Achievements
Unique texts, unique localisation
Achievements perform an essential entertainment function in video games. They instruct and reward gamers, and they serve as status symbols or bragging rights within gaming communities. These texts can be challenging for localisers, since they have multiple functions, align with or subvert game mechanics and narrative, and can contain a range of intertextual references, understood as references to other texts, genres, or popular culture (
Mangiron and O’Hagan, 2006). Their localisation, therefore, warrants special handling. In this article, I make the case for achievement texts being a unique text type based on
Bernal-Merino’s (2014) classification. Further, I propose a macro-level analysis approach that enables localisers to re-render these texts’ essential component parts.
Article outline
- 1.Introduction
- 2.The role of achievements
- 3.The function of achievements
- 4.Localising achievement texts – challenges
- 5.Examples of achievement texts
- 6.Suggestions for localising achievement texts
- 7.Conclusions
- Notes
-
References
-
Ludography
References
References
2016
Call of Duty: Black Ops 2 Xbox Achievements. Accessed
October.
[URL]
2016
Minecraft PlayStation4 Trophies. Accessed
October.
[URL]
2016
Minecraft Wiki. Accessed
October.
[URL]
2016
PlayStation: “Get Trophies, Get Recognition. Accessed
October.
[URL]
Aarseth, E.
2001 Cybertext: perspectives on ergodic literature. Baltimore & London: JHU Press.

Bernal-Merino, Miguel Ángel
2014 Translation and Localisation in Video Games: Making Entertainment Software Global. New York & London: Routledge.


Chaume, Frederic
2012 Audiovisual translation: dubbing. Manchester: St. Jerome Pub.

Ensslin, Astrid
2012 The language of gaming. Basingstoke: Palgrave Macmillan.


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2001 “
Towards computer game studies.”
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1999 “
Ludology meets narratology: Similitude and differences between (video) games and narrative.”
[URL]
Frasca, Gonzalo
2003 “
Ludologists love stories, too: notes from a debate that never took place.”
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[URL]
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[URL]
Juul, Jesper
2011 Half-real: Video games between real rules and fictional worlds. Cambridge: MIT press.

Koki, Jerry C.
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[URL]
Lepre, Ornella
2014 The translation of humour in video games. PhD Thesis. University College London.

Lepre, Ornella
(
2016)
E-mail message to author, November 6, 2016.

Mangiron, Carme
2007 “
Video games localisation: Posing new challenges to the translator.”
Perspectives, 14(4): 306–323.


Mangiron, Carme, and Minako O’Hagan
2006 “
Game Localisation: unleashing imagination with ‘restricted’ translation.”
The Journal of Specialised Translation, 61: 10–21.

Mateas, Michael, and Andrew Stern
2005 “
Build it to understand it: Ludology meets narratology in game design space.”
[URL]
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2005 “
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[URL] (consulted: 08/18/2016)
Raymond, Eric S.
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Thorhauge, Anne M.
2013 “
The rules of the game – The rules of the player.”
Games and Culture 8(6): 371–391.


Zhang, Xiaochun
2010 “
Challenges of internet slang in game localization.”
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Ludography
Assassin’s Creed IV: Black Flag
(Ubisoft Montreal:
2013)

Call of Duty: Black Ops II
(Treyarch:
2012).

Mass Effect II
(BioWare:
2010).

Minecraft
(Mojang:
2011).

Portal
(Valve:
2007).

World of Warcraft
(Blizzard:
2004 – present).

Cited by
Cited by 3 other publications
Fernández-Costales, Alberto
O’Hagan, Minako, Julie McDonough Dolmaya & Hendrik J. Kockaert
Strong, Samuel
2019.
French gamer-speak: new conceptualizations of text production, virtual spaces, and social stratification.
Contemporary French Civilization 44:1
► pp. 39 ff.

This list is based on CrossRef data as of 28 november 2023. Please note that it may not be complete. Sources presented here have been supplied by the respective publishers.
Any errors therein should be reported to them.