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天主教輔仁大學跨文化研究所翻譯學碩士論文 A Thesis Presented to the Graduate Institute of Cross-Cultural Studies Master’s Program in Translation and Interpretation Studies Fu Jen Catholic University 指導教授:張梵 Advisor: Albert L. Chang O’Hagan 與 Mangiron 的創譯策略應用初探: 以《上古卷軸五:無界天際》與 《巫師三:狂獵》中的人工語言為例 An Exploratory Review of the Application of O’Hagan and Mangiron’s Transcreative Strategies: A Case Study on Constructed Languages in The Elder Scrolls V: Skyrim and The Witcher 3: Wild Hunt 研究生:周泰榮 撰 Advisee: Tai-Jung Chou 中華民國一○八年六月 June 2019 All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. All thesis and no slacking makes Steve a suicidal. 摘要 電子遊戲產業近年來在全球發展蓬勃,商機龐大。遊戲在地化因此成為遊戲公司 進入各國市場的跳板,也自然受到學界關注。Mangiron 與 O’Hagan 首先援引翻譯學中的 創譯(transcreation)手法,指出遊戲必須適時經過創譯,以便忠實保留遊戲體驗。然而, 近來遊戲開發商的創意卻為二位學者的概括性論述帶來了挑戰。現今遊戲開發商不時會 因 應 劇 情 需 要 , 設 計 人 工 語 言 ( constructed language ) 並 置 入 遊 戲 資 產 中 。 若 按 Mangiron 與 O’Hagan 的論述,人工語言的文字或許亦能使用六種創譯策略處理,進而保 留遊戲體驗。然而,由於二位作者在論述創譯手法時未能預見人工語言的出現,因此未 能說明或驗證創譯策略能否有效處理含有人工語言的遊戲資產。 本研究以上述發展為基礎,探討創譯策略能否翻譯含有人工語言文字的遊戲資產, 並保留遊戲體驗。本研究以《上古卷軸五:無界天際》與《巫師三:狂獵》中含有人工 語言的遊戲資產為語料,透過前人文獻分析語料中的遊戲體驗要素、遊戲資產類別、人 工語言、翻譯策略,以探討創譯策略是否適合翻譯人工語言。研究分析發現,遊戲資產 內的人工語言鮮少以創譯策略處理,大多採音譯或保留原文。細究後更發現,人工語言 和遊戲資產的用途、遊戲劇情鋪陳、遊戲方式都可能是譯者鮮少使用創譯策略的原因。 因此,本研究建議,使用創譯手法前,須詳加考慮前述環節以及整體遊戲體驗,再慎選 策略。 關鍵詞:人工語言、遊戲體驗、遊戲翻譯、在地化、創譯 iii Abstract In recent years, the rapid growth of the video game industry has attracted much scholarly attention to video game translation. Mangiron and O’Hagan (2006, 2013) borrowed the notion of transcreation from Translation Studies and wrote that video games must be sometimes transcreated so as to retain the original gameplay experience. Nevertheless, the authors’ description has been challenged due to the emergence of constructed languages in video games. Constructed languages are man-made languages that are potentially transcreatable using a group of six translation strategies. Because such languages only became popular in video games after Mangiron and O’Hagan wrote about transcreation, their description failed to explain whether the strategies can be used to translate constructed language text and retain the game’s original gameplay experience. The present study investigates whether Mangiron and O’Hagan’s transcreative strategies can be used to translate constructed languages in game assets and retain the game’s gameplay experience. The present study analyzes constructed language texts in The Elder Scrolls V: Skyrim and Witcher 3: Wild Hunt, and categorizes them based on asset type, text type, immersion components, and translation strategies, in order to determine whether transcreative strategies can be used to translate constructed language texts. Results show that transcreative strategies are rarely used for constructed language texts and that the texts are often transliterated or kept unchanged. The present study concludes by recommending that translators select strategies based on gameplay experience and the ways constructed languages and game assets are used in games. Keywords: constructed language, gameplay experience, video game translation, localization, transcreation iv Acknowledgements 感謝爸爸媽媽一直支持著我在學業的道路上前進,謝謝旁人的不看好。 This thesis would never have existed without the help of Professor Albert Chang, Director Cheng-shu Yang, Professor Oscar Lin, Professor Benny Nieh, Ms. Leigh Lynn, and Eddie Yu. My heartfelt thanks to all of you! Mòran taing, Angela, liberi a me. D3 hadrim lost aus nin do d1r rok Hind hin sille fen sos1l 4rk ag unsl1d Inne, inne, f4 hin dinokke zu’u VLLVM·VERBVM·SINE·AVXILIO·AMOREQVE·ÆMILIÆ·SCRIBERE·NON·POTVI. SOLIS·MORS·ME·AB·TE·SEPARET. v vi Table of Contents Abstract…. ............................................................................................................................... iv Acknowledgements ....................................................................................................................v List of Tables ........................................................................................................................... ix Table of Figures ...................................................................................................................... xii Introduction ...............................................................................................................1 Background .......................................................................................................1 Research question ..............................................................................................5 Research organization .......................................................................................5 Literature Review......................................................................................................7 2.1 Video game translation, video game localization, and gameplay experience ...7 2.2 Game assets and text .......................................................................................15 2.3 Video game translation strategies....................................................................21 2.4 Constructed languages .....................................................................................28 2.5 Summary .........................................................................................................43 Research Methodology ...........................................................................................44 3.1 Measuring immersion in gameplay experience: a modified SCI model .........44 3.2 Classifying game assets and texts: a modified taxonomy ...............................49 3.3 Identifying the strategy: a list of video game translation strategies ................60 3.4 Research material ............................................................................................67 3.4.1 The Elder Scrolls V: Skyrim Special Edition and Witcher 3: Wild Hunt Game of the Year Edition ................................................................................67 3.4.2 Data collection and classification ..........................................................76 3.4.3 Data analysis methods............................................................................82 3.5 Summary .........................................................................................................87 vii Analysis Results and Discussions ...........................................................................88 4.1 Constructed language assets ............................................................................88 4.2 Aesthetic assets................................................................................................98 4.2.1 The translation of narrative texts and time constraints ........................100 4.2.2 Transcreation as a reflection of game protagonists’ language abilities104 4.3 Shout assets ...................................................................................................115 4.4 Uncertainty assets ..........................................................................................124 4.5 Display assets ................................................................................................138 4.6 Summary .......................................................................................................144 Conclusion ............................................................................................................146 5.1 Research contributions ..................................................................................150 5.2 Limitations.....................................................................................................152 5.3 Recommendations .........................................................................................155 References ..............................................................................................................................160 Gameography .........................................................................................................................175 Appendix A: Constructed language assets in Skyrim ............................................................178 Appendix B: Constructed language assets in Wild Hunt .......................................................260 viii List of Tables Table 1.1.1 Constructed languages in video games ................................................................... 4 Table 2.2.1 A taxonomy of game asset and text type .............................................................. 18 Table 2.4.1 Hylian symbols in The Legend of Zelda: A Link to the Past ................................ 37 Table 2.4.2 Use of Dovahzul in The Elder Scrolls V: Skyrim ................................................. 41 Table 3.2.1 A modified taxonomy of game assets and texts ................................................... 51 Table 3.2.2 Using modified taxonomy to classify user interface and its text .......................... 54 Table 3.4.1.1 Dovahzul alphabet, words, and sentence structure ............................................ 70 Table 3.4.1.2 A comparison of Hen Llinge and its variants in Wild Hunt............................... 73 Table 3.4.1.3 In-game texts written in the Hen Llinge languages in Wild Hunt ..................... 75 Table 3.4.1.4 Categorization of constructed languages in Skyrim and Wild Hunt based on the existing taxonomies ................................................................................................................. 76 Table 3.4.2.1 Classification of constructed language assets in Skyrim and Wild Hunt ........... 79 Table 3.4.2.2 Constructed language assets that had the same source texts ............................. 81 Table 3.4.2.3 Discarded assets that only contain constructed language names ....................... 81 Table 3.4.2.4 Discarded assets with irrelevant constructed language texts ............................ 82 Table 3.4.3.1 Translation strategies and immersion components of constructed language assets in Skyrim and Wild Hunt .......................................................................................................... 86 Table 4.1.1 Total number of assets, immersion components, transcreative strategies and translation strategies in Skyrim and Wild Hunt ........................................................................ 89 Table 4.1.2 Asset types and text types in Skyrim and Wild Hunt ............................................ 91 Table 4.1.3 Dual-use constructed language asset in Wild Hunt ............................................... 91 Table 4.1.4 Number of translation strategies use in Skyrim and Wild Hunt ............................ 93 Table 4.1.5 Immersion components constituted by constructed language assets in Skyrim and Wild Hunt ................................................................................................................................. 95 Table 4.1.6 Immersion components before and after translation strategies were used ........... 96 Table 4.2.1 Aesthetic assets in Skyrim and Wild Hunt ............................................................ 98 ix Table 4.2.2 Text and immersion components of an aesthetic asset ......................................... 99 Table 4.2.1.1 Aesthetic asset that display narrative texts in Skyrim and Wild Hunt .............. 100 Table 4.2.1.2 An aesthetic asset that displays narrative text in Wild Hunt ............................ 101 Table 4.2.1.3 Translation strategies used to render constructed language texts in aesthetic assets that display narrative texts in Skyrim and Wild Hunt ............................................................. 102 Table 4.2.1.4 An aesthetic asset that displays narrative text in Wild Hunt ............................ 102 Table 4.2.1.5 Asset W109’s constructed language text transcreated with a reference to the novel Miecz Przeznaczenia .............................................................................................................. 103 Table 4.2.2.1 Aesthetic asset that display narrative texts in Skyrim and Wild Hunt .............. 105 Table 4.2.2.2 An aesthetic that displays oral/dialogic text in Skyrim .................................... 105 Table 4.2.2.3 Strategies used to render constructed language texts in aesthetic assets that display oral/dialogic texts in Skyrim and Wild Hunt .......................................................................... 106 Table 4.2.2.4 Examples of constructed language texts transcreated into traditional Chinese107 Table 4.2.2.5 Rendering of asset W122’s constructed language text under different language settings ................................................................................................................................... 108 Table 4.2.2.6 Immersion components constituted by aesthetic assets before and after transcreation ........................................................................................................................... 112 Table 4.2.2.7 Examples of using translation strategies to reflect game protagonists’ language abilities ................................................................................................................................... 114 Table 4.3.1 Source text and immersion components of shout assets in Skyrim..................... 117 Table 4.3.2 Asset types and text types of shout assets in Skyrim .......................................... 118 Table 4.3.3 Strategies used to render constructed language texts in the 116 shout assets in Skyrim ................................................................................................................................................ 118 Table 4.3.4 Examples of the transliteration and retention unmarked strategies .................... 119 Table 4.3.5 A comparison of asset T146’s source text after transcreation and transliteration122 Table 4.4.1 Constructed language asset that creates uncertainty in Skyrim........................... 128 Table 4.4.2 Asset type and text type of uncertainty assets in Skyrim and Wild Hunt ............ 129 Table 4.4.3 Number of translation strategies used for uncertainty assets in Skyrim and Wild Hunt ................................................................................................................................................ 132 x Table 4.4.4 Strategies used to translate uncertainty assets’ constructed language texts under the traditional Chinese language setting ...................................................................................... 133 Table 4.5.1 Display assets in Skyrim and Wild Hunt ............................................................. 138 Table 4.5.2 Asset types and text types of display assets in Skyrim and Wild Hunt ............... 139 Table 4.5.3 Number of translation strategies for the 452 display assets in Skyrim and Wild Hunt ................................................................................................................................................ 139 Table 4.5.4 Texts displayed in dragon font and Times New Roman ..................................... 140 Table 4.5.5 Asset T261’s text rendered with two different translation strategies ................. 141 Table 4.5.6 A display asset’s texts and appearance in Wild Hunt ......................................... 143 Table 4.5.7 Asset W42’s texts displayed in Wild Hunt after transcreation and omission ..... 143 Table 5.2.1 Deliberate use of incorrect punctuation marks in Skyrim ................................... 152 Table 5.2.2 Correct form of asset T65’s target text ............................................................... 152 Table 5.2.3 A comparison of asset T146’s source text after transliteration and transcreation154 Table 5.3.1 Constructed language texts in Sethian, Heaven’s Vault and Eloquence............. 156 Table 5.3.2 Transcreation of constructed language text in Wild Hunt................................... 158 xi Table of Figures Figure 2.1.1. Ermi and Mäyrä’s SCI model of components of gameplay experience. ............ 13 Figure 2.1.2. Relationship between video game translation, video game localization, and gameplay experience. ............................................................................................................... 15 Figure 2.2.1. A game asset’s content before and after video game translation and localization. .................................................................................................................................................. 21 Figure 3.1.1. Modified SCI model of immersion components constituted by game assets. .... 46 Figure 3.1.2. Immersion components constituted by a user interface. .................................... 48 Figure 3.2.1. Examples of asset types and text types............................................................... 49 Figure 3.2.2. Asset displaying text in user interface. ............................................................... 53 Figure 3.2.3. The use of the modified taxonomy with the modified SCI model. .................... 54 Figure 4.2.2.1. Change in asset W122’s immersion components after transcreation. ........... 111 Figure 4.3.1. A comparison of asset T146’s immersion components before and after text transcreation. .......................................................................................................................... 123 Figure 4.4.1. A model illustrating the creation of uncertainty from context build-up in game quests...................................................................................................................................... 126 Figure 4.4.2. A model illustrating how asset T456’s constructed language text helps create uncertainty in the quest “A Blade in the Dark.” .................................................................... 130 Figure 4.4.3. A projection model of how asset T456’s text eliminates uncertainty when the text is written in English instead of Dovahzul. ............................................................................. 131 Figure 4.4.4. Change in asset T456’s immersion components after transcreation. ............... 135 Figure 4.5.1. Change in display asset’s immersion components after transliteration. ........... 142 xii Introduction Background Since video games first appeared in 1931 as simple, partly-electronic pinball machines, they have evolved and spread quickly across the world (Bernal-Merino, 2006). Video games have become an interactive form of entertainment that uses different kinds of media and computer calculation to enforce game rules and present challenges and rewards to players, who participate in the games through devices such as controllers, keyboard, and display (BernalMerino, 2015, p. 18; Frasca, 2001, p. 5). In addition, the video game industry has also developed and thrived. The industry’s global revenue has ascended from US$1 billion in 1971 to more than US$130 billion in 2018. The amount was higher than the film industry’s global box office revenue in the same year, US$44 billion (League of Professional esports, 2018; McAloon, 2019; Nakamura, 2019; Newzoo, 2018; Statista, 2019). Currently, the highest grossing media title of all time is also a video game; Grand Theft Auto V (Rockstar Games, 2013) has grossed over US$6 billion with 90 million units sold (Cherney, 2018; OppenheimerFunds Distributor, 2018). Behind the industry’s immense success is the highly specialized video game localization industry, which emerged in the 1980s. Before that, video games were rarely localized because there was not much to localize; early video games only had simple game mechanics and displayed short texts (Bernal-Merino, 2015, pp. 157-161). In addition, the export of games used to be insignificant, with Japan and the United States being the only major exporters of video games (Bernal-Merino, 2011, pp. 12-13). Despite its humble beginnings, the video game localization industry is now involved in almost every stage of a game’s lifecycle. During a game’s development stage, project managers create localization kits as a roadmap to guide localization, outlining details such as personnel, delivery deadlines, and the files to be localized 1 (O’Hagan & Mangiron, 2013, pp. 128-129). As production and localization begin, linguists come in to translate in-game texts and proofread translations, while art design and sound effects specialists localize non-text game files and integrate them into the localized game (O’Hagan & Mangiron, 2013, pp. 130-136). Towards the end of production, testers scrutinize the localized game and work closely with the above specialists to ensure that the game’s quality meets the market’s requirements (O’Hagan & Mangiron, 2013, pp. 136-140). The high levels of task specialization in the video game localization industry have caught the attention of the academia, which began to study the challenges faced by the industry. In particular, many studies investigated the challenge of retaining a game’s gameplay experience in its localized versions, that is, how to maintain a game’s look and feel after localization (Fry, 2003). For instance, O’Hagan and Mangiron (2013) addressed this challenge by putting it in the context of Translation Studies and borrowing from the post-colonial notion of “transcreation.” The authors used transcreation to highlight the video game translator’s freedom, granted in addition to translation, to help plan and even achieve the retention of gameplay experience in localized games (O’Hagan & Mangiron, 2013, p. 197-201). Most importantly, they recommended that “video games must sometimes be transcreated to retain the same affective appeal of the original game” (p. 199). The authors’ recommendation is significant not only because it reflected the localization industry’s practice of adapting game contents to market needs (e.g., Dong & Mangiron, 2018; Iaia, 2016; Mangiron & O’Hagan, 2006), but also because it has opened a window for subsequent studies. For example, van Oers (2014) examined the localization of the game Beyond Good and Evil (Ubisoft, 2003) and found that around 10% of the game’s texts was indeed transcreated (p. 146). 