An Assessment of Consumable and Inconsumable Item Description Localization Quality in Fattoy's Swordash

Dhea Afritiansyah, Farid Kurniawan, Dimas Rian Pangestu, Syahnatatia Sakinah

Abstract

The process of localization in video games goes beyond the the transfer of meaning. Thorough analysis is needed to ensure that the target audiences comprehend the purpose and functions of the message that is implied in the descriptions for items that are classified into consumable and Inconsumable. The aim of this study is to examine the localization strategies found in the localization of  Swordash  game (Fattoy,  2023),  a  Role  Playing  Game  (RPG)  that  relies extensively on items in the gameplay. The method employed is a qualitative descriptive approach in examining both visual and textual components in the items. Visual data consists of the item’s icon, whilst textual data contains their descriptions. This study is in pursuit to analyze the numerous elements that are involved in the localization for consumable and Inconsumable items found in Swordash. The objective of the study is to identify the localization strategies employed and evaluate the overall quality of the localization in the game’s item descriptions. Not only aiming to provide clarity on the result of the identified strategies and the end product but also to provide insights for future localizations in games that assuring, smooth, informative, and transformative experience for the audience to connect with the world in the game.

 

Keywords

Localization; Strategies; Assessment; Game

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References

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