| A similar thing happens with the depiction of blood, and real historical events; many things have to be readjusted to fit the country’s tolerance and taste in order not to hurt sensibilities. |
我们常会看到这样的情况:无论是刻画血腥场景,还是展现真实历史事件,作者们往往不得不重新调整细节以迎合目标国家的容忍度和品味,以免伤害人们的情感。 |
| This is probably one of the reasons why so many games take place in imaginary worlds. |
这可能是很多游戏都把背景设定在幻想世界的原因之一。 |
| This customisation effort draws on the knowledge of geopolitical strategists, like Kate Edwards from Englobe. |
这种变通的做法借鉴了地缘政治战略家的知识,如来自Englobe的凯特·爱德华兹(Kate Edwards)。 |
| During the 2006 Game Developers Conference in California she explained the importance of being culturally aware when internationalising games in a presentation called "Fun vs. Offensive: Balancing the 'Cultural Edge' of Content for Global Games" (Edwards 2006). |
在2006年加利福尼亚州游戏开发者大会上,她在名为《乐趣vs冒犯:平衡好全球性游戏的“文化边界”(Fun vs. Offensive: Balancing the 'Cultural Edge' of Content for Global Games)》的演讲中,解释了注重文化意识对于意图国际化的游戏的重要性。 |
| Both developers and publishers want to please their clients. |
无论是开发者还是发行商都想取悦他们的客户。 |
| Gamers are not particularly interested in where the game comes from, or who created it any more than someone buying a new car or DVD player. |
对玩家来说,买游戏与买车或者DVD没什么差别,玩家对于游戏是怎么开发的或者谁开发的并没有特别的兴趣, |
| A product for mass consumption only keeps the branding features of the trademark; all the other characteristics might be subject to customisation due to the need to appeal to the local market. |
面向大众的产品只会保留商标作为品牌的特征,所有其他方面都可能为了当地的需求而做出改变。 |
| Therefore, the translation will be in some cases an actual recreation, or, to put it in the words of Mangiron & O’Hagan (2006), a "transcreation", where translators will be expected to produce a text with the right "feel" for the target market. |
同样的道理,翻译有时候也是一种再创作,或者用曼吉隆(Mangiron)和欧哈根(O’Hagen)2006年所提出的词,“创译”,也就是译者要创造出让目标市场觉得“对味儿”的文本。 |
| It is important for translators to be aware of the logic behind this. |
翻译者要认知到这背后的道理,这很重要。 |
| Video games are a software product, and as such, they will have manuals and instructions, as well as interactive menus and help files. |
电子游戏是一种软件产品,所以电子游戏也有手册和说明书,也有互动菜单和帮助文档。 |
| This will call for technical translation. |
这就涉及到技术翻译工作。 |
| On the other hand, we will also find narration and dialogue closer to literary texts or film scripts where a more creative translation would be expected. |
另一方面,我们也会在电子游戏中见到接近于文学或电影剧本的叙事和对白,此时又需要偏向创造性的翻译。 |
| However, unlike most forms of translation, video games can adapt or even change the original script, as long as it is in the search of enhanced fun and playability of the target culture. |
然而,与大多数翻译形式不同,电子游戏可以为了提升目标文化群体的游玩乐趣和可玩性,而调整甚至是改变原始剧本。 |
| We can only find a parallel of this type of practice in the translation of children’s literature where professionals often adapt or alter the original text to improve children’s understanding and enjoyment of the book. |
我们只能在儿童文学的翻译中找到类似的实践,专业的儿童文学作者们常常调整或是改变原始文本,以使儿童更易于理解和享受书籍。 |