2 However, O’Hagan and Mangiron’s recommendation has also left a few things unclarified. For instance, it remains unclear whether the term “transcreate” is referring to the transcreation of texts, or that of non-text game contents, such as images and animation. In practice, the two are different. The transcreation of texts typically refers to the use of specific translation strategies. For example, Mangiron and O’Hagan (2006) examined the English translation of Japanese in-game texts and proposed a transcreative strategy named contextualization by addition, which is to translate a text and add new information based on context. In this example, the term “transcreation” is discussed from the perspective of Translation Studies and is referred to as a way of translating in-game texts. On the other hand, the transcreation of non-text game contents covers a wide area, ranging from censoring sensitive contents, such as blood and nudity, to adjusting game difficulty and mechanics. In this context, the notion of transcreation is discussed in the field of video game localization, which considers games as cultural products and transcreation as an approach that customizes certain game contents for a specific culture (O’Hagan & Mangiron, 2013, pp. 203, 215). In addition to what transcreation refers to, the exact timing of transcreating games also remains unclear; the phrase “must sometimes be transcreated” as O’Hagan and Mangiron wrote, is unclear. The closest explanation appears to be Bernal-Merino (2007b), who placed transcreation in the field of Translation Studies and pointed out that when games are based on completely new ideas, game texts need to be translated with a “rather creative, playful approach” (p. 3). Nevertheless, this is not clear enough, because “completely new ideas” are difficult to define. Take constructed languages for example. In recent years, game developers began to 3 create languages for their games in order to enrich the gameplay experience. Such languages often help create a convincing game world where different ethnic groups and cultures coexist. Can these constructed languages, also known as artificial languages or invented languages, be considered as completely new ideas? If so, should games be transcreated when they have constructed languages? Should in-game texts be transcreated when written in constructed languages? How to transcreate texts from a constructed language into, for example, traditional Chinese? These questions are even more challenging when applied to games like The Witcher 3: Wild Hunt (CD Projekt Red, 2015a) and The Elder Scrolls V: Skyrim Legendary Edition (Bethesda Game Studios, 2013b), which are critically acclaimed role-playing games in recent years. As shown in Table 1.1.1 below, both games contain constructed languages that may be considered as new ideas. Table 1.1.1 Constructed languages in video games Game title The Elder Scrolls V: Skyrim The Witcher 3: Wild Hunt Texts written in constructed languages Pruz1n lun ko K2z1l los h4drim do dw3n sil kendav. Ledwedd varlledu cyall, no ghar. English translation The best weapon in Skyrim is the mind of a steelsouled warrior. Paintings should convey emotion, not words. Currently, it appears that no studies have explored the applicability of transcreation or sought to explain O’Hagan and Mangiron’s recommendation. At the same time, video games are slowly integrating constructed languages and other new ideas into their gameplay experience. For example, The Elder Scrolls V: Skyrim Legendary Edition from above not only contains several constructed languages, but also allows players to speak one of the languages and use 4 them as voice commands. Due to the newness of the game approach, it appears that no studies have investigated whether O’Hagan and Mangiron’s recommendation applies. This became the motivation for the present study. The study seeks to conduct an exploratory review on whether the notion of transcreation applies to constructed languages in video games. The aim is to examine and explain when to transcreate video games, so as to retain their original gameplay experience. Research question To help investigate the use of transcreation in video games, the present study will attempt to answer the following research question: “Can transcreative strategies be used to translate constructed language texts in video games while retaining the original gameplay experience?” The question places transcreation in the field of Translation Studies, referring to the term “transcreation” as a specific group of translation strategies that are used to translate in-game texts. In addition, the question narrows down the scope of the investigation by focusing on video games that contain texts written in constructed languages. Answering the question may help explain when video games can be transcreated so as to retain their original gameplay experience. Research organization To investigate the research question and examine when O’Hagan and Mangiron’s transcreation applies, the present study analyzed the translation strategies for two video games that contained texts written in constructed languages. Chapter 2 will review the existing studies and terminologies that are relevant to the investigation, including video game translation, video game localization, gameplay experience, game assets, texts, text strings, and constructed languages. Chapter 3 will explain the methodology behind the investigation, including the 5 collection, classification, and analysis of research materials, as well as the conceptual tools and models that were used. Chapter 4 will provide analysis results and discussions based on the translation of constructed language texts in the two games. Chapter 5 will present an overall conclusion pertaining to the research question. 6 Literature Review This chapter contains four sections. Each Section reviews different existing studies and conceptual frameworks related to the research question: Can transcreative strategies be used to translate constructed languages in video games and retain the original gameplay experience? Section 2.1 reviews existing studies of video game localization, video game translation, and gameplay experience. The aim is to provide a general context for the research question. Section 2.2 reviews the literature on game assets, texts, text strings, and the frameworks used to categorize them, in order to understand where constructed languages can be found in a game. Section 2.3 reviews the literature on the concept of constraints and strategies in video game translation, in order to understand how previous studies assessed translation strategies. Section 2.4 reviews the existing literature on constructed languages, including video games that use such languages, in order to provide details to the context of the research question. 2.1 Video game translation, video game localization, and gameplay experience This section reviews literature on the terminologies that describe the process and purpose of modifying text in video game localization. The aim is to differentiate video game translation and video game localization and define gameplay experience, a term often associated with the purpose of video game translation and localization. Video game translation and video game localization. In the 1990s, studies began to discuss the modification of text during the process of localizing video games. Some studies also included the modification of other elements in games, such as censoring violent game content. But there was no consensus on the terminologies for describing the modification of texts, nontext elements, or hybrids of both. Terms like game localization and video game translation were 7 proposed, but what they meant differed from study to study. Dietz (1999, 2003) used the term games localization mainly to refer to translating text in games into a different language. Trainor (2003) distinguished games localization from text translation, which, as the author pointed out, was only part of games localization. Trainor wrote that games localization in fact covered technology and cultural issues, such as enabling the display of double-byte fonts and replacing red blood with green. Mangiron (2004) and O’Hagan and Mangiron (2004) preferred the term game localization when discussing the translation of in-game texts from Japanese into English. Chandler (2005) also used game localization, but referred to it as “translating language assets in a game into other languages” (p. 4). Mangiron and O’Hagan (2006) later proposed the term transcreation to describe how text is modified in game localization. According to the authors, transcreation was part of video game localization and referred to freely translating text into a different language. At the same time, Bernal-Merino (2006) called for differentiation between translation, game localization, and transcreation in the field of Translation Studies. BernalMerino did not recommend the use of the term game localization because it sometimes refers to activities that do not involve translation. Still, no consensus was reached on the terminologies that described text modification during video game localization. In fact, Mandiberg (2009) even implied that both game translation and game localization can refer to text modification. Mandiberg wrote that localization meant making the text feel the same regardless of game version or the player’s background, whereas translation meant altering text for a justifiable reason, which would usually lead to a trade-off between certain aspects of the text or the game. Later, Honeywood and Fung (2011) differentiated game translation from game localization based on industry practices. According to the authors, game translation referred to translating text in games from one language into another and was one of the activities that made 8 up game localization, a group of activities dedicated to “creating a product suited to a specific locale” (pp. 17-19). Subsequent studies echoed Honeywood and Fung. O’Hagan and Mangiron saw translation as one of the activities carried out in game localization (2013, pp. 128-140). Bernal-Merino proposed the term the translation of multimedia interactive entertainment software, or TMIES, and placed it in the field of Translation Studies (2015, pp. 97-99). However, some later studies still used video game translation and localization interchangeably. For instance, Iaia (2016) placed his analysis of game text translation in game localization.This shows that video game translation and video game localization need to be differentiated before investigating the current study’s research question. For the purpose of this study, video game translation and video game localization will not be used interchangeably. Video game translation will refer to preliminary tasks that linguistically and culturally modify a video game’s text, in order to facilitate other tasks in video game localization and retain the game’s gameplay experience in its localized versions (BernalMerino, 2006, p. 31; Di Marco, 2007, p. 1; Honeywood & Fung, 2011, pp. 17-19). In this sense, text in an unlocalized game is the source text in Translation Studies terminology, while the text in a localized game is the target text. Video game localization will refer to tasks that modify a video game linguistically, culturally, technically, and legally, in order to retain the game’s gameplay experience in its localized versions (Bernal-Merino, 2006, p. 31; Di Marco, 2007, p. 1). In other words, video game translation is a group of tasks in video game localization. It modifies a game’s text, whereas video game localization modifies parts of a game, sometimes including text. Although gameplay experience is closely related to video game translation and 9 localization, the term has not been clearly explained or defined in this field (Iaia, 2016, p. 123). Thus, the rest of this section will review the literature on gameplay experience. Section 2.2 will review the literature on game assets, texts, and text strings, which are the objects that are modified in video game translation and localization. Gameplay experience. Gameplay experience is a concept widely used in video game translation and localization, often associated with the purpose of modifying game text and game parts (e.g., Bernal-Merino, 2006, p. 34). The concept came from two similar ideas. First, Fry (2003) pointed out that an important aspect of localization is to address the “look and feel” of a product (pp. 3, 5, 11). Second, Dietz (2003) wrote that a positive result of video game localization is a localized game offering “the same experience as the original” (p. 25). Although the two authors did not clarify what look and feel and experience meant, their ideas paved the way for gameplay experience. For instance, Mangiron (2004) wrote that a localized game should feel as if it was produced in the player’s language. O’Hagan and Mangiron (2004, p. 60) suggested that the experiences of playing a video game and its localized version should be similar. O’Hagan (2005, pp. 3, 5) suggested that the aim of video game localization was to re-create the original game’s gameplay experience in its localized versions. The author’s point of view gained support from subsequent studies (Hsu, 2016, p. 52; O’Hagan & Mangiron, 2013, p. 199; Šiaučiūnė & Liubinienė, 2011, p. 46). From a Translation Studies perspective, the retention of gameplay experience can be seen as achieving dynamic equivalence or achieving the purpose of a translation activity. According to Nida (1964), dynamic equivalence is achieved in translation when it clearly conveys “the meaning and intent of the source,” and most importantly, makes readers feel and respond to the translation in the same way readers of the original work do (pp. 166-167). In video game translation and localization, the emphasis on retaining the original 10 gameplay experience can be seen as an effort to achieve dynamic equivalence; the texts and parts of a game are modified in order to allow players from different cultural backgrounds to enjoy the game in the closest way possible (O’Hagan & Mangiron, 2013, pp. 194-199). On the other hand, according to Reiss and Vermeer (1984), the purpose of a translation activity guides the manner in which a translation is planned and produced. This can explain the retention of gameplay experience and mark it as the purpose that guides video game translation and localization. Given the similarity between O’Hagan’s view on retaining gameplay experience and dynamic equivalence and the pursuit of translation purpose, this study follows O’Hagan: The purpose of video game translation and localization is to retain the original game’s gameplay in its localized versions (O’Hagan, 2005, pp. 3, 5). However, previous studies have remained vague about what gameplay experience covers or what produces it, despite the concept’s widespread use in video game translation and localization. For instance, Mangiron and O’Hagan (2006), Šiaučiūnė and Liubinienė (2011), Souza (2012), and Czech (2013) pointed to text as part of gameplay experience. But Mangiron (2006), Di Marco (2007), O’Hagan (2007, 2009), and Szurawitzki (2010) referred to non-text elements as part of gameplay experience, such as culture, game design, technical issues, localization model, and gameplay. Faced with the unclarity in the notion of gameplay experience, Purnomo and Untari (n.d.) were the first to turn to other disciplines to define gameplay experience. The authors used Ermi and Mäyrä’s (2009, see Figure 2.1.1 below) model of gameplay experience in the field of Game Studies to discuss the impacts of video game translation on localized games. This opened the door to a new variety of studies that can explain gameplay experience: Örtqvist and Liljedahl 11 (2010) proposed a model of gameplay experience based on immersion and player characteristics (pp. 2-3). Calvillo-Gámez, Cairns, and Cox (2010) built their model based on gameplay, the environment that the game provides, and the player’s sense of control and ownership over the game (pp. 55-64). Engl and Nacke (2012) developed their model based on game content, game hardware, the player’s psychological and biological states, and time (p. 7). Almeida, Roque, Veloso, and Mealha (2013) used the interaction between the game and the player as the source of gameplay experience for their model (p. 51). Kors, van der Spek, and Schouten (2015) illustrated for game developers how game mechanics, signs, narrative, and factors in the real world contribute to the formation of a persuasive gameplay experience (p. 4). These studies shared a point of view: Gameplay experience comes from the game and the player together. From a Translation Studies perspective, the player’s role in gameplay experience is similar to the reader’s decoding ability and response to a translation. According to Nida (1964), the reader’s ability to extract meaning from texts can be divided into four levels, which the translator needs to consider in order to achieve equivalence in response (pp. 158-159). The difference is that Game Studies tends to focus on players’ physiological data when examining the player’s role in gameplay experience (e.g., Engl & Nacke, 2012). 12 Figure 2.1.1. Ermi and Mäyrä’s SCI model of components of gameplay experience (2009, p. 103). Although Game Studies has defined and even measured gameplay experience, the concept remains unexplored in video game translation and localization and unlinked to the notion of reader response in Translation Studies. This study thus borrows from Ermi and Mäyrä (2009) and defines gameplay experience as “an ensemble made up of the player’s sensation, thoughts, feelings, actions, and meaning-making,” based on what the game offers during gameplay (p. 91). This study divides what a game offers into game assets and the immersion they create. Game assets are non-code components of a video game that contain game contents, such as text, image, and animation (Llopis, 2004, p. 36; Unity Technologies, 2019). These contents allow game assets 13 to create immersion, which is an important source of gameplay experience (Ermi & Mäyrä, 2009, pp. 94-97; Örtqvist & Liljedahl, 2010). Based on Ermi and Mäyrä (2009), immersion can be broken down into sensory immersion, challenge-based immersion, and imaginative immersion, (pp. 101-103). Sensory immersion is created by the use of audiovisual game contents in games. Challenge-based immersion is created by gameplay elements that require the use of motoric and cognitive skills. Imaginative immersion is achieved through contents that immerse players deeper into the game. In summary, this section reviewed the literature on video game translation, video game localization, and gameplay experience, as well as defined each of them. Gameplay experience, in simplified terms, is collectively formed by the player and the game. An important source of that experience comes from the three types of immersion that game assets create, including sensory immersion, challenge-based immersion, and imaginative immersion. In this sense, video game localization refers to modifying game assets linguistically, culturally, technically, and legally, in order to retain the original game’s gameplay experience in its modified version (i.e., localized game). Video game translation refers to linguistically and culturally modifying texts in game assets, in order to achieve the same purpose. Figure 2.1.2 below illustrates the relationship between video game translation, video game localization, and gameplay experience. Although game assets regularly create all three types of immersion in the illustration, this does not apply to all kinds of video games. 14 Original game Asset(s) Sensory Imaginative Challenge-based Video game localization Text Video game translation Localized game Asset(s) Sensory Imaginative Challenge-based 文字 Figure 2.1.2. Relationship between video game translation, video game localization, and gameplay experience. The next section will review the literature on game assets, texts, and text strings, the objects that are modified in video game translation and localization. Section 3.1 will explain how to measure the immersion that game assets create, by modifying the SCI model (Ermi & Mäyrä, 2009, p. 103). The method and the modified model were used to investigate whether Mangiron and O’Hagan’s transcreative strategies could translate constructed languages in games while retaining their original gameplay experience. 