Abstract
Video games are nowadays conceived as global products; localised versions are produced in parallel with the original one, which enables shared authorship and the possibilities of co-creation. The industrial workflow requires the collaboration between all teams to guarantee the playability of each of the language versions. Each localisation is its own original. Accessibility has also become a concern so localisers work both interlingually and intralingually to enhance user experience and guarantee playability for all demographics targeted. The localisation process replaces text, graphic, musical and gameplay assets but only linguistic testers can ascertain that it all functions as expected during play testing, so each version has to be controlled separately but concurrently in order to guarantee the success of the global sim-ship. Glocalisation is the business strategy for game design and development that companies favour because it allows them to control their IP better as well as fight piracy and maintain global quality.
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Gameography
Assassin’s Creed: Unity (Ubisoft 2014).
Batman Arkham City (Warner Bros. Interactive Entertainment 2011).
Buzz! (Relentless Software 2005–2010).
Mass Effect series (Bioware, Electronic Arts 2008–present).
The Witcher 3: Wild Hunt (CD Project red 2015–present).
Wolfenstein series (Bethesda soft 1981–present).
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Bernal-Merino, M.A. (2020). Key Concepts in Game Localisation Quality. In: Bogucki, Ł., Deckert, M. (eds) The Palgrave Handbook of Audiovisual Translation and Media Accessibility. Palgrave Studies in Translating and Interpreting. Palgrave Macmillan, Cham. https://doi.org/10.1007/978-3-030-42105-2_15
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