Destabilization of the Translator | Destabilization of the Translation

There are two new trends in translation that I would like to discuss. Both are postmodern and intentionally unstable, but they have opposite instabilities. One trend destabilizes the translator, and the other destabilizes the translation.

The destabilization of the translator has multiple translators, but a single translation. It has its history in the Septuagint, but its present locus is around dividing tasks and the post Fordist assembly line form of production. Like the Septuagint, where 72 imprisoned scholar translators translated the Torah identically through the hand of God, the new trend relies on the multiplicity of translators to confirm the validity of the produced translation. However, different is that while the Septuagint produced 72 results that were the same, the new form of translation produces one result that arguably combines the knowledge of all translators involved. This trend of translation can be seen in various new media forms and translation schemes such as Wikis, the Lolcat Bibul, Facebook, and FLOSS Manuals.

Wikis (from the Hawaian word for “fast”) are a form of distributed authorship. They exist due to the effort of their user base that adds and subtracts small sections to individual pages. One user might create a page and add a sentence, another might write three more paragraphs, a third may edit all of the above and subtract one of the paragraphs, and so on. No single author exists, but the belief is that the “truth” will come out of the distributed authority of the wiki.  It’s a very democratic form of knowledge production and authorship that certainly has issues, but for translation it enables new possibilities. While wikis are generally produced in a certain language and rarely translated (as the translation would not be able to keep track of the track changes), the chunk-by-chunk form of translation has been used in various places.

The Lolcat Bibul translation project is a web-based effort to translate the King James Bible into the meme language used to caption lolcats (amusing cat images). The “language” meme itself is a form of pidgin English where present tense and misspellings are highlighted for humorous effect. Examples are “I made you a cookie… but I eated it,” “I’z on da tbl tastn ur flarz,” and “I can haz cheeseburger?”[1] The Lolcat Bibul project facilitates the translation from King James verse to lolcat meme. For example, Genesis 1:1 is translated as follows:

KING JAMES: In the beginning God created the heaven and the earth
LOLCAT: Oh hai. In teh beginnin Ceiling Cat Maded teh skiez An da Urfs, but he did not eated dem. [2]

While the effort to render the Bible is either amusing or appalling depending on your personal outlook, important is the translation method itself. The King James Bible exists on one section of the website, and in the beginning the lolcat side was blank. Slowly, individual users took individual sections and verses and translated them according to their interpretation of lolspeak, thereby filling the lolcat side. These translated sections could also be changed and adapted as users altered words and ideas. No single user could control the translation, and any individual act could be opposed by another translation. The belief is that if 72 translators and the hand of God can produce an authoritative Bible, surely 72 thousand translators and the paw of Ceiling Cat can produce an authoritative Bibul.

FLOSS (Free Libre Open Source Software) Manuals and translations are a slightly more organized version of this distributed trend [3]. FLOSS is theoretically linked to Yochai Benkler’s “peer production” where people do things for different reasons (pride, cultural interaction, economic advancement, etc), and both the manuals and translations capitalize on this distribution of personal drives. Manuals are created for free and open source software through both intensive drives where multiple people congregate in a single place and hammer out the particulars of the manual, and follow-up wiki based adaptations. The translations of these manuals are then enacted as a secondary practice in a similar manner. Key to this open translation process are the distribution of work and translation memory tools (available databases of used terms and words) that enable such distribution, but also important is the initial belief that machine translations are currently unusable, which causes the necessity of such open translations.

Finally, Facebook turned translation into a game by creating an applet that allowed users to voluntarily translate individual strings of linguistic code that they used on a daily basis in English. Any particular phrase such as “[user] has accepted your friend request” or “Are you sure you want to delete [object]?” were translated dozens to hundreds of times and the most recurring variations were implemented in the translated version. The translation was then subject to further adaptation and modification as “native” users joined the fray as Facebook officially expanded into alternate languages. Thus, <LIKE> would have become <好き>, but was transformed to <いいね!> (good!). Not only did this process produce “real” languages, such as Japanese, but it also enabled user defined “languages” such as English (Pirate) with plenty of “arrrs” and “mateys.”

