches so that the US speaks Japanese, the Russians English and the Japanese Russian. The media uses its ability to draw from the swappable data files not to simply replace one with another, thereby changing one representation into another, but to abuse the user with a constant active experience that questions the submerged normativity of language that exists with translated entertainment products (games in particular) at present.

Editors and Translators – On Saussure

Wednesday, December 23rd, 2009

As I read Jonathan Culler’s Ferdinand de Saussure, the difference between editors and translators is striking. Or rather, their similarity and yet complete perceived difference is striking.

In chapter one Culler notes, “Most teachers would shudder at the thought of having their views handed on in this way, and it is indeed extraordinary that this unpromising procedure, fraught with possibilities of misunderstanding and compromise, should have produced a major work” (Culler p. 25).  He then ends the chapter with the claim that he “shall not hesitate to rectify the original editors’ occasional lapses” (Culler p. 26).

Saussure is the origination point of the Course in General Linguistics. Nobody questions this. However, what of the status of Charles Bally and Albert Sechehaye, the “editors” to which Culler refers? Saussure’s colleagues, Bally and Sechehaye, gathered three terms’ worth of students’ notes, combined them, ordered them, limited them and in so doing made the Course. Culler calls them editors, and yet could he not also call them translators? What really is the difference?

Bally and Sechehaye are forgiven for their mistakes and counted as a problematic (but necessary) medium from Saussure to air to students to notes to editors. As such, Culler has no qualms about correcting their “lapses.” But how is this any different in the case of Wade Baskin, the English translator of the French original, or any other translator?

An editor is somebody that changes something for the benefit of general understanding. Editors are hated and partially antagonistic to the idea of the author, but are also considered a necessary part of the process. A translator is somebody that changes a text into a different form: it is not for general benefit, but specific benefit to a particular audience, whether that be temporally or spatially separated from the origin. In this case, Saussure in French… and in his classrooms between 1907 and 1911.

So, the Course is a translation of Saussure’s lectures just as the English translation of the Course In General Linguistics is a translation of a translation. And yet they aren’t considered as such, there is an assumed difference between the editors and the translators. Editing is different from translating.

But this makes little sense. They all move the text on, allow it to live, but necessarily alter it.

Translation, Adaptation, History, Controversy (and back)

Tuesday, June 9th, 2009

My own interests with translation have recently come crashing into one of the current big gaming controversies: Six Days in Fallujah. The path of my interest goes form translation to adaptation to the construction of history, of which the game Six Days in Fallujah is a prime example. It is also an example of gaming controversy and protestation.

Recently, Ki Mae Huessner wrote a piece for ABC News about Rendition: Guantanamo and gaming controversy. She lists 9 games that have “gone too far” in that they have brought about large controversies. Some of these games like Grand Theft Auto IV (and the rest in the series) thrive off of this controversy. Others, like Super Columbine Massacre RPG! and JFK Reloaded are completely and unfortunately misunderstood in their intent because of the controversy and crash because of it. The main problem is the conflation of games, children, play, sugar, spice and everything nice, which excludes concepts of art, theory and all things serious. This split has been problematized time and again in different fora (Serious Games, Meaningful Play, Art Games), but primarily dismissed by the people who count: the media (ABC News) and the producers who cave in (Konami). Obviously, my interests are not aligned with advocating for or against  games in general or any game in particular. What I am interested in is the interaction of culture and games, or as it is more often written in conferences sections and on journals, Games and Culture.

At this point I would like to jump back along the windy path of my interest away from controversy, which is generally disinteresting to me, through the construction of history (and knowledge), to adaptation and finally arriving back at translation

Six Days in Fallujah, Rendition: Guantanamo, and JFK Reloaded are all controversial games. They are so controversial, in fact, that the former two are likely not going to be made, and the latter is barely known outside of people who study games and people who study history. All three of these are about ‘history’ and its construction, but that’s not why they’re controversial. Their controversy stems from the particular events that they dwell in/on. Moments of national trauma and embarrassment. Other games, such as Kuma/War, which features John Kerry’s Silver Star mission, or the sundry World War II RTS games do the exact same thing as the controversial games, but spark near no negative reaction as they are based around events of national (and international) pride and success.

History is constructed after the event happens. History is the ordering of the past to fit with, justify the existence of, perpetuate the goals of a given political entity be it nation-state, company, individual, or other. Text books, movies, novels and even historical treaties all do this; games are no different. The problem, of course, is that whereas some of the above have been welcomed into the serious realm games have not. So, games can construct history and the three above games do exactly that. Time for another step backward to the idea of adaptation.

Adaptation involves the re-ordering of logics from one form to another. The intent is that the overarching logic (or under-girding structure) remains between versions/editions/adaptations, but such is of course the difficulty in adapting anything. While most adaptations are thought to be from one form of popular media to another (between books, plays, movies, radio shows, television shows and so on) what must also be understood is that the definition of media need not be so limited. Language can be considered a medium, hence the difficulty in adapting between language/word and visual representation. History is another medium. History games are all adaptations, imperfect re-ordering of the events, feelings, beliefs, half-truths, full truths and lies in order to construct History.

