Editors and Translators – On Saussure

As I read Jonathan Culler’s Ferdinand de Saussure, the difference between editors and translators is striking. Or rather, their similarity and yet complete perceived difference is striking.

In chapter one Culler notes, “Most teachers would shudder at the thought of having their views handed on in this way, and it is indeed extraordinary that this unpromising procedure, fraught with possibilities of misunderstanding and compromise, should have produced a major work” (Culler p. 25).  He then ends the chapter with the claim that he “shall not hesitate to rectify the original editors’ occasional lapses” (Culler p. 26).

Saussure is the origination point of the Course in General Linguistics. Nobody questions this. However, what of the status of Charles Bally and Albert Sechehaye, the “editors” to which Culler refers? Saussure’s colleagues, Bally and Sechehaye, gathered three terms’ worth of students’ notes, combined them, ordered them, limited them and in so doing made the Course. Culler calls them editors, and yet could he not also call them translators? What really is the difference?

Bally and Sechehaye are forgiven for their mistakes and counted as a problematic (but necessary) medium from Saussure to air to students to notes to editors. As such, Culler has no qualms about correcting their “lapses.” But how is this any different in the case of Wade Baskin, the English translator of the French original, or any other translator?

An editor is somebody that changes something for the benefit of general understanding. Editors are hated and partially antagonistic to the idea of the author, but are also considered a necessary part of the process. A translator is somebody that changes a text into a different form: it is not for general benefit, but specific benefit to a particular audience, whether that be temporally or spatially separated from the origin. In this case, Saussure in French… and in his classrooms between 1907 and 1911.

So, the Course is a translation of Saussure’s lectures just as the English translation of the Course In General Linguistics is a translation of a translation. And yet they aren’t considered as such, there is an assumed difference between the editors and the translators. Editing is different from translating.

But this makes little sense. They all move the text on, allow it to live, but necessarily alter it.

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.

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.

translation or localization

There’s very little work done on translation and language within gaming. What is mostly done is relegated to celebratory domestication work claiming how poor games sell when the “translation” doesn’t take the target culture into consideration. This of course leads to an understanding that language is negligible next to sale values; that the good translation hides behind the play; that translation is in fact simply localization.

Localization is taking a product and altering it to sell to a local audience. It is a business term that is intricately tied to economics and politics. On the economic, a good localization is one that sells well: change is good as long as it sells more. On the political, a good localization is one that is acceptable within an audience: censoring is a good thing. Within gaming, translation is a matter of localization and has always been so due to the commercial nature of games. In order to problematize such a combination one must either separate gaming from commercial endeavor (something constantly under attempt by serious games, art games, et cetera), or problematize the aspect of new media that focuses on variability to the detriment of difference.

Manovich’s variability claim argues that new media has no original. There’s no original, but then again, there’s also no secondary as all are parts of the same code and property. Thus, within a logic of variability changing the language of a game is a matter of localizing the new media text that otherwise does not change.

The problem with this understanding is that it takes out intention within the language itself. Games have intentions other than play, and an aspect of this intentionality is the language used within it. By focusing on pleasurable flow toward an audience and justifying this through an understanding of games as variable new media such intentionality of the original writer is unfortunately removed. In order to reinsert an idea of intention, if not an origin, it becomes necessary to focus on the concept of translation instead of localization.

memory, archive and sources

Bowker claims that the act of remembering gives no guarantee that the thing will ever be remembered. While this is true, he ignores the bit that A was remembered and not B, meaning that while A might possibly be remembered, B will not. With a limited archive (and we are not omnipotent by any means – regardless of a database’s ability to store, we do not know how to record/archive anywhere near all) there is necessarily limited data to remember.