Wikis, FLOSS, and Facebook are translations with differing levels of user authority, but they all work on the premise that multiple translators can produce a singular, functioning translation. In the case of Facebook this functionality and user empowerment is highlighted; for FLOSS, user empowerment through translation and publishing are one focus, but a second focus is the movement away from machine translation; in all cases, but wikis particularly, the core belief is that truth will emerge out of the cacophony of multiple voices, and this is the key tenet of the destabilization of the translator [4].

The other trend is the destabilization of the translation. This form of translation has roots in the post divine Septuagint where all translation is necessarily flawed or partial. Instead of the truth emerging from the average of the sum of voices, truth is the build up: it is footnotes, marginal writing and multiple layers. Truth here is the cacophony itself. The ultimate text is forever displaced, but the mass intends to eventually lead to the whole (whether it gets there or not is separate matter for Benjamin, Derrida and the like).
While this style of translation is less enacted at present it is not completely new. Side by side pages with notes about choices is one variation centuries old (Tyndale’s Biblical notations, Midrash, and side by side poetry translations), the DVD language menu coming from multiple subtitle tracks is another variation, and finally this leads to new possibilities for multi-language software translations.

While the Septuagint leads to the creation of a single text in the myth, 72 translators translating a single text would produce 72 different translations in reality. The attempt to stabilize this inherent failure of translation argues that one of those translations is better and used, but it can be altered if a better translation comes around. The Bible translation is always singular, but it changes. Similarly, the Odyssey is translated quite often, but the translations are always presented alone. They are authoritative. In contrast, Roland Barthes comparison of modern works and postmodern texts and Foucault’s discussion of the authorial function both lead toward this destabilization of the author [5]. This discussion can be linked into translation studies’ discussions of author and translator intellectual production. The destabilization of translators and translations build off of both of these postmodern traditions, but the latter trend attempts to avoid weighing in on the issue by simultaneously exhibiting the conflicting iterations.

The main difficulty of the destabilization of the translation is the problem of exhibiting multiple iterations at one time in a meaningful way. How can a reader read two things at once, or with film, how can a viewer understand two soundtracks at once? Books and films provide multiple examples of how to deal with such an attention issue. With literary works endnotes are a minimal example of such attention divergence. Endnotes do not immediately compete for the reader’s attention, but the note markers indicate the possibility of voluntary switching. Footnotes are a slightly more aggressive form of attention management s they tell the reader to switch focus to the bottom of the page, a smaller distance that is more likely to happen.

For film, subtitles, which layer the filmic text with both original dialogue and the authorial translation, are a close equivalent to endnotes as they split the viewer’s attention, but do not force the attention toward a particular place. It is entirely possible to ignore subtitles regardless of complaints against them (much harder to ignore would be intertitles filling the screen). Finally, the benshi, a simultaneous live translator/explainer, is an early to mid 20th century Japanese movie theater tradition that most resembles the more aggressive footnotes as the benshi’s explanative voice competes with the film’s soundtrack for the audience’s aural attention [6].

Unlike websites such as Amazon, which have language dedicated pages (.com, .co.jp, .co.de) and block orders from addresses outside of their national coverage, or services such as the Sony PSPGo Store, which disallows the purchase of alternate region software, some sites utilize pull down language options that change the language while remaining on the same page, or provide multiple linguistic versions for purchase.

With digital games the localization process has traditionally replaced one language with its library of accompanying files with another. However, as computer memory increases the choice of one language or another becomes less of an issue and multiple languages are provided with the core software. This gives rise to the language option where the game can be flipped from one language to another through an option menu. Most games put this choice in the options menu at the title screen, but a few allow the user to switch back and forth. The simultaneous visibility of multiple languages or a language switch button would be further advancements toward the destabilization of translations.

Notes:

[1] Rocketboom Know Your Meme. <http://knowyourmeme.com/memes/lolcats>; I Can Has Cheezburger. <http://icanhascheezburger.com/>; Hobotopia. <http://apelad.blogspot.com/>.

[2] LOLCat Bible Translation Project. <http://www.lolcatbible.com/index.php?title=Genesis_1>.

[3] FLOSS Manuals. http://en.flossmanuals.net/

[4] This conceptualization relates to Bolter and Grusin’s hypermediacy. Bolter, J. David, and Richard Grusin. Remediation: Understanding New Media. Cambridge, Mass.: MIT Press, 1999.