2.2 Game assets and text This section reviews literature on the terminologies that describe the objects being modified in video game translation and localization, including game assets, texts, and text strings. The aim is to differentiate game assets, texts, and text strings and cover how they were categorized in previous studies. This can help identify the parts of a game that may contain 15 constructed languages. Game assets, texts, and text strings. In the early 2000s, the field of video game localization seemed to use a relatively limited terminology to describe the objects being modified in video game translation. Nearly everything that is translatable in a game was referred to as texts: Dietz (1999) focused on the translation of texts and word choice in user interface (pp. 5859), Trainor (2003) discussed text translation for subtitles and voiceover scripts (pp. 19-20), while O’Hagan and Mangiron (2004) examined text in game menus and subtitles (pp. 58-59). This suggests that texts was an umbrella term that covered nearly everything that is translatable in video game translation, regardless of how texts were used. Later, Chandler (2005) expanded the field’s understanding by introducing the concept of game assets and text strings. The author provided a list of assets found in games, including texts, audio and voiceover files, art assets, and cinematics. Some game assets contain text strings that are translatable in video game localization. Although Chandler did not specify what game assets and text strings are, the author’s terminology became accepted in both the academia and the industry. For instance, Mangiron (2006) pointed out that game assets are essentially components of a video game (p. 3); Bernal-Merino (2007a) discussed the translatable parts of a text string in a game asset (p. 35); and Honeywood and Fung (2011) referred to game assets as the objects being modified in video game localization. As Chandler’s (2005) terminology became widely used, subsequent studies began to classify game assets and texts in games. For instance, Chandler and Deming (2012) added a few new types of asset (pp. 144-148, 199-209). O’Hagan and Mangiron (2013) proposed a taxonomy of assets found in narrative-driven games (pp. 153-164). The new taxonomy made a distinction 16 between game assets that are related to the game world, referred to as diegetic assets, and those that are not related, referred to as non-diegetic assets. In addition, the taxonomy also described how text functioned for each type of game asset and linked it to the notion of text function (O’Hagan & Mangiron, 2013, pp. 153-159). According to Reiss (1971/2000), text affects the translator’s method of translating and can be divided into four types based on its function and (pp. 16-47). Based on this notion, O’Hagan and Mangiron’s taxonomy recommended different translation strategies based on text functions (2013, pp. 155-159). On the other hand, BernalMerino (2015) proposed a taxonomy of game assets that can be found in all games, as well as the types of text that go along with the assets (see Table 2.2.1 below). The taxonomy divides game assets into five large groups and asset texts into seven types, including narrative, oral/dialogic, technical, functional, didactic, promotional, and legal. The taxonomies proposed by Chandler and Deming, O’Hagan and Mangiron, and Bernal-Merino are useful because the taxonomies also explain how each asset works in games. This not only demonstrated how game assets create immersion in a game’s gameplay experience, but also provided a better understanding of how to localize assets. For example, Bernal-Merino demonstrated how font size affects the translation of subtitles in video games (2015, pp. 110-130). 17 Table 2.2.1 Oral/dialogic Technical Functional Didactic Promotional Legal In-game text: UI, system messages, game installers Y Y Y Y Y Y Y Voiceover and Cinematics: audio and video scripts Y Y - Y Y - - Art: game logo, in-game texture embedded words - - - Y - Y - Glossaries and TMs - - Y - - - Y Packaging and promotion: box, manual, EULA, guarantee, ‘ReadMe’, help files, official website - - Y - Y Y Y Game asset Text type Narrative A taxonomy of game asset and text type (Bernal-Merino, 2015, p. 110) However, it appears that previous studies have left a few gaps when describing the objects that video game translation and localization modify. First, previous studies tended to confuse texts with text strings and game assets. This in turn creates confusion over what is actually being translated and localized. For instance, in Chandler and Deming’s example of translating voiceover assets, it is not game assets that are being translated, but voiceover scripts (see 2012, p. 4). Second, no studies took gameplay experience into account. Existing taxonomies do not relate game assets and texts to gameplay experience. But from a technical viewpoint, game assets and texts are components of a game and therefore play a role in the formation of gameplay experience. If a taxonomy fails to convey that, it would be difficult for translators who use it to see how assets and texts relate to gameplay experience. This would likely cause the translators 18 to change their strategies when trying to retain gameplay experience (Bernal-Merino, 2006, p. 34; O’Hagan, 2005, pp. 3, 5; Šiaučiūnė & Liubinienė, 2011, p. 46). Take O’Hagan and Mangiron’s (2013) taxonomy for example. Because the taxonomy does not relate game menu text to gameplay experience, it can be difficult to see how that text affects gameplay experience after it is translated into another language. This could impact how translators translate game menu text. Lastly, taxonomies from previous studies often make assumptions about what type of texts and assets go together. For example, Bernal-Merino (2015) uses identifying marks to explain what kind of text can be found in an asset (Table 2.2.1). Columns and rows without any mark suggest that there can be no such asset-text combination. For instance, in column 1, row 3 of the author’s taxonomy, there is no mark. This means that narrative text is not used in art assets, such as cover art and game logo. Assumptions like this are not always accurate, because game developers often combine game assets with texts creatively. Take the game logo of The Elder Scrolls IV: Oblivion (Bethesda Game Studios, 2006) for example. The logo is a letter from an alphabet used by a fictional race in the game. In other words, the game logo is an art asset that displays narrative text, which presents information about the game word. If the game logo were to be categorized using Bernal-Merino’s taxonomy, the asset would be out of place, because the taxonomy assumes that art assets do not display narrative texts. Similarly, O’Hagan and Mangiron’s (2013) taxonomy also makes assumptions. For example, the taxonomy assumes that texts in a game or platform’s system message are always non-diegetic, meaning that they do not belong to the game world. But in Nier: Automata (PlatinumGames, 2017), for instance, some system messages that appear after the player 19 completes certain tasks show strong ties to the game world. For example, there is a system message that reads “Farewell, Pascal,” which is a reference to the fate of a non-player character with the same name. From the above examples, it can be observed that existing taxonomies are inadequate in classifying the objects being modified in video game translation and localization. The taxonomies fail to define the objects and cannot keep up with game developers’ use of game assets and texts. For the purpose of the present study, game assets are defined as non-code components of a video game that contain game contents, such as text, image, and animation (Llopis, 2004, p. 36; Unity Technologies, 2019). As explained in Section 2.1, game assets create different types of immersion, which is an important source of gameplay experience. On the other hand, text refers to language in written or spoken form. A text string or a string is any amount of text stored and used as a group (Heimburg, 2006, p. 139). The text of an asset, as well as other game contents, determines the types of immersion that game assets create. For instance, assets that contain large amounts of texts about game characters create imaginative immersion, immersing players deeper into the game. In other words, game asset is like a container of various game contents, including images, animation, and text strings, which can also be called text. In this sense, video game localization modifies game assets and their contents, while video game translation modifies text and text strings. Before it is translated, the text of an asset is the source text. After translation, it becomes the target text. Figure 2.2.1 below illustrates a game asset’s contents, including texts that are written in constructed languages, as well as how video game translation and localization modify the contents. 20 Text Image Game asset Image Video game translation Image Video game localization Animation 文字 Animation 文字 Animation = Text written in constructed language Figure 2.2.1. A game asset’s content before and after video game translation and localization. In summary, this section defined game assets, texts, and text strings, as well as identified the existing taxonomies’ inadequacy in classifying them. The inadequacy suggests that a different taxonomy is needed in order to classify the assets and texts in the latest video games. Therefore, Section 3.2 will propose a modified taxonomy based on Bernal-Merino (2015). The modified taxonomy was used to classify game assets and texts, as part of the present study’s investigation into whether transcreative strategies could translate texts that contain constructed languages while retaining the original gameplay experience. The next section reviews the literature on strategies that are used to modify texts in video game translation. 2.3 Video game translation strategies This section reviews the literature on translation constraints and video game translation 21 strategies. The aim is to identify trends in previous studies, cover how translation strategies were assessed, and identified any potential inadequacies. From translation constraints to strategies. Early studies of video game localization did not include translation strategies. Instead, the constraints on translation were a frequent topic of discussion. Early studies used translation constraints to discuss how to modify texts and thereby facilitate the localization of a video game. Dietz (1999, 2003) wrote about the limited space for text in user interfaces and recommended that translators use icons to replace text. Mangiron (2004) and O’Hagan and Mangiron (2004) added that animation and localization methods can also become constraints on the translation of onscreen subtitles in video games. The authors used subtitles in Final Fantasy X (Square, 2001) as an example to discuss how to translate Japanese subtitles into English so that the translation of the spoken words matches game characters’ lip movement. The same example was also used to show how the game’s English version affected other localized versions. Subtitles in the game’s French, Italian, German, and Spanish localized versions were translated from the English version, instead of the original in Japanese. Chandler (2005) showed that time management and localization workflow are constraints to be found in almost every game localization project. According to the author, translation could slow down due to poor time management and other localization tasks, such as testing and integrating localized game assets. In retrospect, early studies tended to focus on technical constraints, which came from outside the act of translating texts into a different language. Thus, solutions were often developed not only for translation, but also for localization tasks. The focus on translation constraints gradually shifted to translation strategies. O’Hagan (2005) was the first to borrow strategies from Translation Studies, in particular Venuti’s (1995) 22 notion of domestication and foreignization, to discuss video game translation. In her analysis of the translation of subtitles from Final Fantasy X (Square, 2001), O’Hagan wrote that translation strategies were needed in order to determine what to domesticate or foreignize when translating texts in games. Mangiron and O’Hagan (2006) further proposed four domesticating strategies, which, according to the authors, were used to produce acceptable translations in a game and bring it closer to players. The four domesticating strategies include renaming key terminology, contextualization by addition, recreation of play on words, and deliberate use of regional expressions (Mangiron & O’Hagan, 2006, pp. 17-19). The strategies were drawn from the authors’ analysis of the translation of Japanese game texts into English. The authors proposed the use of an umbrella term, “transcreation,” to describe a way of translating in-game texts by using the four domestication strategies. Di Marco (2007) took a similar approach and presented another strategy that belonged to domestication strategies: compensation. The author compared a game’s source text in Japanese with its target text in Italian and wrote that the compensation strategy produces a target text that can compensate for what is not translated from the source text. Moving further away from translation constraints, O’Hagan (2007, 2009) implied that video game translation is an application of skopos theory in Translation Studies. Skopos theory, proposed by Reiss and Vermeer (1984), is a general theory for the translation of any text (Munday, 2012, p. 122). In simplified terms, the theory puts emphasis on the skopos of translation, or the purpose for which a translation is planned and produced, with a few principles (see Munday, 2012, pp. 122-126; Pym, 2010, pp. 43-46). O’Hagan (2007) used the term skopos when describing video game translation and localization’s purpose, which, as previously mentioned in Section 2.1, is to retain the original game’s gameplay experience in its localized 23 versions (p. 4). O’Hagan’s research suggests that the use of video game translation strategies is in fact centered around the retention of the original gameplay experience (Bernal-Merino, 2015, p. 244). This has provided future studies a way to assess the use of video game translation strategies, that is, whether they can produce target texts that retain the original gameplay experience. Subsequent studies began to focus on assessing translation strategies, instead of constraints. Hyttinen (2010) and Szurawitzki (2010) constructed their analysis of in-game text translation around translation strategies. Using Japanese horror games as their research material, both authors analyzed the localization of game assets and translation of asset texts, such as writings on a wall and subtitles on the screen (see Hyttinen, 2010, pp. 54-59; Szurawitzki, 2010, pp. 52-59). Both authors demonstrated how domestication and foreignization affected gameplay experience and game mechanism, and vice versa. In contrast, previous studies focused on translation constraints and solutions, yet failed to analyze how the solutions affected localized games. Iaia (2016) and Hsiao (2018) analyzed the transcreation of in-game texts and its impacts on gameplay experience. However, Iaia (2016) failed to measure how transcreation affected gameplay experience; and Hsiao (2018) failed to define gameplay experience. Šiaučiūnė and Liubinienė (2011) and van Oers (2014) were the first to carry out quantitative analysis of video game translation strategies. The authors used corpora of asset text strings as research material, analyzed how the strings were translated, and incorporated the number of translation strategies into their analysis results. The results showed that game texts were often translated with both domesticating and foreignizing strategies (van Oers, 2014, pp. 145-148; Šiaučiūnė & Liubinienė, 2011, p. 53). Šiaučiūnė and Liubinienė and van Oers were the 24 first to assess video game translation strategies based on corpora and the number of strategies that were used. In contrast, many previous studies failed to mention how frequently a strategy was used. As a result, those studies failed to tell whether the use of a translation strategy was a preferred solution or a one-time exception. In retrospect, early studies of video game translation tended to focus on the constraints on translation and subsequent solutions. Later, the field borrowed the concept of translation strategies from Translation Studies and shifted focus to the analysis of translation strategies. Hyttinen (2010), Szurawitzki (2010), Šiaučiūnė and Liubinienė (2011), and van Oers (2014) have all developed their own methods for analyzing video game translation strategies, such as investigating a strategy’s effects on gameplay experience and the number of times the strategy is used. Nevertheless, previous studies failed to define gameplay experience, as had been the case in Mangiron and O’Hagan (2006, 2013). As a result, previous analyses of video game translation strategies failed to precisely record the strategies’ effects on gameplay experience. For this reason, gameplay experience and the immersion that game assets create were previously defined in Section 2.1, which also serves as a point of departure for this study. The concept of immersion in Chapter 3 and Chapter 4 can help assess how translation strategies affect the feel of constructed language texts and localized games. Video game translation strategies. As studies of video game translation shifted focus from translation constraints to strategies, several strategies were proposed, categorized, and compiled. Mangiron and O’Hagan (2006) proposed four strategies that were used in video game translation and categorized them as Venuti’s (1995) domesticating strategies, including renaming key terminology, contextualization by addition, recreation of play on words, and 25 deliberate use of regional expressions (Mangiron & O’Hagan, 2006, pp. 17-19). Di Marco (2007) added another domesticating strategy and referred to it as “compensation” (pp. 6-7). Chuko (2013) proposed a three-tier strategy for minimizing translation errors (pp. 46-48). O’Hagan and Mangiron (2013) divided translation strategies into macro and micro strategies (pp. 153-178). Macro translation strategies, in simplified terms, were used for localizing game assets or the entire game, whereas micro strategies were used for processing asset texts (O’Hagan & Mangiron, 2013, p. 198). To a degree, Mangiron and O’Hagan’s macro and micro strategies are similar to Translation Studies’ global and local strategies, respectively. Global strategies operate at a text’s general levels, while local strategies relate to the translation of a designated part of a text (Kearns, 2009, p. 283). In addition to macro and micro strategies, O’Hagan and Mangiron also stated that video games must sometimes be localized using the transcreative strategies they had previously proposed (Mangiron & O’Hagan, 2006; O’Hagan & Mangiron, 2013, p. 199). The authors believed that doing so helped retain the games’ original gameplay experience. Nevertheless, the authors never mentioned when and how to use transcreative strategies. This created several research gaps in video game translation, one of them being whether transcreative strategies can be used to translate constructed languages in games and retain the original gameplay experience. This gap was ealier explained in Section 1.2. Subsequent studies began to compile strategies previously proposed for video game translation and localization. Costales (2012) and van Oers (2014) both compiled strategies by reviewing previous studies and in-game texts before and after translation. Costales compiled seven strategies for translating texts and one for localization. However, the author failed to define and organize each strategy clearly. By contrast, van Oers (2014) was able to define each translation strategy based on how the strategies affected text and how strategies were described 26 in Translation Studies (pp. 131-132). For example, van Oers described the context for using a particular strategy based on Vinay and Darbelnet’s research (see van Oers, 2014, pp. 131-135; Vinay & Darbelnet, 1995). Furthermore, van Oers also divided strategies into general strategies, which can be applied in any field, and transcreative strategies, which are more used in video game translation (p. 138). Nevertheless, van Oers’ strategies showed great inconsistency in the objects they were applied to. As previously mentioned, the author’s research material was asset text strings, the length of which could vary from a word to a few sentences (Heimburg, 2006, p. 139). This meant that the translation strategies examined by van Oers could be applied to a word, a name, or several sentences. These texts often require different strategies to translate. If text strings contained more names than sentences, the strategies that van Oers found would likely be those used for translating names. This, as the author herself suggested, could create inconsistency in analysis results (van Oers, 2014, pp. 146-148). In addition, van Oers also failed to comprehensively describe the impact of each strategy on the localized game’s gameplay experience. Her analysis focused on the frequency of a strategy’s usage. But frequency cannot solely represent a strategy’s impact on gameplay experience and as a result, van Oers’ analysis results failed to describe in depth how translation strategies affected gameplay experience. In summary, this section identified two past trends in video game translation. First, previous studies shifted focus from translation constraints to strategies, some of which were based on those previously proposed in Translation Studies (e.g., Szurawitzki, 2010). Second, the study of video game translation strategies has gradually shifted to quantitatively assessing a strategy’s ability to retain gameplay experience (e.g., van Oers, 2014). Nevertheless, the following inadequacies have also emerged along the way. First, previous studies failed to define or measure gameplay experience, hence unable to analyze a strategy’s impact on the experience 27 objectively (e.g., Hyttinen, 2010; Szurawitzki, 2010). Second, previous studies failed to provide a consistent object for the strategies’ assessment. For example, van Oers (2014) assessed translation strategies based on text strings, which could vary from a word to a few sentences. Finally, it remains unclear that how and when Mangiron and O’Hagan’s concept of transcreation should be to retain gameplay experience. For instance, it remains unclear that whether the strategies can be used to translate constructed languages in games and retain the original gameplay experience in the games’ localized versions. This has led to the research question previously introduced in Section 1.2. 