Let the Game Begin: Ergodic as an Approach for Video Game Translation
Abstract
This paper attempts to propose ergodic as an approach for video game translation. The word approach here refers to an approach for translation products and to an approach for the translation process. The steps to formulate ergodic as an approach are first, Aarseth’sergodic literature is reviewed to elicit a basis for comprehension toward its relationship with video games and video game translation Secondly, taking the translation of Electronic Arts’Need for Speed: Own the City, Midway’s Mortal Kombat: Unchained, and Konami’s Metal Gear Solid, ergodic based approach for video game translation is formulated. The formulation signifies that ergodic, as an approach for video game translation, revolves around the treatment of video games as a cybertext from which scriptons, textons, and traversal functions as the configurative mechanism influence the selection of translation strategies and the transferability of variables and traversal function, game aesthetics, and ludus and narrative of the games. The challenges countered when treating video games as a cybertext are the necessities for the translators to convey anamorphosis, mechanical and narrative hidden meaning of the analyzed frame, to consider the textonomy of the games, and at the same time to concern on GILT (Globalization, Internationalization, Localization, and Translation).
KeywordsErgodic ; Translation Approach; Video Game Translation ; Textonomy; Anamorphosis
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FIGURE REFERENCES
Need for Speed Carbon: Own the City is the property and trademark of Electronic Arts
Metal Gear Solid is the property of Konami
Mighty Final Fight is the property of Capcom
Mortal Kombat: Unchained is the property of Midway
DOI: https://doi.org/10.18326/rgt.v9i2.107-123
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