[5] Barthes, Roland. “From Work to Text.” In The Cultural Studies Reader, edited by Simon During, Donna Jeanne Haraway and Teresa De Lauretis. London: Routledge, 2007; Foucault, Michel. “What Is an Author?” In The Essential Foucault: Selections from Essential Works of Foucault, 1954-1984, edited by Paul Rabinow and Nikolas S. Rose. New York: New Press, 2003.

[6] Nornes, Markus. Cinema Babel: Translating Global Cinema. Minneapolis: University of Minnesota Press, 2007.

Masochistic Translation

Painful Differance

I recently had a taste of a truly alienating translation: a translation that made me cry from lack of comprehension, and said comprehension was intentional in the author’s method and theory as well as the translator’s. This text, if you haven’t guessed, is Jacques Derrida’s Of Grammatology, translated by Gayatri Chakravorty Spivak.

I am told that Of Grammatology is forever deferred both in fact and meaning. Nobody gets it enough to fully summarize, but individual chunks might be worked through, as can be terms such as ‘trace,’ ‘sous rature,’ ‘differance’ et cetera. Writing exists in a particular relationship to language and to speech, and this relationship is opposite to that believed by the formalists, structuralists and logocentrists. We cannot get to meaning and the signified; we can only slide around in trace relationships between various signifiers in one time, place, language: one moment. What can be made present is only a partial presence, the trace; what is lost, the arche-trace, can be slide back and around, but never regained.

Spivak furthers this theoretical endeavor by sliding around in her translation, by making a 90 page translator’s preface that forces particular readings of the following 300 pages and challenges the relationship of original and translation through such placement. The preface, which comes after Derrida’s de la Grammatologie, is placed before Of Grammatology and thereby becomes first. Derrida’s text is not signfied to her translation’s signifier, rather there are only signifiers of signifiers, translations of translations, versions of versions. Spivak notes how related all of this is to translation in passing implications on lxxvii then straight out on lxxxv-lxxxvii.

All of this taken as is, reading Of Grammatology is a painful experience of slippery wordplay and neverending deferral of understanding. Reading Spivak’s translation is just that much more painful.

The Derridian (and de Man and Spivak) translational project would lead to very unpleasant translations: Spivak’s case is a prime example. However, she got away with it as she is not writing for entertainment and pleasure. Only for the masochistically inclined is Derrida fun.

Masochism

Speaking of mascochism, there are such things as masocore games (a term coming from Anna Anthropy’s blog entry on Auntie Pixelante). Not everybody likes or plays them, but they do exist. Said simply, masocore are games that revel in mistreating the player.

Giantbomb  notes masocore is “a postmodern indie game genre in which the designer intentionally frustrates the player. This frustration is typically accomplished by restructuring a preexisting game genre to place it in in one of three categories of frustration.”

“Trial and Error” is the necessity of following an exact path and figuring out that path. This is easily seen in platformers that necessitate exact jumps, or adventure games that require an exact path where alteration of such leads to the inability to complete the game (such as an item that you needed to pick up in the opening scenes without which the game cannot be completed)

“Confusion” is where generic conventions are broken (often resulting in the player having to relearn generic boundaries through Trial and Error). An example of this from Auntie Pixelante is “you jump over the apple, and the apple falls up and kills you. the apple falls up and kills you.” Auntie Pixelante goes on to reject the “merely super-hard” moniker and sides with the belief that masocore games are those that “[play] with the player’s expectations, the conventions of the genre that the player thinks she knows. they’re mindfucks.”

“Play,” Giantbomb’s third category, is the removal of play motivation (end, death, etc) in order to force the player to focus on (uncomfortable) play mechanics.

As Anna Anthropy states in the conclusion of her piece, masocore is visible now because of the intersections of independent gaming and free and easy distribution methods. She writes: “most of these games are simply unmarketable. which is why the masocore game, twenty years later, is starting to come into its own: now there are avenues for freeware games to reach wide audiences. these games have no need to sell themselves to the player, which allows them to be among the most interesting game experiences being crafted right now.”

Key to her statement in my mind is the how the gaming aesthetic of masochism has been enabled by the early 21st century game industry that has expanded beyond the generic as marketable to the niche as marketable.