2.4 Constructed languages To provide context for the study, this section reviews the literature on constructed languages and their translation. Also covered are examples of constructed languages in video games. What constructed languages are. Constructed languages are languages consciously created, designed, invented, or planned by one or more people for a specific purpose (Arrick, 2013; Mäkelä, 2015, p. 5; Okrent, 2013). The history of language creation can be traced back to Lingua Ignota in the twelfth century by Hildegard von Bingen, whose purpose of creating the language remains unknown (Okrent, 2009, pp. 10-11). After Lingua Ignota, numerous constructed languages have been created and used around the world; the languages are sometimes referred to as artificial languages, fictional languages, imaginary languages, invented languages, model languages, or planned languages (Arrick, 2013; Okrent, 2013). Esperanto is a widely cited example, which was created by Ludwik Lejzer Zamenhof for international communication (Education@Internet, 2017a). Esperanto has its grammar, syntax, and 28 vocabulary, as can be found in natural languages, such as French and German. Most notably, the language also has a small group of native speakers (see van Oostendorp, 2000, pp. 5-6). Nevertheless, constructed languages like Esperanto are different from natural languages, in that natural languages do not have a creator and usually develop organically from a community of native speakers (Luu, 2016). Constructed languages have been widely studied. For example, the Language Creation Society (2019) has organized international conferences on language creation since 2006. Okrent (2009) reviewed the history of constructed languages and language creation. Rosenfelder (2010) and Peterson (2015) discussed the elements and processes of language creation, such as phonetics and word order. Ryan (2014) and Coker (2016) examined the linguistic features of constructed languages in literature, in particular the novel The Return of the King (Tolkien, 1955). In addition to being a subject of study, constructed languages have also been created for literature, film, games, and other media for different purposes. For example, the novel Nineteen EightyFour (Orwell, 1949) used the constructed language Newspeak to demonstrate a totalitarian society’s control of the public’s thoughts (Fimi & Higgins, 2017, p. 25). The constructed language Dovahzul was designed as part of the video game The Elder Scrolls V: Skyrim and even became the source of a fan-made dictionary (Bethesda Game Studios, 2011; Purnomo, Nababan, Santosa, & Kristina, 2017; www.thuum.org, 2017). The Dovahzul example in particular is closely related to the current study, which used Dovahzul to investigate whether constructed languages can be translated with O’Hagan and Mangiron’s transcreative strategies while retaining the gameplay experience. Taxonomies of constructed languages. As constructed languages grew in number and 29 variety, taxonomies were proposed to categorize constructed languages in literature, film and other media. The most widely used taxonomy was that of a priori, a posteriori, and mixed. The taxonomy divided constructed languages into three groups based on their sources of inspiration, including a priori, a posteriori, and mixed (Adelman, 2014, pp. 546-547; Arrick, 2013; Libert, 2013; Mäkelä, 2015, p. 28; Okrent, 2013). A priori languages took inspiration from elements other than natural or existing languages. For example, the Klingon language in film and television series featured expressions inspired by its creator’s imagination of an alien race (see Okrand, 1992, pp. 9-11). On the other hand, a posteriori languages took inspiration from languages that already exist. For instance, Newspeak in Nineteen Eighty-Four (Orwell, 1949) contained abbreviations based on British English. Finally, mixed languages were inspired by both languages and non-linguistic elements. The three-part taxonomy was often used to categorize constructed languages in literature, film, and video games (e.g., Coker, 2016; Fimi & Higgins, 2017). Constructed languages were also categorized based on their purpose, such as engineered languages, auxiliary languages, and artistic languages (Arrick, 2013). According to Arrick (2013) and Mäkelä (2015), engineered languages were created as an experimentation in logic, philosophy, or linguistics; auxiliary languages were created as a means to facilitate communication, for example, Esperanto; and artistic languages were created for aesthetic purposes, such as for entertainment. Rhiemeier (2012) added three subcategories to artistic languages, including: fictional languages, spoken by imagined races or nations; personal languages, created as a representation of individual ideals; and religious and magical languages, related to the practice of religion or magic. Mäkelä (2015) went on to add three subcategories to Rhiemeier’s fictional languages, including origin, function, and communicative capability (pp. 30 28-33). The origin subcategory divided fictional languages based on their source of inspiration, which was obviously borrowed from the aforementioned taxonomy of a priori and a posteriori. The function category divided languages based on their relevance to the plot. The communicative capability categorized fictional languages based on whether or not they could be used for communication. As detailed as these categories are, they have a rather narrow range of application. Most of the time the categories are only applied to constructed languages in fiction and non-fiction, excluding languages used in the real-world or other forms of media. In contrast, the aforementioned taxonomy of a priori and a posteriori could target constructed languages like Esperanto, which is spoken in the world, and Klingon, which was first used in the film Star Trek: The Motion Picture (Wise, 1979). In addition, constructed languages were also categorized based on their communicative capability. Mäkelä (2015) categorized constructed languages in literature and film based on whether or not they could be used for fluent conversation (pp. 31-32). Nevertheless, Mäkelä’s method failed to recognize that some constructed languages have no speakers to prove how well those languages can facilitate communication. Van Oostendorp (2000) focused on constructed languages used in real-world and divided them into actual, possible, and impossible languages. Actual languages have real-world speakers who could express their thoughts in those languages and communicate with one another without difficulty. Possible languages have few or no speakers, but have the potential of facilitating fluent expression and communication, which are the characteristics of an actual language. Take Esperanto for example. The language was created by Ludwik Lejzer Zamenhof in the 1880s, with some potential of facilitating communication. Esperanto was a possible language in van Oostendorp’s sense. Now, it has around 2,000 native speakers around the world (Education@Internet, 2017b; van Oostendorp, 2000, p. 2). On the 31 other hand, impossible languages usually do not have fluent speakers and cannot be used for communication, because impossible languages typically lack the characteristics that would enable them to function as a communication tool (van Oostendorp, 2000, p. 2). Purnomo et al. (2017) believed that medium needed to be taken into account when categorizing constructed languages. The authors targeted constructed languages in video games and proposed a complex taxonomy based on several factors, such as game genre, language design, the relationship between the languages, the player, and the game (Purnomo et al., 2017, pp. 5357). In simplified terms, the taxonomy divided constructed languages into interpretive, explorative, configurative languages. Interpretive constructed languages turn players into recipients, who could only interpret information passively after it is given. For example, the constructed language spoken in Gravity Rush™ Remastered (Sony Computer Entertainment America, 2015) was purely verbal and did not have any grammar or fixed vocabulary, leaving players passive in understanding the conversations between game characters. Explorative languages allow players to explore the languages or use them in a limited way. For example, the constructed language spoken by cat-like creatures in Monster Hunter: World (Capcom, 2018) featured suffixes that were easy to learn, yet insufficient for freely expressing one’s thoughts. Configurative languages give players control and allow them to use the languages to achieve a specific purpose. For example, the Dovahzul language spoken by dragons in The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) was not only translatable, but also an integral part of gameplay. In summary, the taxonomy in Purnomo et al. (2017) is more suitable for the present study. The taxonomy of a priori and a posteriori is not as suitable because it only focuses on source of 32 inspiration, leaving out medium and communicative capability. Purpose-based categorization is also not suitable, because constructed languages in video games are, most of the time, created for entertainment. In contrast, Purnomo et al.’s taxonomy is more suitable because it targets constructed languages in video games and incorporates van Oostendorp’s (2000) concept of actual, possible, and impossible languages. Interpretive languages are similar to impossible languages, both of which fail to achieve an intended purpose (e.g., communication). Explorative languages are similar to possible languages; both groups have the potential of achieving an intended purpose. Configurative languages are similar to actual languages, both of which have proven capable of achieving their own intended purposes. In the case of configurative languages, the purposes may include immersion, gameplay, and language learning (Purnomo et al., 2017, p. 54). Most importantly, Purnomo et al.’s taxonomy is suitable because it is in some degree categorizing constructed languages based on Ermi and Mäyrä’s (2009) notion of gameplay experience. As explained in Section 2.1, an important source of gameplay experience is the immersion that game assets create. Since Purnomo et al.’s taxonomy targets constructed languages in games, the languages to some extent are being categorized based on the degree of immersion. Interpretive languages produce the lowest degree of immersion, making players feel like an outsider in the game world. Explorative languages produce intermediate immersion and can also make players feel like an outsider when players’ exploration becomes limited. Configurative languages produce the highest degree of immersion, leading players deeper into the game world as they use the languages. Given that Purnomo et al.’s taxonomy has included some of the merits of previous taxonomies, it is obviously more suitable for the present study. The taxonomy will be used in Section 3.4 to categorize constructed languages in video games. Constructed languages and translation. As popular as constructed languages have 33 become in today’s entertainment industry, the translation of constructed languages has remained relatively unexplored. Among the relatively few studies, Ober (2017), Hsu (2008), and Mäkelä (2015) are most relevant to the present study. Ober (2017) analyzed the translation of neologisms in science fiction television series from English into Chinese. The author found that it was difficult to retain the “newness” when English neologisms were translated word for word into Chinese (pp. 69-97, 131-148). The author believed that this was because most terms from the English were compounds, which Chinese native speakers were already relying on for word formation. Ober’s research is relevant to the present study in that it reported strategies for translating neologisms, which sometimes bear striking resemblance to constructed languages. Nevertheless, the author failed to recognize that the neologisms in his research material can be seen as part of a mixed constructed language, which are inspired by both existing languages and non-linguistic elements. In this sense, a futuristic English language featuring neologisms, like the one in Ober’s research material, can be seen as a mixed constructed language inspired by contemporary English and technology predictions. Hsu (2008) examined strategies for translating English fantasy novels into Japanese and Chinese, including constructed languages in literature. Analyzing a sentence written in Tolkien’s Quenya language, Hsu believed that an ideal way to translate the sentence was to keep the source text unchanged while adding a literal translation (pp. 70-73). In other words, Hsu’s strategy is a mixture of Pedersen’s retention unmarked and shift strategies (Pedersen, 2005, pp. 4-5). Hsu’s research is relevant because the author examined strategies for translating constructed languages in English fantasy literature into Chinese. The author’s language combination and focus on translation strategies and constructed languages are in line with those of the present study. Nevertheless, Hsu was focusing on fantasy novels, not video games. In addition, Hsu only 34 presented one piece of research material, which made the author’s recommendation of translation strategies less convincing (pp. 71-73). Finally, Mäkelä (2015) provided a quantitative analysis of how the constructed language Nadsat in the novel A Clockwork Orange (Burgess, 1995) was translated into Finnish. Having categorized the constructed language based on its function and source of inspiration, Mäkelä (2015) discovered that the most frequently used strategy for translating Nadsat was Pedersen’s (2005) substitution by paraphrase, where Nadsat expressions were either paraphrased into Finnish, or replaced with similar Finnish expressions. In addition, Mäkelä also discovered a few instances in which Nadsat expressions were rewritten from scratch and then added into the Finnish version (pp. 65-66). This translation strategy was named spontaneous artificial language creation, which to some extent is similar to Mangiron and O’Hagan’s transcreation strategy of rewriting a text from scratch. Although Mäkelä provided a quantitative analysis of strategies for translating constructed languages, the research focused on constructed languages in literature, not video games. In addition, the author’s language combination was different from the present study’s, which is traditional Chinese and English. Constructed languages in video games. For studies that specifically focused on constructed languages in video games, Purnomo et al. (2017) appears to be the only one available. The authors examined 62 game titles and 94 constructed languages to investigate whether these languages could be categorized using a priori and a posteriori, as described earlier in this section. The authors then proposed a new taxonomy that targeted constructed languages in video games, based on how players use these languages. Although there is only one study focusing on constructed languages in games, the video 35 game industry has been using the languages for decades. Depending on how and where the languages appeared in games, the industry’s use of constructed languages can be divided into three periods: before the 2000s, the 2000s, and from the 2010s to the present. The three periods show that constructed languages have gone from being part of the story setting, to being part of the game mechanics and gameplay experience. 36 Before the 2000s, the use of constructed languages in video games was limited, due to the limited computing power of game hardware. As such, constructed languages often occupied only a small part of a game’s gameplay experience. Take the Hylian language in The Legend of Zelda: A Link to the Past (Nintendo EAD, 1991, 1992) for example. The Hylian language only appeared in the game’s subtitles, which were displayed on the screen using hieroglyph-like symbols (“Hylian Language,” 2019). Despite its lack of vocabulary and grammar, the constructed language was part of the game’s story (Devlin, 2017); a player must find a book to translate the Hylian symbols, in order to open a gateway. Once players find the book, the symbols are translated into Japanese or English, depending on the game’s version. Table 2.4.1 below shows the use of Hylian in Japanese and North American versions of The Legend of Zelda: A Link to the Past. Table 2.4.1 Hylian symbols in The Legend of Zelda: A Link to the Past Without book With book このセキバンの前で念ずるが よい。そなたの願い伝われば、道は開 けるであろうよい。 Japanese version To open the way to go forward, Make your wish here And it will be granted. NA version The Hylian example suggests two trends in the early use of constructed languages in games. First, constructed languages during this time were mostly interpretive languages, based on Purnomo et al.’s (2017) taxonomy. With interpretive languages, players can only interpret information and do not have control over how to use the languages. In the Hylian example, players could only read the instructions that came with the hieroglyph-like symbols. Second, 37 early constructed languages only appeared in written form. Because early game hardware was unable to play high-fidelity voice recordings, constructed languages usually appeared as subtitle texts. In the Hylian example, the hieroglyph-like symbols appeared as onscreen subtitles. Nevertheless, it remains unknown that whether the symbols were coded into the game as text or as images. Finally, a comparison of the symbols in the Japanese and North American versions shows that the symbols were different. This suggests that before the early 2000s, the video game localization industry already had some sort of strategies for dealing with constructed languages like Hylian. In the 2000s, the use of constructed languages in video games became more diverse. Constructed languages started to appear in different game assets and take different forms. Take Old Hylian in The Legend of Zelda: The Wind Waker (Nintendo EAD, 2002, 2003) and Simlish in The Sims 3 (Maxis, 2009) for example. The Old Hylian language was a more advanced version of the Hylian language from previous titles in the series. The language appeared as onscreen subtitles, written in Old Hylian alphabet created based on the Japanese Hiragana syllabary (Devlin, 2017; IGN, 2002). In other words, the Old Hylian subtitles were translatable into Japanese. In fact, there was an Old Hylian-Japanese translation chart included in the manual of the Japanese version of The Legend of Zelda: The Wind Waker. At the other end of the spectrum, the Simlish language from The Sims 3 (Maxis, 2009) focused on the spoken language. The constructed language was first created in 2000 based on Tagalog, Ukrainian, and other natural languages (The Leaderboard, 2018). Simlish appeared in the form of voice and music recordings; both playable and non-playable characters spoke Simlish and listened to real-world popular songs sung in Simlish. The game developer hired voice actors to record phrases and expressions in Simlish and asked experts to translate the lyrics, before inviting musicians to re-record their 38 songs in Simlish (Jackson, 2019; Maxis Label, 2009; The Leaderboard, 2018). In addition to verbal form, Simlish also had a written form. There was a Simlish alphabet in the game’s television shows. In contrast, constructed languages like the Hylian language in the previous period only appeared as subtitles. The Old Hylian and Simlish examples suggest that constructed languages in the 2000s have become more complete than in the past. Languages during this time began to have their own alphabet and verbal form, despite often lacking grammar and syntax. This was likely due to video game hardware and software’s advancements in playing voice recordings, as well as game developers’ continued efforts in exploring the different aspects of language (O’Hagan, 2009, pp. 156-157). Furthermore, both examples show that constructed languages in the 2000s were being used in a variety of game assets. In the Old Hylian example, the language was not only used in in-game subtitles, but also in the game’s manual. In The Simes 3, Simlish was used in voiceover assets and in-game texture embedded words. Voiceover assets contain text for voice-acting or dubbing (Bernal-Merino, 2015, pp. 115-131), and texture embedded words display text in custom fonts. Most importantly, both Old Hylian and Simlish show that constructed languages in the 2000s were being integrated into the gameplay experience and were moving toward becoming explorative languages, in Purnomo et al.’s sense (2017). Constructed languages at the time started to have elements with which players could explore or use in games. In the Old Hylian example, players could use the Old Hylian alphabet to translate onscreen subtitles. In The Sims 3, players could pick up phrases that game characters were repeating in the game, such as “dag dag,” which means “goodbye” (The Leaderboard, 2018). These examples show that constructed languages in video games were being slowly integrated into the gameplay experience. 