And this brings me to a comment that a doctoral candidate at the NYU media ecology program said about McLuhan Noam Chomsky in regard to quoting. Roughly, “we quote those people/books/lines that we have (easy) access to.” She quotes from the Chomsky book that she has on her shelf and she has it on her shelf as it is the canonical volume. Similarly, I quote Bourdieu’s Outline of a Theory of Practice instead of The Logic of Practice because it is on my shelf. We retrieve from the archive only that which was stored; we retrieve from the archive that which was stored in a more accessible manner.

Two and a half years ago a professor told me that communication was about the storage and retreival of information. Technically, I wasn’t in a Communication program at the time (it was Media Ecology/Media, Culture and Communication) and so didn’t think much of the comment. In truth, I didn’t understand the depth and importance of the comment. Communication, in a lot of ways, is about information that has been stored in some way and is/must be retreived in some way. The details are where the study begins. Hence, communication necessitates an archive: library, bookshelf, memory, history et cetera.

This is of course where we return to the concepts of storage (remembering) and retreival (re-membering). We focus so much on the storage capacity and the speed at which we retreive information, but we don’t seem to focus on exactly what is put down into storage. We know we don’t get everything, but we don’t ever really deal with this. Why? Why is there so little work done on the act of remembering especially when it is turned out into the realm of collective memory and history. Is it to naturalize the details remembered? Is it to hide the production? Or any of the other plethora of answers that are possible.

naturalized, culturalized

The opposition of nature and culture is one traditionally of that which cannot be changed and that which can be changed. Thus, nature is natural in that it is the normal state of things and culture is constructed, actively passively or (false) consciously and can through human means be changed. Obviously, it is not as simple as this though as those worlds themselves are but in a mystified hierarchy of divine nature and base, human culture. Thus, the words and our interaction with them start us out on a path that sees the resultant columns of data (the natural and the cultural) in particular ways. The following will read in part as a long rumination on the categories and categorialization at play in theory. It will also attempt to link these concepts and categories to the general themes of subjectivity, the liberal, the social, agency, ideology and particularly the idea of criticism, or demystification.

Nature is what is. It is outside of human consciousness, but also structuring human consciousness. The natural state of things it he untouched and unobstructed state. However, nature is also divine: it is both in Western thought the pristine (untouched by humans) and the sublime (ultimate, god given state of things). Thus, the natural is both the Ur state from which we have fallen (the garden) through becoming human, but also the state that can never be obtained/attained. On a completely banal side it is also the world itself, as it exists outside (trees, plants, waves, people and even all produced things). However, the natural is also that which has come to resemble any of the above through repetition or even temporal distance (the garden, the unknowable, is nature[e/al]), but so is the city to those born and raised in cities).

On the opposite side is culture, which unlike nature is, according to Raymond Williams, one of the most complex words in the English language. Culture is the social, it is the human derived, the changeable/malleable aspect of the world. It is that which is not nature, but it is not unnatural. Culture has levels and differences and implies, unlike nature, a teleology regardless of postmodern moves to fragmentation. Culture, from cultivate implies an action, a chronology and a history. While nature is timeless, culture cannot exist without time.

All of these statements/claims of both culture and nature are arguable and most are problematic. Both nature and culture are context specific ideas that have been decontextualized and mystified/naturalized. Culture comes from the concept of cultivation, to cultivate, which is a very specific form of action that relates to farming and growing. It was then moved to the debate about cultured as a state of advancement: that which was cultured was not base, but superior. From there it enters the 19th/20th C meanings discussed previously. However, Marx points to a specific aspect of the idea of cultivation in German Ideology that bears on this discussion. He writes that the conscious acting upon the environment in order to produce his sustenance separates man from animal: man is man because he cultivates, not because of some internal determination. This leads to the (teleological) understanding of cultivation, culture and civilization as the linear progression toward some ultimate moment/epoch/event/civilizational level.

To the aptly named moment called Modernity, it is the ultimate level. There is nothing after the modern, the present, because the future always becomes the present when we get to it. The continual deference of getting to the present results in the perpetuation of an idealized non-time. Modernity is the stasis of time.