Difficult(ies)

Masocore, is certainly a recently dubbed generic name, but it has persistent links to previous forms of the past decades. While the third form of masocore frustration (Play) might be unique, the other two forms can be seen in earlier methods of differentiated difficulties (and in general it can be traced back much further to such “games” as gladiatorial combat, martial arts, war, et cetera).

Game difficulty exists for multiple reasons, only one of which is enjoyment. (The relationship between difficulty and profit where arcade games necessitated difficulty to garner maximal profit, but video/computer games necessitated ease to enable the completion and further purchase of another game are ignored here.)

Due to the belief that difficulty is good for some reason (Flow, or any other theory), games have had various levels of difficulty and different methods of implementing said difficulty. Some games were simply really, really hard such as Donkey Kong and Ghost’n Goblins, some included the use of continues to enable the completion of a game (Teenage Mutant Ninja Turtles, Street Fighter), some offered different difficulty levels (Atari’s difficulty switch; The standardized Easy, Normal, Hard; Doom‘s I’m too Young to Die, Hey, Not too Rough, Hurt Me Plenty, Ultra-Violence, Nightmare!; Marathon‘s Kindergarten, Easy, Normal, Major Damage, Total Carnage; Halo‘s Easy, Normal, Heroic, Legendary; etc), some went the full opposite direction and made it impossible to lose by re-spawning the player at one point or another through some diegetic method (Prey, Bioshock). All of these are based around the idea that there is some benefit in difficulty, but just what that benefit is, and what level of difficulty is good, is unsure.

One new variation is the use of achievements to create a masocore element to an otherwise reasonable game. For instance, one of Mega Man 10‘s 12 achievements is Mr. Perfect, which requires the player “Clear the game without getting damaged.” In a Megaman style platformer this is nearly impossible and both a new proof of hardcore’ness and an implementation of masocore’ness.

Difficulty changes (as do implementations), but the tendency is neither to bow down to the masocores nor the casuals. Instead, the game industry has increasingly attempted to provide access to both. Difficulty, even masochistic pleasure in the extremely difficult, is increasingly deemed acceptable. The inclusion of the masochistic Mr. Perfect achievement between Mega Man 9 (2008) and Mega Man 10 (2010) and its correspondence to Anna Anthropy’s post in 2008 and the present 2010 point to this process of incorporation. Translation should learn a lesson from this, especially when localization’s main defense for its problematic translational method is that games need to be fun, to be entertainment. Some people like masocore games; some people like Derridian translations. Let’s start having masochistic translations.

Sources:

Anthropy, Anna. “Masocore Games.” Auntie Pixelante. Posted: April 6, 2008. Accessed: February 14, 2010. <http://www.auntiepixelante.com/?p=11>

Derrida, Jacques. Of Grammatology. Gayatri Chakravorty Spivak trans. Baltimore: Johns Hopkins University Press, 1976.

Mega Man 10 Achievement List. X-Box 360 Achievements. Accessed: February 14, 2010. <http://www.xbox360achievements.org/game/mega-man-10/achievements/>

TheDustin. “Masocore: Mr. Gimmick: The Best NES Platformer You Haven’t Heard Of (and Sadly Haven’t Played).” Play This Thing. Posted: Thursday, January 28, 2010. Accessed: Sunday, February 14, 2010. <http://playthisthing.com/game-taxonomy/masocore>

Various Authors. “Masocore (video game concept).” Giant Bomb. Accessed: February 14, 2010. <http://www.giantbomb.com/masocore/92-1165/>.

The Task of the Translator; The Location of Localization

I’ve been reading a lot of Walter Benjamin’s “Die Aufgabe des Ãœbersetzers” lately in reference. So much so that I also went back and (re)read the original. The question of course for everybody, or at least as I understand decades later and after Paul de Man, is whether the focus is on ‘translation’ as the ‘failure’ or the ‘task’ of the translator, both of which are built into the German. This comes down to whether the translator tries to translate the ‘what’ or the ‘why’ of the original, the idea of touching and either deflecting or reforming the ‘vessel,’ et cetera. The voice in my head then asks what the relationship between localizations is?

There’s an interesting thing that happens when I read translation work: I don’t feel like I’m barking up a crazy tree. This is nice. However, the other thing that happens is that I wonder exactly how I’m trying to tie things together, which doesn’t exactly work. Too many partial overlaps at once.