39 Starting from 2011, the use of constructed languages in video games became more innovative. Constructed languages began to appear in a wide variety of game assets, sometimes with complex linguistic features, such as grammar and even culture. As such, some constructed languages became an important part of the gameplay experience. Take the Wenja and Izila languages from Far Cry Primal (Ubisoft Montreal, 2016) and Dovahzul from The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011) for example. Wenja and Izila are representative of the complexity in constructed languages in games during this time. In Far Cry Primal, both languages appeared mostly in character voice recordings and voiceover assets. In other words, both languages appeared mostly in verbal form throughout the game, while onscreen subtitles were in English and other modern-day languages. Wenja and Izila were created by linguists based on Proto-Indo-European, which was spoken in Europe between 4,500 to 2,500 B.C. approximately (Apolon, 2016; Truman, 2016). Both languages were more complex than previous constructed languages in video games, because they are the possible languages that van Oostendorp (2000) referred to, or languages that can be used like actual languages. For example, the linguists who created Izila pronunciation, grammar, and vocabulary were able to express thoughts in the language, as well as teach voice actors how to speak (see Byrd, n.d.; Byrd & Byrd, n.d.; Kerzner, 2016; Ubisoft, 2016). In contrast, it was more difficult to use earlier constructed languages to communicate, because earlier languages often lacked vocabulary, pronunciation, or grammar. For instance, the aforementioned Hylian language was impossible to use as an actual language. On the other hand, Dovahzul in The Elder Scrolls V: Skyrim is significant because it was used in a variety of game assets and was an integral part of gameplay. In the game Dovahzul was a constructed language spoken mainly by dragons. The language had a set of pronunciation, 40 grammar, vocabulary, and script, created with the dragons in mind. Furthermore, Dovahzul was used in the game’s user interface, onscreen subtitles, voice recordings, and art assets. In the user interface, Dovahzul appeared as text composed of numbers and the English alphabet; the text was displayed in a specific font that made the text look like Dovahzul script. On the screen, the constructed language was displayed as subtitles. The game used English letters to spell Dovahzul words and phrases and then displayed them on the screen. In voice recordings, Dovahzul could be heard in most dragons’ lines, because the game portrayed dragons as native speakers of the language. Finally, the game also had images of Dovahzul script that were integrated into art assets, in particular inscriptions on walls. Table 2.4.2 shows the use of a Dovahzul phrase in the game assets mentioned above. Table 2.4.2 Use of Dovahzul in The Elder Scrolls V: Skyrim Game asset type User interface Subtitling asset Voiceover asset Art asset Asset contents Text & number Text Text & voice recording Image Asset text L1s y4 nir Laas yah nir Text shown in game L1s y4 nir Las yah nir Laas yah nir - - L1s y4 nir In addition to being used in game assets, Dovahzul was also an important part of The Elder Scrolls V: Skyrim’s gameplay: The game allowed players to learn and use Dovahzul words as magic spells. To learn Dovahzul words, players need to explore the game world and look for walls with inscriptions written in Dovahzul. Players can learn one Dovahzul word from each wall inscription. The more words players learn, the more powerful their Dovahzul magic spells become. To use Dovahzul words to cast magic spells, players press a button on their controller or a key on their keyboard and the spell will be cast. 41 The above examples of Wenja and Izila and Dovahzul suggest that constructed languages in video games have become more complex and innovative since the 2010s. In the Far Cry Primal example, the Wenja and Izila languages demonstrated great complexity in their grammar, pronunciation, vocabulary, and even communicative capability. By contrast, constructed languages created before the 2010s often lacked the above linguistic features. On the other hand, the Dovahzul example has demonstrated that constructed languages have started to appear in a wide variety of game assets, such as user interface and art assets. In contrast, earlier constructed languages mostly appeared as subtitles on the screen. Most importantly, Dovahzul shows that constructed languages in the 2010s have become more integrated into gameplay than previous constructed languages. Although not every game emphasized constructed languages as much as The Elder Scrolls V: Skyrim did, Dovahzul shows that constructed languages could become what Purnomo et al. (2017) referred to as configurative languages, allowing players to use the languages to achieve a specific purpose and thus occupying an important part of gameplay experience. This was not the case in earlier constructed languages, which were mostly used to make games look or feel more exotic. In summary, this section reviewed literature on constructed languages and the categorization and translation of constructed languages, in an aim to provide context for the present study’s investigation. In addition, examples of constructed languages in video games have also been covered. The examples showed that while most constructed languages are used to add different layers to the game world and make it more immersive, a few languages are further tied to gameplay, creating a unique experience for players. 42 2.5 Summary By reviewing the existing literature, this chapter provided a general context behind the current study’s research question and made the following clarifications: Section 2.1 showed that the research question is to be addressed in the framework of video game translation; and an important source of gameplay experience is the immersion that game assets create. Section 2.2 illustrated that video game translation modifies texts, part of which may contain constructed language texts. In addition, Section 2.2 has also identified the inadequacy in the existing taxonomies’ ability to categorize game assets and texts. Section 2.3 has identified the inadequacy in previous attempts to define and assess translation strategies. Section 2.4 has provided a general overview of constructed languages and the use of them in video games. All of the above serve as the basis for developing the conceptual tools for solving the current study’s research question. Moving forward, Chapter 3 explains how different conceptual tools were developed as well as how these tools helped investigate the research question. 43 Research Methodology This chapter explains the methodology used in this study. This chapter will first explain the conceptual tools that were developed based on previous studies and then describe how these tools were used to investigate the research question. Section 3.1 explains the Ermi and Mäyrä SCI model (2009) and presents a modified SCI model for measuring the immersion that game assets create. Section 3.2 explains the modification of taxonomy of game assets and texts (Bernal-Merino, 2015, pp. 109-154) and how it was used to for categorize assets and texts. Section 3.3 compiles a list of translation strategies based on Pedersen (2005), Mangiron and O’Hagan (2006), and van Oers (2014), which were used for analyzing the translation of constructed language texts. Section 3.4 describes how the above conceptual tools were used in the investigation and explains the selection, collection, and analysis of research materials. 3.1 Measuring immersion in gameplay experience: a modified SCI model Gameplay experience is an important concept in video game translation and localization that has been left unexplored and hence unmeasured. For instance, O’Hagan and Mangiron (2013) believed that video games must be transcreated in order to retain the original gameplay experience after localization, but remained vague about what the experience is (p. 199). This makes it difficult to investigate whether the two authors’ transcreative strategies can be used to translate constructed languages in games while retaining gameplay experience. To address the vagueness in the existing literature, this study follows Ermi and Mäyrä (2009) and defines gameplay experience as “an ensemble made up of the player’s sensation, thoughts, feelings, actions, and meaning-making” based on what the game offers during gameplay (p. 91) and what a game offers was divided into game assets and the immersion they create as a source of the gameplay experience. This section describes the immersion that game assets create as well as 44 how it can be measured. Based on Ermi and Mäyrä (2009), the immersion created by game assets can be divided into sensory immersion, challenge-based immersion, and imaginative immersion (p. 103). The three types of immersion are an important source of the gameplay experience collectively formed by the player and the game. However, the SCI model has remained vague about what sensory, challenge-based, and imaginative immersion are (Ermi & Mäyrä, 2009, pp. 101-103). The three types of immersion alone are inadequate in describing the experience created by complex game assets in recent times. If the model was used to measure immersion, confusion would likely arise. As such, the SCI model was modified in the present study in order to quantify and measure the immersion created by game assets before and after translation. This allows the present study to compare the amount of immersion created by game assets before and after the translation of constructed language texts. The following is a description of the modification of the SCI model. The modified SCI model breaks down the original sensory immersion, challenge-based immersion, and imaginative immersion into 11 smaller components, as illustrated in Figure 3.1.1 below. A game asset may create any of the 11 immersion components, depending on the use of sensory stimuli and influence on gameplay and game contents. 45 Imaginative Challenge Game Player Sensory Asset(s) Audio stimuli Audiovisual stimuli Visual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Implicit information Character identification Plot construction World construction Figure 3.1.1. Modified SCI model of immersion components created by game assets (cf. Ermi & Mäyrä, 2009, p. 103). A game asset creates sensory immersion components when it contains or uses sensory stimuli. The four components of sensory immersion represent four types of sensory stimuli in game assets, including audio stimuli, visual stimuli, audiovisual stimuli, and tactile stimuli. The audio stimuli component appears in game assets that contain music, sound effects, or other audio stimuli, such as assets that play voice recordings. The component of visual stimuli appears in assets that display text, image, or other visual stimuli. For example, an asset that displays game character’s words creates visual stimuli component. The component of audiovisual stimuli appears in assets that contain both audio and visual stimuli, such as assets that display subtitles and play voice recordings. The component of tactile stimuli appears in assets that uses real-world objects to affect the player’s sense of touch. For example, game characters that cause the game controller to vibrate when the player’s character touches them. 46 An asset creates challenge-based immersion components when it or its contents influence gameplay. The four components of challenge-based immersion represent the four ways in which game assets affect gameplay, including contacting gameplay, contactless gameplay, explicit information, and implicit information. An asset creates component of contacting gameplay when it requires that a real-world device be manually operated. For example, an asset that displays text to teach the player how to use a device. An asset creates component of contactless gameplay when it influences gameplay without the need to manually operate devices. For example, game assets that display voice commands or trigger specific game mechanisms without the player’s input. An asset creates component of explicit information when it conveys gameplay-related information in a way that is unlikely to be misinterpreted, such as an asset that displays game rules. Game assets create component of implicit information when they convey gameplay-related information in a way that is likely to be misinterpreted. For example, an asset that displays a riddle. An asset creates imaginative immersion components when it deepens the player’s impression of game contents. The three components of imaginative immersion represent three types of game content that game assets focus on, including character identification, plot construction, and world construction. An asset creates component of character identification when it deepens the impression of game characters, such as an asset that displays a character’s thoughts. An asset creates component of plot construction when it deepens the player’s impression of the game plot. For example, assets that display important information in main quests. An asset creates component of world construction when it deepens the impression of game contents other than plot and game characters, for example, an asset that displays item names. 47 To quantify and measure the immersion components created by an asset, the asset’s contents and influences on gameplay and other game contents should be examined. Take game user interface for example. To measure the asset’s immersion components, its contents are examined first, in order to determine and quantify the sensory immersion components it creates. Next, the asset’s influence on gameplay should be examined to see whether it requires a device to be manually operated as well as how the asset conveys information. Finally, the asset’s influence on game contents is examined, in order to determine the kind of contents of which the player’s impression is deepened by the asset. Figure 3.1.2 below illustrates the immersion components created by a user interface, an asset that typically displays buttons and items for the player to choose. Examination suggests that the user interface creates four immersion components, including visual stimuli, contacting gameplay, explicit information, and world construction components. INVENTORY MAP STATS  Health Potion (2) d Contacting gameplay Visual stimuli Magic Potion (46) Explicit information Apple (21) Coffee (4) World construction Figure 3.1.2. Immersion components contained in a user interface. The modified SCI model can also be used to measure an asset’s immersion components after translation, by repeating the above examination on the asset. By comparing the immersion components that game assets create before and after translation, it is possible to tell whether a 48 localized game has the same gameplay experience as its original version. This can help investigate the effectiveness of video game translation strategies. The above method and the modified SCI model were used to investigate the applicability of Mangiron and O’Hagan’s transcreative strategies. They were used to measure the immersion components that game assets create before and after the translation of constructed language texts. Section 3.4 will cover details about how the investigation was conducted. 3.2 Classifying game assets and texts: a modified taxonomy To answer the research question, it is necessary to have a taxonomy that classifies game assets containing constructed language texts and the texts themselves. Nevertheless, existing taxonomies appear to be limited in classifying the assets and texts. Thus, this section proposes a different taxonomy based on Bernal-Merino (2015). The taxonomy was used as a basis because it applies to any kind of video game (pp. 109-154). In contrast, Mangiron and O’Hagan’s (2013) taxonomy mainly applies to narrative-driven games (pp. 155-158). Most importantly, BernalMerino (2015) differentiates between game assets and texts, the concept of which can be illustrated as follows: User interface Functional text Asset type Text type Figure 3.2.1. Examples of asset types and text types. In Bernal-Merino (2015), the name of an asset type indicates how an asset functions in the game. For instance, user interface indicates that such asset displays “text labels that trigger specific computer behaviors” (p. 110). On the other hand, the name of a text type indicates the 49 attributes and content of a text. For instance, functional text explains the function that an asset triggers (p. 109). The concept of asset type and text type in Bernal-Merino is compatible with the description of assets and texts in the current study, that a game asset contains various game contents, such as texts and images. Nevertheless, as explained in Section 2.2., Bernal-Merino is inadequate in classifying the assets and texts in latest video games. Thus, the taxonomy was modified and is described as follows: The modified taxonomy defines a game asset as a non-code component of a video game that contains game contents, including text (Llopis, 2004, p. 36; Unity Technologies, 2019). Text refers to language in written or spoken form and may be described as a text string, which is any amount of text stored and used as a group (Heimburg, 2006, p. 139). The contents of an asset determine the types of immersion the asset creates. Table 3.2.1 below is the modified taxonomy based on Bernal-Merino (2015). 50 Table 3.2.1 Legal Didactic Functional Technical Promotional Game asset type User interface System message Game installer Voiceover asset Subtitling asset Game logo In-game texture embedded words Glossaries and TMs Box Manual EULA and guarantee files Readme file Help files Official website Oral/dialogic Text type Narrative A modified taxonomy of game assets and texts The modified taxonomy is different from the original one in two ways. First, the modified taxonomy has removed the five asset groups in the original taxonomy, including in-game text, voiceover and cinematics, art, glossaries and translation memories, and packaging and promotion. This is because not all of the five asset groups contain texts in today’s video games. For example, the game Abzû (Giant Squid Studios, 2016) does not have texts in the cinematic files or in-game movies; texts mainly appear as subtitles on screen. If Bernal-Merino’s taxonomy is used to classify texts in Abzû’s cinematic files, confusion would arise because there is no text in the assets. For this reason, the modified taxonomy divides game assets into 14 types, instead of five large asset groups. This could allow translators to focus on game assets that are more likely to contain text. For instance, using the modified taxonomy, Abzû’s subtitles can be classified as 51 subtitling assets, while the assets’ texts can be classified as narrative texts. Second, the modified taxonomy has removed the original taxonomy’s identifying marks in rows and columns (cf. Bernal-Merino, 2015, p. 110). The marks indicate what kind of text can be found in an asset. Rows and columns without any mark indicate that that there can be no such text-asset combination. The marks in the original taxonomy are outdated, because today’s video games often combine different game assets and texts. For example, there is narrative text in the manual of The Legend of Zelda: The Wind Waker (Nintendo EAD, 2002, 2003), but the original taxonomy assumes that game manuals do not contain narrative texts. Thus, the modified taxonomy has removed the identifying marks. It lets the user classify an asset’s type and text type. For classifying game assets and texts, the modified taxonomy describes 14 asset types and seven text types (cf. Bernal-Merino, 2015, pp. 109-110). An asset is usually of one of the 14 asset types, while the text it contains is classified as one of the seven text types. However, there may be exceptions. For instance, an asset may contain two types of texts, one for voiceover and the other for subtitling. To classify an asset’s type, how the asset is used within the game should be examined first. Next, the asset is compared with the descriptions of the 14 asset types, in order to determine which of the descriptions matches the use of the asset. A match suggests that the asset is of the asset type being described. To classify an asset’s text type, the content of the text should be examined, such as its style, tone, word choice, and so on. Next, the text is compared with the descriptions of the seven text types in the modified taxonomy, in order to determine the text’s type. Descriptions of the 14 asset types and seven text types are provided at the end of this section. Figure 3.2.2 below provides an example of a game asset that displays the following text in user interface: “INVENTORY MAP STATS.” 52 INVENTORY MAP STATS Figure 3.2.2. Asset displaying text in user interface. The above asset and the text it displays can be classified in the following steps. First, the game asset is examined and compared with the 14 asset types described in the modified taxonomy. This reveals that the asset can be classified as a user interface, an asset that displays text and icons mainly to facilitate the interaction between the game and the player (BernalMerino, 2015, pp. 110-112). Next, the asset’s text is examined and compared with the seven text types in the taxonomy. This reveals that the asset’s text can be classified as a functional text, which informs the player about how parts of a game function (Bernal-Merino, 2015, p. 109). Finally, a dot is put in the box that best describes the asset’s type and text type. Table 3.2.2 below shows the steps of using the modified taxonomy to classify the asset’s type and text type. 53 Table 3.2.2 Legal Promotional Didactic (2) Functional Technical Game asset type Narrative Text type Oral/dialogic Using modified taxonomy to classify user interface and its text (3)  User interface (1) System message Game installer Voiceover asset Subtitling asset Game logo In-game texture embedded words Glossaries and TMs Box Manual EULA and guarantee files Readme file Help files Official website In addition, the modified taxonomy can be used with the modified SCI model from Section 3.1 to determine asset types and text types and quantify the immersion components created by game assets. Take the above user interface asset for example. As shown in Figure 3.2.3 below, the modified taxonomy and SCI model can be used at the same time to classify the asset and quantify its immersion components: Visual stimuli INVENTORY MAP STATS Explicit information Asset type: user interface Text type: functional text Figure 3.2.3. The use of the modified taxonomy with the modified SCI model. 54 55 The above method of classifying game assets and texts was used in the investigation into Mangiron and O’Hagan’s transcreative strategies. More specifically, the method was used to classify game assets with texts that contained constructed languages. The following are descriptions of the 14 asset types and seven text types, and Section 3.4 will explain how the investigation was conducted. Descriptions of asset types and text types. The modified taxonomy describes 14 types of game asset based on Chandler and Deming (2012) and Bernal-Merino (2015), and seven types of text based on Bernal-Merino (2006, 2015). As previously mentioned, the descriptions are used for classifying game assets and the texts they contain. The 14 asset types include user interface, system message, game installer, voiceover asset, subtitling asset, game logo, in-game texture embedded words, glossaries and translation memories, box, manual, end-user license agreement and guarantee files, readme file, help files, and official website. They are explained as follows: 1. User interface is an asset that displays texts and icons mainly to facilitate the interaction between the game and the player (Bernal-Merino, 2015, pp. 110-112). For example, the game Cogmind’s (Grid Sage Games, 2015) user interface features a large amount of text that informs the player about items, skills, and game characters inside the game. If the player decides to expand all in-game windows when playing the game, the text-heavy user interface can take up more than half of the screen. 