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On-Screen Language in Video Games

A Translation Perspective

Published online by Cambridge University Press:  27 October 2022

Mikołaj Deckert
Affiliation:
Uniwersytet Łódzki, Poland
Krzysztof Hejduk
Affiliation:
Uniwersytet Łódzki, Poland

Summary

In this Element, the authors focus on the translational dimension of 'on-screen language' (OSL). They analyse a data set covering the Polish localisations of Tom Clancy's The Division 2 and Shadow Warrior 2, from which over 1000 cases of unique and meaningful OSL were extracted, almost exclusively in languages other than Polish. Close to 100 representative examples are examined in this Element to map out a comprehensive typological account of OSL. First, visual-verbal stimuli are categorised by their prominence in the 3D environment. The second typology focuses on the identified OSL functions. A supplementary typological distinction is proposed based on the technical (static vs. dynamic) implementation of OSL. The discussion of findings and implications notably comprises input from an interview that the authors conduced with a lead level developer behind Shadow Warrior 2 to provide a complementary professional perspective on OSL and its translation.

Information

Figure 0

Figure 1 Diegetic and non-diegetic texts in Tom Clancy’s The Division 2

Figure 1

Figure 2 Prototypically prominent OSL

(in TCTD2)
Figure 2

Figure 3 Prototypically prominent OSL

(in SW2)
Figure 3

Figure 4 Non-prototypically prominent OSL

(TCTD2)
Figure 4

Figure 5 Liminally prominent OSL

(TCTD2)
Figure 5

Figure 6 Detailed information in OSL

(TCTD2)
Figure 6

Figure 7 Differing amounts of information per single OSL

(TCTD2)
Figure 7

Figure 8 Differing amounts of information per single OSL

(SW2)
Figure 8

Figure 9 Textures recurring across locations

(TCTD2)
Figure 9

Figure 10 Recurring textures in different locations

(SW2)
Figure 10

Figure 11 The ‘ABONDED’ case

(TCTD2)
Figure 11

Figure 12 Storytelling function of OSL

(TCTD2)
Figure 12

Figure 13 The ‘WAFFLE BOOTH/COLLECT POINT’ case

(TCTD2)
Figure 13

Figure 14 The ‘KILLING TIME’ case

(TCTD2)
Figure 14

Figure 15 The ‘FREAK|IN|CHAOS’ case

(TCTD2)
Figure 15

Figure 16 The ‘SLANTER’ case

(TCTD2)
Figure 16

Figure 17 Culture-bound OSL

(SW2)
Figure 17

Figure 18 Culture-bound elements alongside OSL

(TCTD2)
Figure 18

Figure 19 The ‘MONUMENT’ case

(TCTD2)
Figure 19

Figure 20 The ‘AIR FARCE GONE’ case

(TCTD2)
Figure 20

Figure 21 Pop-culture-bound elements in OSL

(SW2)
Figure 21

Figure 22 OSL engaging the player/the player’s persona

(TCTD2)
Figure 22

Figure 23 The ‘ANGRY SIGN’ case

(TCTD2)
Figure 23

Figure 24 Binary-ciphered message from the developers

(SW2)
Figure 24

Figure 25 The ‘QUOTE FROM TOM CLANCY’ case

(TCTD2)
Figure 25

Figure 26 Logos and signatures as OSL, FWH dev team group photo

(SW2)
Figure 26

Figure 27 Possible ‘inside joke’ easter eggs

(SW2)
Figure 27

Figure 28 Multilinguality in OSL

(SW2 upper, TCTD2 bottom)
Figure 28

Figure 29 Polish OSL

(SW2)
Figure 29

Figure 30 In-game ‘BUCH’ OSL (SW2) versus real-world RUCH stall

Figure 30

Figure 31 The ‘EAST DISTRICT/LEVEL’ case

(SW2)
Figure 31

Figure 32 De-anglicised English: ‘TAJMS’

(SW2)
Figure 32

Figure 33 Dynamic string-based non-textural diegetic OSL, translated into Polish

(SW2 left; TCTD2 right)
Figure 33

Figure 34 Dynamic (uppermost) and static (lowermost) OSL of tutorial function

(SW2)
Figure 34

Figure 35 Tutorial function of OSL: Navigation

(SW2; TCTD2)
Figure 35

Figure 36 Promotional function of OSL (SW2). ‘Alienware logo’ & ‘Alien Head Design’

©® Dell, Inc.

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