Things that are important here are, of course, the failure of the translation process, but also some of the other basics such as translation being not just ontological and spatial, and not just historical and temporal (which Bermann and Wood try to point to, rightfully, in Nation, Language, and the Ethics of Translation, but also specifically NOT temporal or spatial for localization.

Or rather, that is of course what is the intent with localization.

Translation is a post-production effect. It is written and then it’s translated. Even if I’m going to be difficult, or pomo, and say that repetition, adaptation and the like are also forms of translation there is still a key difference and that is the temporal aspect. However, localization specifically abuses that location of the translation. Game translation (localization) is increasingly moved from the post-production to the central production point. This follows through with the central claims of games as new media: that they have no original and are variable. This moving (temporal) position of localization also justifies the claim that games are not actually translated as it was never officially in one place or another. And more, for the case of simultaneous releases (and better yet releases with multiple languages) they are able to claim a full disabling of the temporal element of translation.

(New Media) Translation After Pound

The 20th century turn toward domestication essentially stems form Ezra Pound’s translations, but impurely, through the modern emphasis of the author mixed with the business of selling books.

According to Ronnie Apter in Digging for the Treasure: Translation After Pound, Pound influenced translation theory and practice in three major ways. First, was the move from “Victorian pseudo-archaic translation diction” to modern style. Second, is by arguing for a criticism of the original in some form: not simply the objective transfer (an acknowledged impossibility by the Victorians as well), but to focus on some particular element and thereby “criticize.” And finally, the creation of a new poem: not just something derivative.

These three were all essential breaks with both the Victorian practice, which focused on three criteria: paraphrase with no additions (subtractions were inevitable, but additions were taboo), the reproduction of the author’s traits (just what the traits were was, however, up for grabs), and the reproduction of the overall effect of the text (whether the “effect was of the original on the original’s original audience, or the original on the modern audience who can read the original text is unknown). It was also an adaptation with the contemporaneous translation theory professed by Matthew Arnold and F. W. Newman.

However, while Pound was translating against the Victorian grain, we have come full circle to a new norm. The fashion of the times has changed to one that embraces Pound’s basics, but not the depths. If “great translators transcend the fashion of their times [and] minor ones merely manipulate it” Pound was a great translator, many minor figures have manipulated his transcendence, but Pound himself would simply be one of any in the current fashion. As Lawrence Venuti has argued, the times and dominant style have changed and another transcendental shift is called for.

What I want to argue is that this shift is called for by the media itself. The move from literary page translation to multimedia and digital forms leads into new possibilities for and understandings of translation. In an interesting way, however, it is Pound’s logopoeia, his style of meta-translation, that can still lead the way. Whereas Pound focused on the meaning of words to bring into focus both the older era and the present, a type of dialectical juxtaposition, the move toward searchable, digital data in opposition to static, analogue data allows the simultaneous existence of both data sets and a new type of logopoeia. This new form of meta-translation involves the layering of translational tracks. Instead of juxtaposition, there is the coexistence of both tracks/languages/cultures.

This is similar to the possibilities evoked by subtitles and abuse (Nornes), but it considers the issue in relation to digital, new media and not simply film considered in an analogue manner. Instead of the ability to simply choose one or another track/language, it gives all, or switches between languages. It renders the possibilities of putting three real languages into a game such as Command and Conquer: Red Alert 3 (English, Russian and Japanese to use the fictive world), but more meaningfully (and less deliberately/offensively stereotypically), of switching them on the fly so that one game has the US speaking English, the Russians Russian and the Japanese Japanese, but another switches so that the US speaks Japanese, the Russians English and the Japanese Russian. The media uses its ability to draw from the swappable data files not to simply replace one with another, thereby changing one representation into another, but to abuse the user with a constant active experience that questions the submerged normativity of language that exists with translated entertainment products (games in particular) at present.

Protest + Game = ?

At base, protest and play are in opposition. Play is the interaction with rules. There are rules, people break them and form emergent properties that become the new rules and game. Play is working with rules. In opposition, a protest works directly against the rules. A protest means to destroy rules or the system, not to adapt them (despite the possibility that this is all that might eventually happen). Protest and game run against each other but are they combinable?

State of Emergency is about rampaging. It’s about things related to protests, but while it has tie ins with the Seattle WTO protests it really isn’t related. There are also various Sim/Civ-esque games based around revolution, but again these are not exactly about protest, but the reinstitution of order.