2. System message displays texts to inform players about how game platform, hardware, or software, functions. Sometimes system messages also display texts to congratulate players on their achievements within the game. For example, Nier: Automata (PlatinumGames, 2017) has a system message that says “Thank you for playing.” after players complete every achievement within the game. 56 3. Game installers are assets that display texts to inform the player about the transfer of game files to a game platform or hardware (Bernal-Merino, 2015, p. 114). 4. Voiceover asset contains texts used for voice-acting, voiceover, or dubbing (BernalMerino, 2015, pp. 115-123). 5. Subtitling assets mainly appear within the game; they display texts on the screen as subtitles or to provide information about what happens within the game (Bernal-Merino, 2015, pp. 123-130). In practice, both voiceover asset and subtitling asset usually have more contents than just text. There could be audio files and character names in the assets, as well as timecodes that specify when an audio file or a subtitle is played (see BernalMerino, 2015, p. 116). Nevertheless, the two asset types are not entirely the same, in that the text displayed by voiceover asset is oftentimes not displayed within the game. For example, some assets in Witcher 3: Wild Hunt (CD Projekt Red, 2016b) are hybrids of voiceover asset and subtitling asset. This means that part of the assets’ text is not shown on the screen because that part is used for voiceover, while the rest of the text is displayed on the screen as subtitles. 6. Game logos are assets that display the name of the game along with artistic style. 7. In-game texture embedded words are assets that display texts in different font sizes and styles (Bernal-Merino, 2015, pp. 130-131). For example, The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2016) features in-game texture embedded words that display text in a font style that makes the text look like wall inscriptions. Given their artistic nature, both game logos and in-game texture embedded words may contain images, icons, or font style files, in addition to text. 8. Glossaries and translation memories are game assets that display game-related texts to 57 facilitate video game translation and localization (Bernal-Merino, 2015, pp. 132-134). 9. A box asset usually contains texts and images that may be printed on the game’s box. The asset’s text and images often provide important information about the game, such as game rating and zone code (Bernal-Merino, 2015, pp. 134-136). 10. A manual asset displays texts and images that are designed to help the player understand how the game works. In today’s video game industry, manual assets often come in digital form. 11. EULA and guarantee files are game assets that display texts to provide players with legal information about their legal rights and responsibilities when using the game (BernalMerino, 2015, pp. 136-137). 12. A readme file is usually a game asset that displays texts written by the game developer for players, in order to provide details about the game, such as game version and update information (Bernal-Merino, 2015, pp. 137-138). Nevertheless, recently some games integrate their readme files into game installers or the official website. For example, the game Monster Hunter: World (Capcom, 2018) does not have a readme file available on game consoles to tell players about the game’s latest version and new updates. Instead, there is a Section named “Update Information” on the game’s official website that provides the said information. 13. A help file is an asset that displays texts to help players solve problems related to the use of game platform, hardware, and software, such as game freezes and console shutdown. Generally speaking, a help file addresses problems that are not listed in game manual and readme file. 14. An official website is a game asset that displays texts, images, and videos that are related 58 to the game, such as release date, price, and gameplay screenshots (Bernal-Merino, 2015, p. 138). Some video games may have more than one official website to provide content that makes close reference to the game. For example, Siren: Blood Curse (Project Siren, 2008) has a second official website that is designed to look like a blog started by one of the game’s playable characters, Howard Wright (see “Wright Rider: Living Wright in Japan...,” 2008). On the website are blog posts authored by Wright, with reference to the events that take place within the game. The seven types of text described in the modified taxonomy include narrative, oral/dialogic, technical, functional, didactic, promotional, and legal text (Bernal-Merino, 2015, pp. 109-110): 1. Narrative text is text in audible or written format that provides information about the game world or game characters (Bernal-Merino, 2015, p. 109). For example, a town’s name on a map is narrative text. 2. Oral/dialogic text shows what game characters say or hear in the game world and may come in audible or written form (Bernal-Merino, 2015, p. 109). For instance, the “I love you” said by a game character to another in O’Hagan and Mangiron’s (2004) case study is a kind of oral/dialogic text. 3. Technical text provides information about how a game platform, software, or hardware works (Bernal-Merino, 2015, p. 109). For example, the warning that appears when a game is being loaded is a kind of technical text. 4. Functional text informs the player about how parts of a game function (Bernal-Merino, 2015, p. 109). For instance, the message that explains the difference between each game difficulty is a functional text. 59 5. Didactic text guides players to use a game platform, software, or hardware and may come in audible or written form (Bernal-Merino, 2015, p. 109). For example, the voiceover in LittleBigPlanet 3 (Sumo Digital, 2017) that tells players what to do in the game’s first stages is a didactic text in audible form. 6. Promotional text encourages players to make purchases within and outside the game (Bernal-Merino, 2015, p. 109). For example, the sales promotion message that appears in Call of Duty: Black Ops III’s (Treyarch, 2015) menu in multiplayer mode is a promotional text. 7. Legal text informs players about their rights and responsibilities when using the game (Bernal-Merino, 2015, pp. 109-110). For instance, the message that Overcooked 2 displays before entering the main menu is a written legal text, which reads “Please feel free to use any video footage or screen captures of the game in whatever way you like.” 3.3 Identifying the strategy: a list of video game translation strategies To investigate what strategies were used to translate in-game texts, Section 2.3 surveyed the different video game translation strategies. Among the studies, van Oers’ (2014) list of strategies is the most comprehensive. Nevertheless, the author’s descriptions of the strategies are inconsistent, in that they do not always apply to the same object; some strategies are applied to translating names and terms, while others are applied to translating words or expressions. Given the inconsistency, this section uses Pedersen’s concept of strategy object to compile a list of strategies that may be used to translate constructed language texts in video games. Pedersen (2005) examined how extralinguistic culture-bound reference (ECR) was rendered in subtitles and proposed a taxonomy of strategies for translating ECRs, which the author defined as: 60 reference that is attempted by means of any culture-bound linguistic expression, which refers to an extralinguistic entity or process, and which is assumed to have a discourse referent that is identifiable to a relevant audience as this referent is within the encyclopedic knowledge of this audience. (Pedersen, 2005, p. 2) In other words, Pedersen’s translation strategies had a relatively more consistent object: expressions that refer to a real-world entity or process, with attached meanings shared by a specific audience. For example, the mentioning of Casey Jones in American English to describe someone who honors work and responsibility more than death (Pedersen, 2005, p. 8). In addition to ECR, Pedersen has also suggested other kinds of objects for his translation strategies, such as proverbs and slang (p. 2). Thus, this section proposes the following: First, introduce Pedersen’s concept of strategy object into van Oers’ descriptions of video game translation strategies. Second, identify strategy objects as texts written in a constructed language. Finally, put together strategies proposed by Pedersen (2005) and van Oers (2014) to compile a list of strategies that may be used to translate constructed language texts in games. The list has 18 strategies that are targeted at constructed language texts in game assets. All strategies are “textual” and “local” strategies, meaning that they describe the results of part of a text after translation (Kearn, 2009, pp. 282-285). By contrast, procedural and global strategies focus more on how translation is carried out on an entire text and are thus not included in the list. Strategies 1 to 12 come from Pedersen’s list of strategies, except strategy 5, transliteration, which is missing in Pedersen’s list. Strategies 13 to 18 are Mangiron and O’Hagan’s (2006, 2013) transcreative strategies, part of which was cited in van Oers (2014, pp. 131-145). Pedersen’s strategies are included because they cover a different area than do transcreative strategies, which are more often used in translating texts in video games (van Oers, 61 2014, p.138). In addition, strategies 1 to 8 are foreignizing strategies in Venuti’s sense (1995), while strategies 9 to 18 are domesticating strategies. The list of strategies is as follows: 1. Official equivalent: translates constructed language text according to a requirement, such as glossaries, translation memories, or industry standards (Pedersen, 2005, p. 3). For example, translating the word “vatt’ghern” into “狩魔獵人” (witcher), according to the game developer’s requirement. This strategy is comparable to the borrowing of names (van Oers, 2014, p. 131). 2. Retention unmarked: leaves constructed language text untranslated and unchanged in the target text (Pedersen, 2005, p. 4). For example, leaving the word “V3r” (dying) unchanged under the traditional Chinese language setting. Retention unmarked is comparable to the borrowing strategy (Vinay and Darbelnet, 1995, pp. 31-32). 3. Retention marked: leaves constructed language text untranslated and marks it in ways that are necessary, such as italicization or highlighting the text in a color (Pedersen, 2005, p. 4). For example, rendering “ceádmil” (hello) as “ceadmil.” Retention marked involves subtle changes that are not observed in the retention unmarked strategy above (cf. van Oers, 2014, p. 131). 4. TL adjust: leaves constructed language text untranslated while making adjustments to it, such as changing word spelling (Pedersen, 2005, p. 4). For example, turning “Ker’zaer” (ruler) into “Cer’zaer.” 5. Transliteration: transliterates constructed language text using a different alphabet or language. For example, transliterating the word “drem” (patience) into “德萊姆” with Chinese characters. Transliteration was added to this study as it was missing among the strategies compiled by Pedersen and van Oers. 62 6. Specification explicitation: leaves constructed language text untranslated and adds information directly related to the text itself, such as spelling an acronym or abbreviation out (Pedersen, 2005, pp. 4-5). 7. Specification addition: leaves constructed language text untranslated and adds information not found within the text, such as adding professional title to a person’s name (Pedersen, 2005, p. 5). For example, turning “Que suecc’s?” into “(精靈語)Que suecc's?” The added characters indicate that the texts are in elven Hen Llinge. 8. Calque: translates constructed language text based on linguistic meanings, while ignoring target language conventions (Pedersen, 2005, p. 5; Vinay & Darbelnet, 1995, pp. 32-33, as cited in van Oers, 2014, pp. 133-134). For example, translating “bod3s” (borrowed from) into “被借來的” in traditional Chinese with stress on the verb’s passive voice, while the standard form is “借來的,” which takes the active voice (Yu, 2010). 9. Shift: translates constructed language text based on linguistic meanings and adjusts the text according to target language conventions (Pedersen, 2005, p. 5). For example, translating “ceádmil” (hello) into “你們好” (hello to you all). The shift strategy is the same as literal translation (Vinay and Darbelnet, 1995, pp. 33-35). 10. Generalization: translates constructed language text and then replaces it with something that is more general (Pedersen, 2005, p. 6). For example, translating “zireael” (swallow) into “鳥” (bird). Generalization is comparable to the “kernvertaling” strategy, which means “core translation” (Grit, 1997). 11. Paraphrase with sense transfer: translates constructed language text and then replaces it with a paraphrase that keeps the text’s meaning or relevant connotations without generalizing it (Pedersen, 2005, pp. 8-9). For example, translating “joor” (mere mortal) 63 into “蟲子” (bug) to express a dragon’s contempt for human beings. This strategy is comparable to the description strategy (Grit, 1997). 12. Omission: removes constructed language text from the target text (Pedersen, 2005, p. 9). This strategy is comparable to the “weglating” strategy, which means “omission” (Grit, 1997). 13. Renaming key terminology: translates key terms written in a constructed language and renames them with little or no reference to the terms’ original form (Mangiron & O’Hagan, 2006, pp. 17-18). This strategy is similar to the substitution of target language ECR, which is to find a similar term in the target language and use it to replace an ECR in the source text (Pedersen, 2005, pp. 7-8); the difference between the two strategies is that renaming focuses on nouns, while substitution focuses on expressions that refer to a real-world entity or process. 14. Contextualization by addition: translates constructed language text and then adds information based on the text’s context (Mangiron & O’Hagan, 2006, p. 18). For example, translating “Ceádmil” into “(精靈語)你好。” The added information in parentheses indicates that the word is in elven Hen Llinge. This strategy is different from the shift strategy above, in that the use of contextualization is optional and is focused on providing context, rather than making adjustments (cf. Pedersen, 2005, p. 5). 15. Re-creation of play-on-words: translates constructed language text that features wordplay and replaces it with a paraphrase that features a similar or different wordplay (Mangiron & O’Hagan, 2006, pp. 18-19). This strategy is similar to situational paraphrase, which is to replace an ECR with something that fits the context (Pedersen, 2005, p. 9). The difference between the two strategies is that wordplay recreation is optional, yet requires 64 that a wordplay be present in the constructed language text. 65 16. Deliberate use of regional expressions: translates constructed language text and modifies it so that it features an expression used by speakers of the target language (Mangiron & O’Hagan, 2006, p. 19). For example, translating “p1k” (ashamedness) into “切,” a traditional Chinese expression for conveying dissatisfaction. 17. Transcreation: rewrites constructed language text from scratch in target language (van Oers, 2014, pp. 143-144). Transcreation as a translation strategy appears to be van Oers’ choice, as Mangiron and O’Hagan (2006) originally proposed transcreation to describe a way of translating texts in games using mainly domesticating strategies (pp. 11, 20). In addition, Van Oers’ transcreation appears to be highly similar to situational paraphrase, which is to replace an ECR with something that fits the context (Pedersen, 2005, p. 9). The difference between the two is that transcreation does not have a specified target, while situational paraphrase focuses on ECRs. Nevertheless, van Oers’ transcreation will be included as one of Mangiron and O’Hagan’s transcreative strategies for the purpose of this study. 18. Compensation: translates constructed language text and moves one of its features into a different text (van Oers, 2014, pp. 144-145). Compensation appears to be another strategy that van Oers’ added to Mangiron and O’Hagan’s transcreative strategies (cf. Mangiron & O’Hagan, 2006, p. 15). Van Oers’ compensation strategy is different from Di Marco’s compensation (2007) in that the former affects two target texts at a time, while the latter affects one. The above list was used in the present study’s investigation into Mangiron and O’Hagan’s transcreative strategies, in order to identify the strategies that were used to translate constructed language texts in games. The following section explains how the list was used to 66 investigate whether transcreative strategies can be used to translate constructed language texts in video games and retain gameplay experience. 3.4 Research material The present study set out to investigate whether transcreative strategies can be used to translate constructed languages in video games while keeping the original gameplay experience. To achieve this, the study examined two video games that contained constructed languages and analyzed the translation strategies of constructed language texts in game assets as well as the strategies’ impact on gameplay experience. Two games were examined, instead of one, because constructed language texts often occupy only a small amount of a game’s texts and as a result, analyzing constructed language texts from one game may be insufficient. In addition, van Oers (2014) also recommended that analyses of translation strategies examine more than one game. This section explains how the investigation was conducted. Subsection 3.4.1 describes the selected games and their constructed languages. Subsection 3.4.2 explains how research material was collected and classified. Subsection 3.4.3 explains how research material was analyzed with regards to translation strategies and the immersion components that game assets create. 3.4.1 The Elder Scrolls V: Skyrim Special Edition and Witcher 3: Wild Hunt - Game of the Year Edition The Elder Scrolls V: Skyrim Special Edition. The first video game in this study was The Elder Scrolls V: Skyrim Special Edition (Bethesda Game Studios, 2016, Version 1.4.4.0, hereafter referred to as Skyrim) on PC. An open world action role-playing game, Skyrim is the fifth major installment in the long-standing The Elder Scrolls series and was also published on PlayStation 4 and Xbox One (see “The Elder Scrolls V: Skyrim,” n.d.). In addition, Skyrim is a 67 “remastered” game, meaning that the game is produced based on an existing game, which in this case is The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011, hereafter referred to as TESV), with improvements and adjustments added (Abenoja, 2018; Hastings, 2018). In other words, the two games have the same game mechanics and main quests, which were developed and written in American English, before being localized into other languages, including traditional Chinese. Skyrim’s main quests tell the story of the “Dragonborn,” a heroic figure who is prophesied to defeat Alduin, the evil dragon, by speaking the dragons’ language. Among video games that contained constructed languages, Skyrim was selected for four reasons. First, the game was a market success. As of 2017, TESV and other editions of the game, including Skyrim, have sold over 19 million units worldwide (Peckham, 2014; VGChartz, 2017). In addition, TESV was also praised in the entertainment industry. According to IMDb (“Awards,” n.d.), TESV has won the Game of the Year award at the 2012 Game Developer Choice Awards and the 2012 Interactive Achievement Awards, two of the major awards in the video game industry. Second, Skyrim includes all three downloadable contents that were released separately alongside TESV, including Dragonborn, Dawnguard, and Hearthfires (Bethesda Game Studios, 2012a, 2012b, 2013a; Martin, 2016). Using Skyrim allowed the current study to examine the constructed languages that appeared in the three contents. Third, Skyrim provides the player access to game mods, or game content created by people who are not members of the game development team. This could provide more content to investigate the game’s constructed languages. Finally, Skyrim’s game content is available in traditional Chinese (see Steam, 2016). This allowed the study to analyze how the game translated constructed language texts into traditional Chinese. In contrast, TESV reportedly did not provide translations in traditional Chinese (keppekinosha, personal communication, May 5, 2015). It was not until the release of 68 The Elder Scrolls V: Skyrim Legendary Edition (Bethesda Game Studios, 2016) on PlayStation 3 in Asia, that TESV’s content was finally translated into traditional Chinese (Ken, 2012). Constructed languages in Skyrim. The game development team has created a few constructed languages for Skyrim, such as Falmer and Dovahzul. The Falmer language is used by a fictional race called snow elves (“Falmer Language,” n.d.). The language has an alphabet of 26 letters, including FALMER for “FALMER.” Nevertheless, the present study focused only on the Dovahzul language, because it is a relatively complete constructed language that plays an important role in the game’s plot and gameplay. The Dovahzul language is used by dragons and a few key characters within the