And finally back to translation. While adaptation admits to changing the object (a book is turned into a movie; a historical event is turned into a game), translation hides and objects to this simple fact. Translation is based around the impossible goal of equality that is embedded within the concept of translation (See Walter Benjamin, “Task of the Translator”). (Perfect) translation is, and will always be, impossible. What remains then is choosing what will be successfully translated from one culture to another. History games make a very particular choice in what they translate, but that choice is also what leads to controversy as it does not match up with the dominant perception of what should be maintained.

Back to Six Days in Fallujah. History games are necessary for a number of reasons. On one level they are important in that they are part of the construction of history. Popular culture is one part of historicism despite official history’s denial of such a fact. On another layer, history games are an important step in the definition of games as a medium outside of the realm of (uncritically happy) play with sugar, spice and you get the picture. Art Games, Serious Games and Mature Games (theoretically mature, not thematically mature – Beyond Good and Evil, not RapeLay) are other parts of this movement. Six Days in Fallujah would have done both of these things: critically bring up issues of the interpretation of the past event and construction of future history; oppose the uncritical simplicity of games where you play the unquestioned, good guys and kill the unquestioned bad guys.

Life is not simple. Play is not simple. Games should not be simple.

Playing In/With the Archive

Sunday, May 31st, 2009

Archives are everywhere. This much is obvious. Essays and books with archive somewhere in the theme or title have increased in the past few decades and recently I have seen a slew of ‘archive’ related conference CPFs.

Of interest to me is the archive’s intersection with gaming, history and memory. There are three points of intersection that I see: acknowledgment and creation of archives, manipulation of archives and playing in archives. These three forms of archival play correspond to three types of games and gaming. One, massive ROMization (MAME, SNES9X, et cetera) and recent (official) migration of old games to WiiWare, Xbox Live Arcade and Play Station Network. Two, sequels and remakes of older games and the creation of a particular genealogy of titles. Three, demakes and unofficial titles that problematize the greater archive.

The first is simply the building of an archive of obsolete platforms and games. Whereas it used to be possible to pull out one’s old NES and blow into the cartridge more people are finding that the technology simply doesn’t work anymore. This goes doubly for games that were/are hard to find. As the technology has become increasingly unavailable it has become obvious to more and more people that an archive/library is necessary for games. However, because the platforms themselves become similarly unavailable it has also been necessary to create a means of playing the games.

Since the late 1990s there have been semi-legal efforts to play ROMs on personal computers. The game’s cartridge information is ripped to a computer and emulators are programmed to play the games. While emulators are made for some of the most advanced systems such emulation has generally been problematic (buggy, slow, unable to play many games), the emulation of older systems like arcades, Atari, NES, SNES, SEGA et cetera have been highly successful. While this method has resulted in a massive archiving of games (even if the platforms and materiality of play have disappeared – television, cartridge, console, controller), one thing that is undeniable is that this ROMization is less than fully legal and companies are losing what they see as a profit.

The second generation of the archive has recently been implemented with the big three game companies (Nintendo, Sony and Microsoft) creating respective means to play previous generational games. Nintendo releases WiiWare versions of previous games such as Megaman that one can play on the Nintendo Wii. Sony releases past games such as Spyro the Dragon through the Playstation Network (it should also be noted that the Playstation, as a DVD/CD console is able to play older generational games (the PS3 can play PS2 and PS1 games; the PS2 can play PS1 games). Finally, Xbox Live Arcade, which has more broadly made available Sega and other games. While all three of these forms have been more legal than the ROM movement in that they prevent ‘piracy’ they are far from successful in the simple archiving project. They pick and choose (and buy the rights for) what they archive on the three libraries.

However, both of these projects are at base simply the creation of an archive for preservation and further use of games. Here I refer to the building and playing of the archive.

The second way in which the archive and gaming interact is something that has been going on since Tennis for Two, but has begun to take a slightly more aggressive turn. While gaming has always been a form of remediation, and sequels have been around (at least) since PacMan turned into Ms. PacMan, there have more recently been remakes cropping up that are slightly different. Previously I discussed the interaction with a form of restorative nostalgia with the remake. The remake, as restorative, acts to whitewash the past and justify a particular reading of history: it is a form of playing with the archive. This is not new or unusual: all history is manipulative and restorative. However, initial implementation that occurs simultaneously with the rise of the second generation of company archiving is interesting. It makes one think of just what is happening when FPS and 3rd person action games are being remade: what happens to the archive when its contents are embellished and highlighted?

Third is the demake and what I want to call playing in the archive. It is also a type of playing in the past. Demakes work with reflective nostalgia and focus on the patina of the old. With games this is crucially ideas like retro graphics seen with the initial MAME movement, but it is also the attempts to translate/adapt modern games to older platforms. That most of these demakes can only be played by emulation is slightly problematic, but one might also point out the longer history of cartridge manipulation (Cory Arcangel’s Mario Clouds) and its progress into the present with efforts being made to put demakes onto cartridges (D+Pad Hero). Here people are deliberately moving into the archive, taking present things and forcing them into the older sections of the archive. Unhappy with the look and smell of a new book it’s given a fake patina and odorized in order pass and pleasure like an old book.

So, these three types of gamic archiving are taking place. We know that the archive is a deliberate (if uncontrollable) cementation of knowledge and indication of a certain mode of knowledge production. So, the question is really what sort of knowledge production is happening with these three types of gaming archives? What is the difference between the first and second generations of archiving? What sort of knowledge is opened up and closed by remaking and demaking?


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