Would it be possible to create a game that systematically broke the idea of rules by causing the constant creation of new rules through their breaking? It would maintain entertainment/pleasure by giving out points, awards, or achievements for disruption and for changing the system itself? Instead of giving people the ban hammer for cracking the code, breaking the rules, or finding interesting use of mechanics, it would reward the players. I suppose this is really called “life” and “hacking,” but what if, what if…

Thoughts on DAC – Faux 8 Bit

I got a pleasant surprise on the first day of the recent Digital Arts and Culture conference at Irvine when I attended the Brett Camper’s paper talk “Fake Bit: Imitation and Limitation.” You see, it’s the first time I’ve encountered somebody else dealing with these new/old games.

What I’ve been discussing as remakes and demakes and framing around repetition, nostalgia, and history he discussed in terms of camp, revivalism while focusing on faux 8 bit game production and in particular, La Mulana, which was initially an imitation MSX game for the PC and is now being remade as WiiWare.

Thoughts on DAC – Programmers and Humanitists

The conference Digital Arts and Culture is meant to combine various people from various fields in order to talk and work. It’s interdisciplinary. It also seems to combine people who are in multiple disciplines. It’s multidisciplinary. Unfortunately, the result has similar pitfalls to the standard woes of disciplines. Namely: a) you go to what you know b) there are multiple sessions at any given time c) these sessions roughly break down into humanities, arts and computer science. These three end up meaning that the three groupings have much more limited interaction than might otherwise happen.

I have two examples to elaborate.

1.

On the first day there was a panel on Software Studies. In it Aden Evens gave a talk on Programming and Fold (or Edge as he changed it to). The talk was interesting, but it was to a room filled with programmers who were mumbling and stirring in anger during the first half of his talk saying “wrong wrong WRONG!” to themselves and each other. This was offset by the second half when all of the sudden something clicked and they suddenly became interesting as he moved to the second part that he was trying to connect. However, the q/a consisted primarily of people taking him to task for various ways

Now, there are two things that are important here. Aden Evens is, apparently, a humanistist (yes, it’s a clunky word and there might be something better). He has time spent coding, so he’s done his work enough to talk about the programming side and, importantly, present on a panel that’s slightly more focused on the programming side. The second is that he was largely alone in that room as his fellow humanitists were likely off in the embodiment and performance session.

The result is that the two sides did not really interact and the place where they did interact was as if in enemy territory. Even though there was discussion, it was slightly at odds.

2.

The second example is when I presented on the second day. My own talk had been accepted in both the Future of Humanist Inquiry (humanitist) and Software Studies (programmers) sections, but for various reasons I went with the Software Studies side. At my panel there were four people:

  • Scholarly civilization: utilizing 4X gaming as a framework for humanities digital media
    [Elijah Meeks, University of California, Merced]
  • Shaping stories and building worlds on interactive fiction platforms
    [Alex Mitchell, Communications and New Media Programme, National University of Singapore]
    [Nick Montfort, Massachusets Institute of Technology]
  • Translation (is) not localization: language in gaming
    [Stephen Mandiberg, University of California, San Diego]
  • Seriality, the Literary and Database in Homestar Runner: Some Old Issues in New Media
    [Stephanie Boluk, Department of English, University of Florida]

Of note is that my panel consists of one “refuge from the humanities theme,” one critical geographer, myself (who chose this option and tailored intendingly), and a cs oriented twosome doing slightly more typically programmer things.

The result (and the opposite of the first example) is that questions and discussion was geared completely toward the programming talk. There were some humanitists in the room (I saw them) but they all tended to leave to go in and out. Of the 20 minutes of Q/A 18 or so were discussion about the IF presentation. No questions went to the critical geographer. Now, this might be considered a matter of bitching, but i’m really trying to say it’s a matter of disconnect.

For instance, one of the lines of questions into the IF discussion was focused on the movement and particularities of platforms, programming and possibilities of moving between platforms. This is localization, the exact topic that I had been discussing and in a very similar way to which I had been discussing. So similar, in fact, that the chair and I had a glance at eachother before I felt the need to jump in and point out some of the problems with what they were discussing. This is discussion as it should be, yes, but it is also disconnect that the completely obvious link.

