Title
“The game of thrones”. From novel to film and video game. A case study of game localization through narrative universes and nonlinear transmedia storytelling
Conference name
Fun for All. 6th International conference on game translation and accessibility
City
Country
Spain
Modalities
Date
02/02/2023-03/02/2023
Abstract
Transmedia storytelling is today a widespread and multifaceted phenomenon, but it was in the 90s that it emerged overwhelmingly: different media shapes, such as video games or comics, were launched to increase and strengthen the success of a peculiar story, usually belonging to a film or a book. In the video game field, some examples are games such as "The lion king" and "Aladdin", which were taken from Disney films. The average quality of licensed game productions was very high, especially thanks to skilled programmers and substantial funding coming from film companies.
Now the situation is different. After the 90s, a progressive decline in the quality of video game adaptations began, while at the same time there was the establishment of a process that made video games the independent phenomenon they are today; in fact, the video game license is no longer managed by the parent company (cinema, publisher, toys producer). The very concept of license has become multifaceted, and the same authorship has become even more complex and distinct in each individual case.
In this context, the case of “Game of Thrones - the videogame” (2014) is relevant; the video game, developed by Telltale, is inspired by the television series created by David Benioff and D.B. Weiss, in turn an adaptation of the cycle of novels "A song of ice and fire", and aims to integrate an unpublished story within the narrative universe of the original television production. By observing the user playing in the shoes of the various and new characters, the study aims to analyze the gameplay trying to understand how much the video game experience alone can offer a correct vision of the narrative universe that refers (as it was in the intentions of the producers) to the fruition of the starting medium (the TV series) and finally to the original novels.
The way the video game was localized and how this affected the narration style will also be analyzed, even in relationship with the concepts of realism/fiction, as well as main issues and challenges proper of our time, characterized by video game integrations within pre-existing narrative universes. The study of this “Game of thrones case” will also be conducted by taking into account how the situation has evolved in the following years; in fact, the productions based on a film license had a huge response because they were real and successful marketing operations.
Finally, it will be observed how the video game was also the subject of fan-made modifications, in this specific case through the amateur localization phenomenon.
Now the situation is different. After the 90s, a progressive decline in the quality of video game adaptations began, while at the same time there was the establishment of a process that made video games the independent phenomenon they are today; in fact, the video game license is no longer managed by the parent company (cinema, publisher, toys producer). The very concept of license has become multifaceted, and the same authorship has become even more complex and distinct in each individual case.
In this context, the case of “Game of Thrones - the videogame” (2014) is relevant; the video game, developed by Telltale, is inspired by the television series created by David Benioff and D.B. Weiss, in turn an adaptation of the cycle of novels "A song of ice and fire", and aims to integrate an unpublished story within the narrative universe of the original television production. By observing the user playing in the shoes of the various and new characters, the study aims to analyze the gameplay trying to understand how much the video game experience alone can offer a correct vision of the narrative universe that refers (as it was in the intentions of the producers) to the fruition of the starting medium (the TV series) and finally to the original novels.
The way the video game was localized and how this affected the narration style will also be analyzed, even in relationship with the concepts of realism/fiction, as well as main issues and challenges proper of our time, characterized by video game integrations within pre-existing narrative universes. The study of this “Game of thrones case” will also be conducted by taking into account how the situation has evolved in the following years; in fact, the productions based on a film license had a huge response because they were real and successful marketing operations.
Finally, it will be observed how the video game was also the subject of fan-made modifications, in this specific case through the amateur localization phenomenon.