The Mukokuseki Strategy and the Application of Pivot Translation in the Localization of Japanese Games

Xiaochun Zhang, Huawei Song
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Abstract

This article investigates the impact of using pivot language on the quality of game localization via a case study on the Japanese game Dark Souls 3. It first discusses the indirectness of the source text and the complexity of the target text in game localization by highlighting the “born translated” nature of the game narrative design. It then explicates the intricacy of having game audio voiced over in English only and including both direct and indirect translations in the localization workflow. It demonstrates the complication in evaluating localization quality from players’ perspectives and suggests that using English as a pivot language has certain advantages in ensuring multimodal cohesiveness in game localization. The rationale behind the localization approach is then explored through the lens of the mukokuseki strategy, which suggests that the application of pivot translation is driven by market globalization and, ultimately, the pursuit of economic gain.
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日本游戏本地化中的 "向日葵战略 "和 "支点翻译 "的应用
本文通过对日本游戏《黑暗之魂 3》的案例研究,探讨了使用枢轴语言对游戏本地化质量的影响。文章首先通过强调游戏叙事设计的 "天生翻译 "性质,讨论了源文本的间接性和目标文本在游戏本地化中的复杂性。然后,它阐述了游戏音频仅用英语配音以及在本地化工作流程中包括直接翻译和间接翻译的复杂性。它说明了从玩家角度评估本地化质量的复杂性,并提出使用英语作为支点语言在确保游戏本地化的多模态一致性方面具有一定的优势。然后,通过 mukokuseki 战略的视角探讨了本地化方法背后的理论依据,该战略表明,枢轴翻译的应用是由市场全球化以及最终追求经济收益所驱动的。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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