game. The language has an alphabet consisting of 34 runes (Hodgson & Stratton, 2011, p. 645). Furthermore, it has a relatively well-developed grammar and a vocabulary of more than 300 words. According to Skyrim’s official strategy guide, the words can be divided into different parts of speech, including adjectives, adverbs, articles, nouns, pronouns, prepositions, verbs, articles, and even prefixes; and several Dovahzul inscriptions also exist in the game world, written based on a subject-verb-object sentence structure (see Hodgson & Stratton, 2011, pp. 645-647). In addition to writings, spoken Dovahzul also exists in the game. Friendly non-player characters, such as members of the Greybeards, use Dovahzul to communicate with one another. On the other hand, hostile characters, such as dragons and draugrs, speak Dovahzul to cast a kind of magic spells called dragon shouts. According to the game plot, the protagonist played by the player also speaks Dovahzul. In fact, the protagonist is among the few who can use spoken Dovahzul to cast dragon shouts. When game characters speak Dovahzul, the game transliterates their words using English alphabet and display them as subtitles. Table 3.4.1.1 below shows the 69 Dovahzul alphabet and examples of Dovahzul words and sentence structure, based on Elder Scrolls V: Skyrim: Prima Official Game Guide (Hodgson & Stratton, 2011, pp. 645-647). The English letters next to the runes that resemble gashes from a dragon’s claw are used in the game to spell out Dovahzul words. Table 3.4.1.1 Dovahzul alphabet, words, and sentence structure Alphabet Words Sentence structure A A b B c C D D E E F F G G H H I I J J K K L L M M N N O O P P Q Q R R S S T T U U V V W W X X Y Y Z Z 1aa 2ei 3 i i 4ah 5 u u 6 u r 7 i r 8oo 9ey S4 Kr3 D1r Sah Krii Daar (N.) “phantom” (V.) “to kill” (ART.) “This/These” S4lokN7 Kr3 D1r J8rre Sahloknir Krii Daar Joorre Subject Verb Article Object “Sahloknir, kill these mortals.” Both spoken and written Dovahzul are an important part of Skyrim’s gameplay, in particular the dragon shouts. Dragon shouts are magic spells used for combat and defense. Each shout consists of three Dovahzul words, such as “fus ro d4” (fus ro dah), meaning “force,” “balance,” and “push,” respectively. Early in the game, the protagonist doesn’t know any shout words like fus ro d4 or fus ro dah. But as the game moves forward, the protagonist will learn how to use the shout words in Dovahzul. This is where spoken Dovahzul becomes part of the gameplay. The protagonist is instructed to say shout words in Dovahzul and use dragon shouts during combat. When the player presses the button that triggers the casting of a shout, the protagonist will say the Dovahzul words of that shout. On the other hand, written Dovahzul is used as an incentive for the player to explore the game world. In the game, the protagonist can 70 learn new dragon shouts or make acquired shouts more powerful by reading Dovahzul inscriptions on stone walls, which can be found across the game world. This encourages the player to explore the game world and look for the said inscriptions. When the player approaches a wall inscription, special sound effects fade in with visual effects, suggesting that the protagonist is “absorbing” the knowledge of Dovahzul words. In summary, Skyrim was selected because this critically acclaimed game has a relatively complete constructed language, Dovahzul, which plays an important role in the game’s narrative and gameplay. The Dovahzul grammar and vocabulary are sufficient to facilitate communication, as demonstrated by both friendly and hostile characters in the game. The vocabulary is even integrated into the dragon shouts, which the player uses for combat and defense. With its content available in both English and traditional Chinese, Skyrim could help investigate the translation strategies of constructed languages, as well as the strategies’ impacts on immersion. For instance, analyzing the translation of Dovahzul shouts could reveal the whether transcreative strategies can be used to translate the shouts without disrupting gameplay. The Witcher 3: Wild Hunt - Game of the Year Edition. The second game selected for analysis was The Witcher 3: Wild Hunt – Game of the Year Edition (CD Projekt Red, 2016b, Version 1.30, hereafter referred to as Wild Hunt). Also an open world action role-playing game, Wild Hunt is the third installment in The Witcher series, which is based on Polish author Andrzej Sapkowski’s best-selling novel series, Wiedźmin. As its name suggests, Wild Hunt is a newer edition of the game The Witcher 3: Wild Hunt (CD Projekt Red, 2015); the two games share the same storyline, main quests, and gameplay. According to members of the game development team, the main storyline of Wild Hunt was written in Polish, before being adapted into English 71 and then localized into other languages, including traditional Chinese (Noclip, 2017). The storyline tells the adventures of Geralt of Rivia, a witcher who lives by killing man-eating monsters in a world where different races, ideologies, and languages coexist. Wild Hunt was selected for three reasons. First, the base game, Witcher 3: Wild Hunt, currently holds the world record for the most game-of-the-year awards won, with 251 awards given by renowned members of the video game industry, such as the Game Developers Conference and IGN (“16th Annual Game Developers Choice Awards,” 2015; IGN, 2015; Leack, 2016). Second, Wild Hunt contains all of the additional contents that were released separately after Witcher 3: Wild Hunt was launched, including 17 free downloadable contents and two extension packs, Hearts of Stone and Blood & Wine (CD Projekt Red, 2015b; 2016a). In addition, Wild Hunt also has a re-designed user interface. With all of the contents in one game, the study could examine constructed languages more comprehensively. In contrast, examining materials in Witcher 3: Wild Hunt alone was obviously insufficient. Finally, Wild Hunt’s content has been localized into traditional Chinese, which allows the current study to analyze the translation strategies used. Constructed languages in Wild Hunt. The study focused on the Hen Llinge language and two of its variants in Wild Hunt, including the elven Hen Llinge and the Nilfgaardian languages. The Hen Llinge language, or the Elder Speech as some game characters call it, is the language used by the elves who once dominated Wild Hunt’s game world. They used the language to communicate and cast magic spells. Later in Wild Hunt’s history the constructed language split into elven Hen Llinge and Nilfgaardian; only written Hen Llinge remains in use in the game, while the spoken language is used only for casting spells and rarely for 72 communication. Evidence of this can be found in both the game and the Wiedźmin novel series that inspired the game. First, items in the game suggest that written Hen Llinge is still in use in Wild Hunt’s world, such as “Letter written in Elder Speech” and “Elder Speech Pocket Dictionary.” Second, game characters’ words show that Hen Llinge variants exist. For instance, in the main quest “Disturbance,” a character mentions that a curse is “uttered in a dialect of Elder Speech unfamiliar to me.” Finally, the novels that inspired the game suggest that Hen Llinge is used by elves and Nilfgaardians. For example, in the novel Miecz Przeznaczenia it is mentioned that elves speak a variant of Elder Speech (i.e., Hen Llinge, see Sapkowski, 1992/2012, p. 306). In a different novel, Czas Pogardy, a sorcerer who speaks Hen Llinge can understand Nilfgaardian (Sapkowski, 1995/2014, p. 347). Based on the evidence, Hen Llinge, elven Hen Llinge, and Nilfgaardian likely come from the same constructed language family. As such, the present study focused on all three of the constructed languages, instead of Hen Llinge alone. Table 3.4.1.2 below compares the Hen Llinge languages in Wild Hunt, based on the above evidence. Table 3.4.1.2 A comparison of Hen Llinge and its variants in Wild Hunt Language Spoken usage Written usage Hen Llinge Casting magic spells Communication Documentation Elven Hen Llinge Nilfgaardian Communication Communication Unspecified Unspecified Used by Ancient elves, contemporary elves, sorcerers, and witches Elves Nilfgaardians The Hen Llinge languages play a key role in Wild Hunt’s plot and can be traced back to The Witcher 2: Assassins of Kings (CD Projekt Red, 2011). In a main quest named “The Blood Curse,” the protagonist needs to ask an elf for intel. This event is significant because both 73 characters can be heard speaking Hen Llinge for over two minutes, while subtitles are displayed using the English and Romanized Hen Llinge alphabets. In Wild Hunt, the Hen Llinge languages plays an even more important role. Early in the game, the protagonist will come across the following mysterious sentence in elven Hen Llinge: “Va fail, elaine - caed' mil, folie! glaeddyv dorne aep t'enaid, bunn'droh ithne i'yachus.” As the game moves forward, the protagonist eventually understands what the sentence means. Later, a second protagonist will use a magic spell in Hen Llinge, bringing the game close to its end. In other words, the Hen Llinge languages are used at the turning points of the game’s plot, pushing the story forward. In addition, Hen Llinge languages are also used frequently by non-playable characters across the game world. Friendly characters speak the languages to communicate. For example, elves living in the woods speak elven Hen Llinge. On the other hand, hostile characters use Hen Llinge languages to send out threats or cast magic spells. For instance, in the quest “Wandering in the Dark,” an elven sorcerer will cast spells by saying “Shaent tah'vir” in Hen Llinge. With so many characters speaking the Hen Llinge languages, the game world feels more immersive to roam around. Most importantly, the game provides constructed language texts for analysis, because it displays subtitles on screen when characters speak in constructed languages. In summary, the industry-famous Wild Hunt was selected because its Hen Llinge languages play a key role in the game’s plot and provide written texts for analysis. Spoken Hen Llinge languages are used in some of the game’s important main quests, including “Disturbance” and “Va Fail, Elaine.” This could help the present study analyze, for example, the impacts of transcreating Hen Llinge keywords on gameplay experience. On the other hand, written Hen Llinge languages could provide constructed language texts for analysis. This could help increase the scope of the analysis. Nevertheless, it should be noted that none of the Hen Llinge languages 74 has its own alphabet. Instead, the game uses the Latin alphabet to display Hen Llinge languages, with the following letters added: á, à, â, è, é, ë, ì, ò, ú, and ù. Table 3.4.1.3 below shows examples of in-game texts written in the Hen Llinge, elven Hen Llinge, and Nilfgaardian languages. Table 3.4.1.3 In-game texts written in the Hen Llinge languages in Wild Hunt Language Hen Llinge Elven Hen Llinge Nilfgaardian In-game texts Va fail! English translation Farewell! And Elder Speech will ring from An Hen Dicen sainne en Anfare the Great Sea to the Blue Morhen an Glaes Mynyde… Mountains… Tì'lsoë eveigh. Always faithful. Categorizing Dovahzul, Hen Llinge, elven Hen Llinge, and Nilfgaardian. The constructed languages in this study can be categorized with the taxonomies previously explained in Section 2.4 in order to show the languages’ similarities and differences. With the taxonomy of a priori and aposteriori, Dovahzul can be categorized as an a priori language for two reasons. First, the Dovahzul alphabet is designed to look like gashes made with a dragon claw. Second, the Dovahzul vocabulary has concepts that are clearly inspired by elements other than natural or existing languages. For example, the word “t5m” means a dragon’s shout or voice (Hodgson & Stratton, 2011, p. 646). On the other hand, Hen Llinge, elven Hen Llinge, and Nilfgaardian can be categorized as mixed languages for two reasons. First, the languages are displayed using the English alphabet. Second, the languages have spellings that are similar to those of natural languages. For example, compare “E'er y glòir” with “honor and glory.” With Rhiemeier’s (2012) taxonomy of artistic languages, which are languages used for entertainment and other aesthetic purposes, all four constructed languages can be categorized as fictional languages, because all four languages are spoken by imagined races. Using van 75 Oostendorp’s (2000) taxonomy, all four languages can be categorized as possible languages, because it is possible to use the languages for communication. With Purnomo et al.’s (2017) taxonomy, Dovahzul is a configurative language, which allows the player to use it to achieve specific purposes, such as casting dragon shouts or composing a simple sentence. In addition, Dovahzul is also part of Skyrim’s gameplay. On the other hand, the Hen Llinge languages can be categorized as explorative languages, which only allow players to use them in a limited way. This is because, although players can hear Hen Llinge languages in Wild Hunt, the game only provides a few ways to use them. For instance, the Elder Speech Pocket Dictionary mentioned above only provides a dozen of words to learn. Table 3.4.1.4 below shows how each constructed language fits into the taxonomies from Section 2.4. Table 3.4.1.4 Categorization of constructed languages in Skyrim and Wild Hunt based on the existing taxonomies Language Dovahzul Hen Llinge Taxonomy A priori & a posteriori Rhiemeier’s van Oostendorp’s Purnomo et al.’s A priori language Elven Hen Llinge Nilfgaardian Mixed language Fictional language Possible language Configurative language Explorative language 3.4.2 Data collection and classification The method of collecting research material was based on Šiaučiūnė and Liubinienė (2011) and van Oers (2014), who collected in-game texts for analysis. In addition, three adjustments were made. First, the current study selected two games to collect research material and provided 76 reasons behind the choice. In contrast, Šiaučiūnė and Liubinienė and van Oers used only one game and failed to explain why the game was selected. Second, only constructed language assets were collected, which are assets that contained texts written in Dovahzul, Hen Llinge, elven Hen Llinge, or Nilfgaardian. This was because the study had set out to investigate whether transcreative strategies can be used to translate constructed languages in games. Finally, collected assets were classified based on asset type and text type in order to understand how the materials were used in games. The following are steps for collecting and classifying research materials: 1. Game files in the master folders and subfolders of Skyrim and Wild Hunt were examined to see if there was text inside. The files being examined are those used under the games’ English language settings. The two games do not have localized versions, only different language settings. 2. Text files were then examined to see if they contained constructed language assets, or game assets with texts written in Dovahzul, Hen Llinge, elven Hen Llinge, or Nilfgaardian. Two pieces of software were used to read the files and examine the assets and texts inside: sseTranslator (Version 1.0.3; McGuffin, 2012) for Skyrim and The Witcher 3 String Editor (Version 1.2; Sarcen & Hutou, 2016) for Wild Hunt. 3. When a potential constructed language asset was found, the following resources were used to verify whether the texts of the asset were written in constructed languages: The Elder Scrolls V: Skyrim Prima Official Game Guide (Hodgson & Stratton, 2011) and the Dragon Language Dictionary (www.thuum.org, 2017) were used for Dovahzul; and an online Hen Llinge-English dictionary (“Elder Speech,” n.d.) and Hen Linge-Polish Dictionary (“Słownik Starszej Mowy,” n.d.) were used for the Hen Llinge languages. 77 4. If an asset contained constructed language text, it was collected as research material. Collected assets were then numbered and compiled using a dedicated worksheet in Microsoft Excel workbook (Microsoft Corporation, 2010, Version 14.0.4760.1000). The following information about the assets was also recorded: source file name, text content, and string ID, which is a label composed of numbers and letters, used as an asset’s identification. While some assets concealed explanations of constructed language texts in addition to text content and string ID, these explanations were not recorded because they were absent in many assets from Skyrim and all assets from Wild Hunt. If two source files had the same name, but different contents, they were renamed to avoid confusion. 5. The collected assets were examined to see if they matched any of the descriptions of 14 asset types and seven text types in the modified taxonomy proposed in Section 3.2. Assets that matched the descriptions had their asset type and text type classified accordingly. This information was also recorded in the worksheet in Step 4. If an asset did not match any of the descriptions, the two games were examined in order to see how the asset works in games, thereby classifying its asset type and text type. 6. Steps 1 to 4 were repeated on files used under the games’ traditional Chinese language settings. Step 5 was not repeated because asset types and text types do not change when asset go through video game translation or localization. Table 3.4.2.1 below shows how constructed language assets were collected and then classified in the worksheet as described in Steps 1 to 5. Asset numbers are based on the game and order in which assets were collected. Asset W122, for instance, indicates that it was the 122nd asset collected from Wild Hunt. String ID and source file indicate an asset’s string ID and the name of the file in which it was found. String ID 113D0 and sr.ils, for instance, indicate that the 78 asset was found in a text strings group named ILSTRINGS inside a file named Skyrim.esm, numbered 113D0. Recording the information helps avoid confusion, because a file can have tens of thousands of assets, each with a unique string ID. In addition, source files from Wild Hunt were renamed since they all had the same file name but different contents. Asset source text and target text show an asset’s text under English and traditional Chinese language settings, respectively. They do not represent how the text is displayed in the game. Text type and asset type indicate the nature of the text and how the asset is used within the game, respectively. The two categories were based on the descriptions of text types and asset types explained in Section 3.2. Table 3.4.2.1 Classification of constructed language assets in Skyrim and Wild Hunt Asset String IDnumber Src file Asset source text T21 113D0-sr.ils But first... dir ko maar. W122 490912-[0] N’elaine tedd a'taeghane. Asset target text 但是首先……迪爾 酷 瑪律。 (精靈語)別再下雨 了。 Text type & asset type oral/dialogic subtitling asset oral/dialogic subtitling asset Discarded research materials There were three groups of constructed language assets that were not collected for analysis and thus discarded. First, assets that had the exact same source texts and target texts. When two assets had identical source texts and target texts, only one asset was collected. This was done to prevent the amount of research materials from being inflated. However, if two assets had the same source text, but different target texts, both assets were collected in order to analyze why different translation strategies were used. Table 3.4.2.2 below lists two pairs of constructed 79 language assets that had the same source texts. Notice that both assets in the second asset pair were collected because their texts were translated differently. 80 Table 3.4.2.2 Constructed language assets that had the same source texts String ID-src file Asset source text Asset target text Status 04025-sr.ils Wuld… 唔…… Collected 025EF-db.ils Wuld… 唔…… Discarded 490922-[0] Que suecc's? (精靈語)怎麼回事? Collected 525266-[0] Que suecc's? (精靈語)Que suecc's? Collected The second group of discarded assets were those that only contained proper nouns written in constructed languages. In other words, if an asset’s constructed language text only had place names or person names, the asset was discarded. This was because names in constructed languages can often be created easily in a large number; collecting assets that only contained constructed language names could cause the amount of research materials to become inflated. Therefore, such assets were discarded. Table 3.4.2.3 below provides two examples of discarded assets. The constructed language texts of the assets are boxed; they only contain person names or place names. As such, the assets were discarded. Table 3.4.2.3 Discarded assets that only contain constructed language names String ID-src file 488030-[0] 10E9E-sr.dls Asset source text Status Cirilla Discarded Volunruud - </font><font face='$DragonFont'>VOLUNR5D</font><font face='$HandwrittenFont'> - A Fortified Wooden Hall near Giants' Gap. Meat and Worked Ivory. Discarded The last group of discarded assets were those that contained texts written in constructed 81 languages other than Dovahzul, Hen Llinge, elven Hen Llinge, and Nilfgaardian. This was done to keep subsequent analysis focused on the translation of the four constructed languages. Table 3.4.2.4 below provides two examples of discarded assets. The first assets’ constructed language text is written in Vampire Speech, while the second asset’s text is in Falmer, the snow elves’ language. Table 3.4.2.4 Discarded assets with irrelevant constructed language texts String ID-src file 1156048-[bob] 02337-db.ils Asset source text Asset target text Status Zatlath! (吸血鬼語)Zatlath! Discarded Bura warag faaanig. 