Celebrated Game Creators Discuss Localization Challenges in Narrative Design
Tokyo, Japan – In a delightful surprise for fans, “PARANORMASIGHT: The Seven Mysteries of Honjo,” a beloved but often overlooked title on the Nintendo Switch, recently expanded its universe with the release of its sequel, “The Mermaid’s Curse.” To mark this occasion, Famitsu conducted an enlightening interview with series director Takanari Ishiyama and the iconic game designer Yuji Horii, best known for his pivotal role in the Dragon Quest franchise, which includes his contributions to Dragon Quest X.
The conversation primarily revolved around the intricacies of narrative construction within video games. However, the topic of localization emerged as a crucial point of discussion. Ishiyama expressed concerns over how his chosen phrasing in the Japanese version might resonate once translated into other languages, particularly English.
Yuji Horii, with decades of experience in game translation, was quick to share his insights. “With English, much of the nuance tends to be lost,” he commented, as translated by Automaton. “The end result often sounds overly simplified.”
Horii elaborated on the inherent differences between Japanese and English, noting that while advancements in voice acting have improved the conveyance of tone, subtleties remain at risk of being overlooked in translation. “I’ve come to terms with the idea that English, by its nature, is a simpler language. It’s an unavoidable reality,” he stated.
Ishiyama provided a pertinent illustration regarding the richness of Japanese first-person pronouns, such as ‘ore,’ ‘boku,’ ‘washi,’ and ‘watashi’, each of which conveys nuanced information about the speaker’s age or gender. In contrast, these layers of meaning are condensed to the single term “I” in English.
Despite these challenges, the translated versions of these games continue to be well-received by English-speaking audiences. This dialogue not only sheds light on the complexities of translation but also highlights the ongoing evolution of narrative design in video gaming, as shared by two prominent figures in the industry.
Are there specific translation adjustments you wish had been included in English releases? We invite you to share your thoughts in the comments section below.
[Source: Famitsu, via Automaton]
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