Of course nature has aspects that existed before modernity, but such meanings had little to do with us as people. Instead, nature exists as the continually offset alterior clause to culture. If culture is the means of consciousness, the subject, then it comes to exist off of the other, nature.

But, what happens when nature becomes culture? What happens when nature is manipulatable to the degree (we idealize) culture is manipulatable?

translation and the remake

My MA thesis argued that the Hollywood remake was a form of imperialistic, domesticating translation that mirrored the dominant literary translation style and hid the foreign other. I still believe this.

However, I’ve been thinking more and more about all of the things that slowly steeped into my brain from the words and lectures of my advisor. She works on memory, pleasure, history, time, repetition et cetera. As my work has been leaning more and more toward the area that I was hesitant to hit before (gaming), I’m thinking more and more about remakes and demakes and the logics (cultural, economic, political) at work in those forms and how they are both similar to and different from the logics at work with cinematic remakes. Particularly, I’m mixing the primary idea of translation with that of time.

One of the problems that I ran into with my thesis is the differences between remakes (typological) as they relate to different temporal distances. Which is to say, the meaning/logics in play with a remake is different both the further away it is from the “original” as well as depending on the relationship it has with the “original.” With my thesis I focused almost entirely on a particular form of relationship both to limit the depth of the analysis and to enable a stronger support for my own reading. Obviously, when one compared the remake that moves a film from foreign cinematic tradition to local one (リング to The Ring) my argument held, but when one mixed up those that held different logics (typology) such as earlier time to present (Psycho to Psycho) or versions of a story (Robin Hood to Robin Hood: Prince of Thieves) the situation became muddled.

While I still believe that there is a certain translational logic that aligns with work done on imperialistic translation styles (eg: Venuti), I am now far enough from the work to be able to recognize and awknowledge the problems with the argument. I realize that even the title of this blog recognizes the transition even if I did not at the moment.

I don’t know where this will lead at the moment, but hopefully the work will lead to interesting conclusions. For now, I can definitely say that I’m looking more into ideas of memory/repetition/pleasure as an offset to themes of translation. This does not mean that I’m abandoning the concept of translation. Far from it, I still believe translation is an incredibly useful term for understanding how texts move between places, but I’ve realized that I can no longer ignore the agency/subjectivity at play causing those texts to move. In order to approach those concepts I need to look elsewhere if I am to avoid the simple false consciousness dead end premature conclusion. While there are certainly systemic aspects determining the form and content of texts as well as the method of movement there is also very real action being taken shaking up the system: fansubs, metatitles and demakes are all born in/as some form of agency/resistance.

Neo/Post

Today I had a long conversation about the differences between and qualities of the prefixes post and neo. Obviously, on the simple root level one implies after and the other implies new. Unfortunately, the usage of the terms is hardly regulated, far from understandable, and often used for the same formation: post-colonial, neo-colonial, post-Fordist, neo-Fordist, et cetera.

Thus, the question turns to what they each imply, what are the particularities of the terms. Post-colonial implies after the colonial moment, there are no more empires or colonies, so the idea of post-colonial focuses on the temporal switch from one era/epoch/period/moment to the next. It highlights chronoogical time as hte basic structure of intelligibility.

In contrast, there are those who adamantly refuse to use the term post-colonialism on teh grounds that formations of domination and exploitation exist despite the lack of colonies perse (American imperialism of the mid/late 20th century and its relationship to Israel and Japan are the standard objections). This is generally resultant in the use of neo-colonialism, which highlights not the temporally specific formation of empire and colonies, but the structural paradicgm and its 20th century revision into a new, but related paradigm. Neo thus implies a progression and revision of structure and ideas.

To here, it is possible to understand the nomenculture as a matter of individual emphasis. The problem is that it goes beyond a simple linguistic turn. History is structured after the fact by discourse: the emphasis of political structure or ethical paradigm restructures the historical field of knowledge.

So, which is better, neo or post? Is time the best way to structure knowledge or is theme? And how do each of these translate between contexts?