DAC then is interdisciplinary, fine. But it’s also very fragmented by the mentality of doing what’s comfortable, going to the talks that you know, and of course, mingling with the people who are like you.

Multiple Languages

Texts that have had multiple languages within them have been around since forever. Well, possibly not forever, but in one way or another for a rather long time. One might even find that the current mixing of languages that we attribute to globalization and transnationalism is actually not new, but links in with premodern society: that it is Modernity that unnaturally ended the mixing of languages. However, this is something for the future. For now, I simply want to point out the different reactions given to this mixing of languages depending on the media in which it takes place.

Recently I have heard more and more about Junot Díaz’s The Brief Wonderful Life of Óscar Wao. I finally read it last September. In it the author writes in English, but mixes in pithy spanish phrases and words. These go untranslated and unmarked, and require the reader to actively figure it out. Such a mixture reinforces ideas of postcolonial flow in the current global climate and reproduce what it is to be always within two languages. It is a best selling book, but it is also granted the distinction of literature through academic accolades.

That said, a German I know complained, extensively, that he doesn’t speak Spanish (a native German, he does speak, read and teach fluent English), and used that as a reason for not only putting the book away unfinished, but simply disliking it. I want to point out, first, that this is not the normal reaction to Óscar Wao, but then ask why I can claim any idea of normalcy to this or any other text.

Here I will supply my list of four observations around this:

  1. nobody bitches about made up languages
  2. art is okay, but not ‘wanted’
  3. foreign languages less acceptable than non-languages
  4. games are right out

So, the first is a sort of odd thing to say, but it’s pretty legitimate: nobody complains when somebody goes through the trouble to make up a new language. Examples are 1984‘s Newspeak, Lord of the Ring‘s Elvish and Star Trek‘s Klingon. The first is considered amazing and important, the second equally amazing, and the third completely nerdy, but still, uncritiqued. Nobody complains about them even if a glossary of terms is necessary. Even Neuromancer is considered important in its alternate language even if it makes it slightly difficult.

However, when that alternate is not “legitimately” an alien and just a foreign (with all of the ironies of that statement) language it becomes problematic. Óscar Wao is one example, but there are plenty of others. However, here’s the catch: those others are acceptable in “art” modes, but not as pleasure texts. Entertainment is supposed to be easy, relaxed, the opposite of “work.” Understanding other languages, cultures, people, in short, the foreign, that’s just work, and we can’t have that, so entertainment texts generally have a hidden translation at play, a Babel Fish between strange character and the screen. They might have an accent, but Bond villains all speak English.

Finally, we get to the fourth bit. One of my favorite moments of videogaming is in Onimusha 3 at the beginning when the player, coming from Tokugawa Japan, suddenly finds him/herself in late turn of the 21st century France alongside Jean Reno. This, in itself, is not particularly interesting as timewarping happens disturbingly often in popular cultural texts (temporality, pausing, et cetera are interesting issues in their own right). What is amazing of these few moments is that the Japanese player is forced to interact with both Japanese and French. Sadly, this state is soon avoided by the introduction of a magic spell of some sort that allows Jean Reno to both speak and understand Japanese, which results in the remaining 8/10ths of the game being solely in Japanese.

Multiple languages in games don’t happen. Obviously, I just used an example of it happening, but the point stands that such is very rare. Whereas such multi-linguality is common in other media, grudgingly accepted in others still, it is rejected in yet other media. There is a level of acceptability of mixing languages depending on the media and the content.

Back from Kingdom Hearts

I’ve recently been doing a lot of work on a specific project on the game franchise Kingdom Hearts with William Huber. We’ve been blogging some of it at Gummi Ship, presented some at DiGRA ’09 and I will be continuing to do some work on it, possibly for DAC ’09. The project is quite expansive, but for me it is a means of looking at ideas of translation, transference, flow and interaction between Square-Enix and Disney, Japan and the United States, and the game world of Kingdom Hearts.

The work has consisted of playing through the games and analyzing them as texts, which has resulted in certain problems (other successes) and a definite greater knowledge of what I can and cannot, should and should not say from our analysis. It has also led to a greater understanding of what my work needs in other ares.

Mainly this is currently related to a need for ethnographic work of some sort. Most of my work seems to need the inclusion of user voice, but other parts don’t Really, the question is how to bracket things and yet have the ability to say things. To get to allegorithm must I interview to see if the obvious is there for other people? How much must one play between the field’s factions that stem from disciplinary difference as much as theoretical difference? And such.

