(Toury, 1995, p.24) The Skopos theory could be
applied in game localization as translators do not
have to be loyal to the original text, but to the
overall game experience and the target text as well
as the target culture. Moreover, Mangiron and
O’Hagan (2006, p.11) introduced trancreation or
carte blanche "to explain the freedom granted to the
translator, albeit within severe space limitations.”
They stressed that transcreation or carte blanche is
the creativity and freedom that game translators
exercise. They observed that creativity indeed seems
to be promoted rather than diminished, at least in
some cases, even by the very constraints of various
kinds imposed on the translators.
However, carte blanche cannot be done easily.
Especially in a sim-ship type of localization. A good
translating ability alone is not enough for a translator
to wield this technique. A good programming skill
and knowledge about gaming world are also strongly
needed. Thus, even this strategy is highly
recommended, assessment toward it is really needed.
Since the translation will be so poor if the translator
fails to apply it.
Moreover, the Indonesian industry of game
localization in term of the quality is still
questionable. The result of the translation conducted
by Indonesian Video Games Development in adapt
this technique really need to be assessed in order to
produce a marketable games.
In fact, game developers localized many aspects
of video game (Merino, 2015) such as in-game text,
voice over and cinematics (audio and video scripts),
art (game logo, in-game texture embedded words,
glossaries, and even the packaging and promotion.
However, in Indonesia, tdorabaaaahere is no game
localized all of those aspects. The reason of this still
need to be studied, but in order to localized all of
those aspects needs a lot of money, which
localization cost is even with the production cost.
Furthermore, simship video games need to be
released as soon as the original video game
launched. Therefore, it is almost impossible to
localize all aspects in such a short time.
In the previous research, Hyttinen (2010)
conducted a research about cultural transfer in video
game localization. In her research, she explained
cultural representation in the localization of Fatal
Frame II: Crimson Butterfly and classified the game
into two main categories: representation and
functionality. In representation, Hyttinen divided it
into three aspects: in-game text, visual and audio.
Furthermore, she divided the in-game text aspects
into proper name and terminology. Finally, she
concluded there are 5 translation techniques
employed: retaining, change, omission, addition and
substitution.
Other research, Purnama (2014) conducted a
research about translation analysis of Pre-Battle
Dialogue which reflected the myth of hero in Devil
May Cry (DMC) trilogy. He aimed to find the
translation techniques used and its impact on the
translation quality. The result shows that there are
some translation techniques used, namely linguistic
variation, adaptation, literal, modulation,
transposition, pure borrowing, and omission. In term
of quality, the localized game can be categorized
into the accurate one viewed from the clarity of the
message that want to be conveyed. Meanwhile the
average score for acceptability shows that most
gamers feel that the localized game is less
acceptable. For the readability, all translation
techniques employed got perfect score, except
omission.
On the other side, Carlson and Corliss (2011)
conducted a research which entitled Imagined
Commodities: Video Game Localization and
Mythologies of Cultural Difference. This research
exclusively explained the authority which play a role
when the medium, in this case is the localizer, filters
the pictures and narrations that are sold and
marketed globally.
The other research related to the phenomenon of
video game localization has successfully discussed
about video game localization is in a Japanese video
games with case study Siren video game series
(Szurawitzki, 2010). This study raises the issue of
whether rules in video games affect localization and
how fictitious elements can affect localization. In the
research, the thing that gained is that the rules and
fiction in video games are often related. In order to
enjoy a video game perfectly, the most important
thing for gamers is to be able to master and
understand the rules of the video game. While
fiction provides integrity in playing video games,
and became the main reason in playing a video
game. Some cases are discussed both in the domain
of rules and fiction elements at the same time, and
thus can be analyzed in the context of the question.
A similar study that raised the phenomenon of
localization successfully discussed video game
translation in the Czech Republic (Petru, 2011). This
study focuses on the timeline of video game
translation since the era of translation done by the
fan until the era of translation conducted by
professionals in the Czech Republic. This study
deals only with historically existing phenomena.
And based on those reasons, phenomenon and
previous studies, since there is no research that