Translation, Adaptation, History, Controversy (and back)

My own interests with translation have recently come crashing into one of the current big gaming controversies: Six Days in Fallujah. The path of my interest goes form translation to adaptation to the construction of history, of which the game Six Days in Fallujah is a prime example. It is also an example of gaming controversy and protestation.

Recently, Ki Mae Huessner wrote a piece for ABC News about Rendition: Guantanamo and gaming controversy. She lists 9 games that have “gone too far” in that they have brought about large controversies. Some of these games like Grand Theft Auto IV (and the rest in the series) thrive off of this controversy. Others, like Super Columbine Massacre RPG! and JFK Reloaded are completely and unfortunately misunderstood in their intent because of the controversy and crash because of it. The main problem is the conflation of games, children, play, sugar, spice and everything nice, which excludes concepts of art, theory and all things serious. This split has been problematized time and again in different fora (Serious Games, Meaningful Play, Art Games), but primarily dismissed by the people who count: the media (ABC News) and the producers who cave in (Konami). Obviously, my interests are not aligned with advocating for or against  games in general or any game in particular. What I am interested in is the interaction of culture and games, or as it is more often written in conferences sections and on journals, Games and Culture.

At this point I would like to jump back along the windy path of my interest away from controversy, which is generally disinteresting to me, through the construction of history (and knowledge), to adaptation and finally arriving back at translation

Six Days in Fallujah, Rendition: Guantanamo, and JFK Reloaded are all controversial games. They are so controversial, in fact, that the former two are likely not going to be made, and the latter is barely known outside of people who study games and people who study history. All three of these are about ‘history’ and its construction, but that’s not why they’re controversial. Their controversy stems from the particular events that they dwell in/on. Moments of national trauma and embarrassment. Other games, such as Kuma/War, which features John Kerry’s Silver Star mission, or the sundry World War II RTS games do the exact same thing as the controversial games, but spark near no negative reaction as they are based around events of national (and international) pride and success.

History is constructed after the event happens. History is the ordering of the past to fit with, justify the existence of, perpetuate the goals of a given political entity be it nation-state, company, individual, or other. Text books, movies, novels and even historical treaties all do this; games are no different. The problem, of course, is that whereas some of the above have been welcomed into the serious realm games have not. So, games can construct history and the three above games do exactly that. Time for another step backward to the idea of adaptation.

Adaptation involves the re-ordering of logics from one form to another. The intent is that the overarching logic (or under-girding structure) remains between versions/editions/adaptations, but such is of course the difficulty in adapting anything. While most adaptations are thought to be from one form of popular media to another (between books, plays, movies, radio shows, television shows and so on) what must also be understood is that the definition of media need not be so limited. Language can be considered a medium, hence the difficulty in adapting between language/word and visual representation. History is another medium. History games are all adaptations, imperfect re-ordering of the events, feelings, beliefs, half-truths, full truths and lies in order to construct History.

And finally back to translation. While adaptation admits to changing the object (a book is turned into a movie; a historical event is turned into a game), translation hides and objects to this simple fact. Translation is based around the impossible goal of equality that is embedded within the concept of translation (See Walter Benjamin, “Task of the Translator”). (Perfect) translation is, and will always be, impossible. What remains then is choosing what will be successfully translated from one culture to another. History games make a very particular choice in what they translate, but that choice is also what leads to controversy as it does not match up with the dominant perception of what should be maintained.

Back to Six Days in Fallujah. History games are necessary for a number of reasons. On one level they are important in that they are part of the construction of history. Popular culture is one part of historicism despite official history’s denial of such a fact. On another layer, history games are an important step in the definition of games as a medium outside of the realm of (uncritically happy) play with sugar, spice and you get the picture. Art Games, Serious Games and Mature Games (theoretically mature, not thematically mature – Beyond Good and Evil, not RapeLay) are other parts of this movement. Six Days in Fallujah would have done both of these things: critically bring up issues of the interpretation of the past event and construction of future history; oppose the uncritical simplicity of games where you play the unquestioned, good guys and kill the unquestioned bad guys.

Life is not simple. Play is not simple. Games should not be simple.