不拉 哇拉 法尼克 Discarded 3.4.3 Data analysis methods The current study examined both games’ master folders and subfolders and found 30 game files that contained texts used in Skyrim and 64 files in Wild Hunt. Half of the text files were used in the games under the English language setting, while the other half were used under the traditional Chinese language setting. The 15 English text files from Skyrim contained 89,897 assets, which had 1,206,025 words; 488 (0.54%) assets were identified as constructed language assets and thus collected for analysis. These assets contained texts written in Dovahzul. On the other hand, the 32 English text files from Wild Hunt contained 106,163 assets, which held 1,197,550 words; 513 (0.48%) assets were collected with their texts written in Hen Llinge, elven Hen Llinge, and Nilfgaardian. In total, 1,001 constructed language assets were analyzed with regards to texts, translation strategies, and the immersion components that these assets created before and after translation. 82 The method of analyzing constructed language assets was also based on Šiaučiūnė and Liubinienė (2011) and van Oers (2014). As mentioned in Section 2.3, the authors analyzed ingame texts before and after translation to determine the strategies that were used, and then recorded the number of translation strategies. The current study followed their method and made three modifications. First, the study only analyzed the translation of constructed language texts into traditional Chinese; the translation of texts from other languages into traditional Chinese were excluded. In other words, if an asset had a multilingual text composed of words written in English and Dovahzul, only the translation of the Dovahzul words was analyzed. This is because the study set out to investigate the translation of constructed language texts written in Dovahzul, Hen Llinge, elven Hen Llinge, and Nilfgaardian. Second, strategies for translating constructed language texts were identified based on a list of 18 video game translation strategies, as previously explained in Section 3.3. All 18 strategies target constructed language texts (cf. van Oers, 2014, pp. 131-132). Finally, the analysis of constructed language assets included the immersion components they created before and after text translation. For this purpose, a modified version of SCI model was used to determine, quantify, and measure the immersion components created by the assets (Ermi and Mäyrä, 2009, p. 103). This helps investigate the impact of translation strategies on immersion and gameplay experience. The following steps describe how research data were analyzed: 1. A constructed language asset’s text before translation (i.e., the source text) was examined, in order to identify texts that were written in constructed languages, including Dovahzul, Hen Llinge, elven Hen Llinge, and Nilfgaardian. 2. The same asset’s text after translation (i.e., the target text) was examined, in order to identify the same constructed language texts after translation. 83 84 3. Constructed language texts in the source text were compared with their counterparts in the target text, in order to identify the strategies that were used for translating constructed language texts. Strategies were identified empirically based on a list of 18 video game translation strategies previously explained in Section 3.3. When it was difficult to identify which of two similar strategies was used for translation, previous studies that covered these strategies were used as reference. Relevant examples from these studies were compared with the present study’s research materials, in order to identify the strategy that was used for translating constructed language texts. 4. Identified strategies were recorded in the same worksheet previously used for collecting research material. A maximum of three translation strategies was recorded for each asset. 5. The same constructed language asset from Step 1 was analyzed, focusing on how it works in the game under English and traditional Chinese language settings. The modified SCI model was then used to empirically quantify and determine the immersion components created by the asset under different language settings. 6. The immersion components of the asset were recorded in the same worksheet from Step 4. Each asset in the worksheet should have two sets of recorded immersion components. The first set consists of components that the asset creates under the English language setting. The second set consists of components created under the traditional Chinese language setting. 7. Steps 1 to 6 were repeated on the rest of constructed language assets. Table 3.4.3.1 shows the translation strategies that were used for two constructed language assets, as well as the immersion components contained in the assets under different language settings. It should be noted again that the strategies listed in the rightmost column are those used 85 for translating constructed language texts, not English texts. Take asset T21 for example. A comparison of the asset’s source text and target text shows that the Dovahzul text “dir ko maar” was transliterated into “ 迪 爾 酷 瑪 律 ” in traditional Chinese. Therefore, the strategy transliteration was recorded for asset T21. Table 3.4.3.1 Translation strategies and immersion components of constructed language assets in Skyrim and Wild Hunt Asset number Asset source text T21 But first... dir ko maar. W122 N'elaine tedd a'taeghane. Asset target text 但是首 先……迪爾 酷 瑪律。 (精靈語) 別再下雨 了。 Immersion components in EN Immersion components in ZH-TW Translation strategies Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Transliteration Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Contextualization by addition On the other hand, immersion components recorded in the central columns were identified based on how assets work under English and traditional Chinese language settings, respectively. Take asset W122 for example. Under Wild Hunt’s English language setting, asset W122 is used to display non-playable characters’ words with voiceover in elven Hen Llinge. These characters appear in particular areas in the game and the player is allowed to interact with them by using mouse and keyboard. A comparison of the asset’s in-game use with the modified SCI model suggests that the asset’s immersion components include audiovisual stimuli, contacting gameplay, implicit information, character identification, and world construction. Audiovisual stimuli come from the asset’s use of text and voiceover. Contacting gameplay comes from the fact that the player is allowed to use mouse and keyboard to interact game characters 86 when the asset appears. Implicit information comes from the fact that the the text in elven Hen Llinge conveys information in a vague way that is difficult to comprehend. Character identification and world construction come from the fact that the asset can deepen the player’s impression of the game characters who speak elven Hen Llinge in specific places in the game world. However, when asset W122 appears under Wild Hunt’s traditional Chinese language setting, the implicit information component becomes explicit information component. This is because the asset’s elven Hen Llinge text has been translated into traditional Chinese with information added. Because the translation is unlikely to be misinterpreted, asset W122 creates explicit information component under the traditional Chinese language setting. 3.5 Summary This chapter explained the methodology for investigating the current study’s research question, including the conceptual tools that were developed to help the investigation. Section 3.1 demonstrated how the modified SCI model could be used to quantify and measure the immersion components created by game assets before and after translation, thereby analyzing the impacts of translation strategies on gameplay experience. Section 3.2 explained how to classify game assets and texts with a modified taxonomy, which can help pin down how constructed language assets and texts are used in the game. Section 3.3 compiled a list of 18 video game translation strategies for analyzing the translation of constructed language texts. Finally, Section 3.4 described how to analyze the translation of constructed language texts in game assets as well as the translation strategies’ impact on the immersion components that assets create. In addition, the section also explained why Skyrim and Wild Hunt were selected as well as how constructed language assets were collected and classified before being analyzed. Chapter 4 will present the analysis results and discussions based on the results. 87 Analysis Results and Discussions This chapter presents analysis results and discussions based on constructed language assets collected from Skyrim and Wild Hunt. The aim is to answer the study’s research question: Can transcreative strategies be used to translate constructed language texts while retaining the original gameplay experience? Section 4.1 will present an overview of the analysis results. The subsequent sections will divide collected assets into four groups and analyze the translation strategies for each group. The four groups include aesthetic assets, shout assets, uncertainty assets, and display assets. Section 4.2 will analyze the use of translation strategies on aesthetic assets and discuss the use and non-use of transcreative strategies. Section 4.3 will analyze shout assets and explore the potential benefits of using transcreative strategies to render texts that are related to gameplay. Section 4.4 will focus on uncertainty assets and examine the potential impacts of transcreative strategies on constructed language texts that are tied to game plot and the creation of uncertainty. Section 4.5 will analyze display assets as well as the impacts of codelike characters on the use of transcreative strategies. Section 4.6 will summarize the findings of previous sections. 4.1 Constructed language assets Of the 1,001 constructed language assets, 488 were found in Skyrim and 513 were found in Wild Hunt. The modified SCI model was used to quantify the immersion that these assets created for both games’ gameplay experience. Under the English language setting, assets in Skyrim created 2,638 immersion components, while those in Wild Hunt created 2,513 components. To render the assets’ constructed language texts for the traditional Chinese language setting, Skyrim used a total of 490 translation strategies, only one of which was a transcreative strategy. On the other hand, Wild Hunt used 517 translation strategies, 32 of which 88 were transcreative strategies. Under the traditional Chinese language setting, the assets in Skyrim and Wild Hunt also created 2,638 and 2,513 immersion components, respectively. Table 4.1.1 below shows the above findings. Table 4.1.1 Total number of assets, immersion components, transcreative strategies and translation strategies in Skyrim and Wild Hunt Number of assets Number of immersion components Number of transcreative strategies Total number of translation strategies Skyrim 488 (48.75%) EN ZH-TW 2,638 2,638 Wild Hunt 513 (51.25%) EN ZH-TW 2,513 2,513 Total 1,001 EN ZH-TW 5,150 5,150 1 32 33 490 517 1,007 The above results show that in the two games, there was no significant change in the immersion components before and after video game translation. In other words, translation strategies did not change the total number of immersion components. This suggests that the above strategies have helped retain the two games’ original gameplay experience; the strategies have maintained the same total number of immersion components in both games before and after translation. This is consistent with previous studies’ claims that the aim of video game translation and localization is to recreate the original gameplay experience in the game’s localized versions (O’Hagan, 2005, pp. 3, 5; O’Hagan & Mangiron, 2013, p. 199; Šiaučiūnė & Liubinienė, 2011, p. 46; Hsu, 2016, p. 52). As for transcreative strategies, they were only used 33 times and accounted for a mere 3.28% of all translation strategies. This suggests that while transcreative strategies can be used to translate constructed language texts, they were rarely used. This is somewhat different from 89 van Oers’ (2014) analysis, which found that 497 (18.25%) out of 2,723 translation strategies were transcreative strategies. Text content may explain the difference. According to van Oers, when texts contain jokes, transcreative strategies were more likely used (pp. 146-147). However, the constructed language texts in Skyrim and Wild Hunt do not contain many jokes. Instead, many of the texts contain magic spells and conversations between game characters. This may explain why transcreative strategies were used only 33 times. Asset types and text types. It was found that the majority of the constructed language assets were subtitling assets; there were 396 and 491 such assets in Skyrim and Wild Hunt, respectively. The second most common asset type was in-game texture embedded words; there were 90 such assets in Skyrim and 22 in Wild Hunt, respectively. In addition, Wild Hunt had 371 “dual-use” assets, which were both subtitling assets and voiceover assets at the same time. These assets displayed texts as subtitles and for recording voiceovers. The most commonly found text type was oral/dialogic text. Skyrim had 397 assets that displayed such texts and Wild Hunt had 490. The second most common text type in Skyrim was functional text, with 86 assets displaying such texts. On the other hand, Wild Hunt’s second most common text type was narrative text, with 23 assets that display such texts. Table 4.1.2 below shows the asset types and text types found in the two games. 90 Table 4.1.2 Asset types and text types in Skyrim and Wild Hunt Asset type In-game texture embedded words Manual Subtitling asset Subtitling asset Voiceover asset Text type Didactic Functional Narrative Oral/dialogic Skyrim Wild Hunt Total 90 / 488 (18.44%) 22 / 513 (4.29%) 112 / 1,001 (11.19%) 2 / 488 (0.41%) 396 / 488 (81.15%) 0 / 513 120 / 513 (23.39%) 2 / 1,001 (0.2%) 516 / 1,001 (51.55%) 0 / 488 371 / 513 (72.32%) 371 / 1,001 (37.06%) Skyrim 2 / 488 (0.41%) 86 / 488 (17.63%) 3 / 488 (0.61%) 397 / 488 (81.35%) Wild Hunt 0 / 513 0 / 513 23 / 513 (4.48%) 490 / 513 (95.52%) Total 2 / 1,001 (0.2%) 86 / 1,001 (8.59%) 26 / 1,001 (2.6%) 887 / 1,001 (88.61%) Table 4.1.3 below provides an example of the aforementioned dual-use asset in Wild Hunt. The constructed language text in the curly brackets is for recording voiceover and is not displayed within the game, while the English text in square brackets is displayed on screen as subtitles. Table 4.1.3 Dual-use constructed language asset in Wild Hunt Asset number W2 Asset source text {Hael Ker'zaer!} [Long live the emperor!] Text type & asset type oral/dialogic voiceover asset subtitling asset Table 4.1.2 suggests that the majority of constructed language assets in the two games are subtitling assets that displayed oral/dialogic texts; there were 396 (81.15%) and 490 (95.52%) such asset-text combinations in Skyrim and Wild Hunt, respectively. In other words, in both games constructed language texts mostly appear in onscreen subtitles as words spoken by game characters. In addition, it was found that 33 (3.72%) of the above 886 assets used transcreative 91 strategies. This suggests that transcreative strategies may be used on game assets that display constructed language texts as onscreen subtitles. Furthermore, the fact that transcreative strategies were used only on assets that display texts as subtitles echoes Mangiron and O’Hagan’s (2006) description of transcreation. In the authors’ case study of the translation of in-game texts, three of the four examples of transcreation were based on game assets that display texts as subtitles (see Mangiron & O’Hagan, 2006, pp. 18-19). This in turn suggests that transcreative strategies may not be applicable in translating texts of other types of assets. For example, transcreative strategies may not be applicable for manual assets. Translation strategies. It was found that the use of strategies in the two games was significantly different. In Skyrim, the most frequently used strategy was transliteration, with 396 instances; most constructed language texts were transliterated into traditional Chinese. The second most used strategy was retention unmarked, with 89 instances. Only one transcreative strategy was used: deliberate use of regional expressions. On the other hand, Wild Hunt used retention unmarked most frequently, with 417 instances, in which constructed language texts were left untranslated and unchanged. The second most frequently used strategy was specification addition, with 41 instances. Next, contextualization by addition was used 31 times. In total, 32 transcreative strategies were found in Wild Hunt. In other words, 6.19% of the game’s translation strategies were transcreative. Table 4.1.4 lists all of the translation strategies used in both games. Transcreative strategies are highlighted in grey. 92 Table 4.1.4 Number of translation strategies used in Skyrim and Wild Hunt Translation strategy Calque Contextualization by addition Deliberate use of regional expressions Omission Paraphrase: sense transfer Retention unmarked Shift Specification addition TL adjust Transliteration Total Skyrim 1 / 490 (0.2%) Wild Hunt 4 / 517 (0.77%) Total 5 / 1,007 (0.5%) 0 / 490 (0.0%) 31 / 517 (6.00%) 31 / 1,007 (3.08%) 1 / 490 (0.2%) 1 / 517 (0.19%) 2 / 1,007 (0.2%) 1 / 490 (0.2%) 1 / 517 (0.19%) 2 / 1,007 (0.2%) 2 / 490 (0.42%) 0 / 517 (0.0%) 2 / 1,007 (0.2%) 89 / 490 (18.16%) 0 / 490 (0.0%) 0 / 490 (0.0%) 0 / 490 (0.0%) 417 / 517 (80.66%) 8 / 517 (1.55%) 41 / 517 (7.93%) 9 / 517 (1.74%) 396 / 490 (80.82%) 5 / 517 (0.97%) 490 517 506 / 1,007 (50.25%) 8 / 1,007 (0.79%) 41 / 1,007 (4.07%) 9 / 1,007 (0.89%) 401 / 1,007 (39.82%) 1,007 The above findings suggest that most of the time foreignizing strategies were used to translate constructed language texts, in particular transliteration and retention unmarked. In addition, the fact that these two strategies were used significantly more often than others suggests that they might be the default strategies, or translation strategies that are considered the first when a translation task appears. In Skyrim, the default strategy was to transliterate constructed language texts, while in Wild Hunt, the strategy was to leave the texts untranslated and unchanged. A similar pattern can also be found in van Oers (2014). In her analysis of the translation of the game Beyond Good and Evil, van Oers found that 65.11% of the game’s translations strategies was literal translation (p. 146). The high percentage suggests that Beyond Good and Evil likely took literal translation as its default strategy for translating in-game texts. This in turn raises a question: Why did none of the games choose transcreative strategies as their default strategies? The answer to this question may in turn shed light on when should games be 93 transcreated, and having an interview with the games’ translators may provide an answer. Nevertheless, that is beyond the scope of this study. In addition to default strategies, the transcreative strategies in Table 4.1.4 are somewhat different from those found in van Oers (2014). Van Oers found that the game Beyond Good and Evil used all six types of transcreative strategies: compensation, transcreation, re-naming, recreation of wordplay, contextualization by addition, and deliberate use of regional expressions. However, this study only found contextualization and use of regional expressions. This shows that while transcreative strategies could indeed be used to translate constructed language texts, only two of them were actually used. Nevertheless, the difference may be due to the selection of research materials. Van Oers did not analyze constructed language texts as does this study. Instead, she analyzed diegetic texts, or texts that were closely related to the story of Beyond Good and Evil. This includes person names and place names, which, as previously mentioned, were excluded in this study. It could lead to a significant difference between van Oers’ analysis and this study, as place names and person names are often transcreated with the re-naming strategy (e.g., Mangiron & O’Hagan, 2006). Immersion components before and after video game translation. Although the total number of immersion components remained the same in both games before and after translation, the number of two types of components changed after translation. In particular, the number of explicit information components increased after translation, while the number of implicit information components decreased. This means that after translation, some constructed language texts went from being ambiguous and difficult to understand, to being clear and straightforward. 94 Table 4.1.5 shows the immersion components created by constructed language assets before and after translation. Table 4.1.5 Immersion components created by constructed language assets in Skyrim and Wild Hunt Immersion components Audio stimuli Audiovisual stimuli Visual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Implicit information Character identification Plot construction World construction Total Skyrim EN 93 388 123 30 476 209 65 401 363 228 262 2,638 ZH-TW 93 388 123 30 476 209 66 400 363 228 262 2,638 Wild Hunt EN ZH-TW 0 0 490 490 37 37 0 0 431 431 0 0 395 438 118 75 492 492 115 115 435 435 2,513 2,513 Table 4.1.6 below provides two examples of constructed language assets that had different immersion components after translation. Before translation, players might misinterpret the Dovahzul word “joor” (“mortal”) in the text of asset T93, or have difficulty understanding the entire text of asset W119. Because the information presented by their texts was prone to misinterpretation, both assets contained implicit information components. However, the same components turned into explicit information components after the texts were translated into traditional Chinese. Through the use of different translation strategies, the translated texts became easy to understand; information was now presented in a clear and straightforward way. In addition, the contextualization strategy used for asset W119 added the name of the constructed language to the translated text. This outcome is similar to that of pragmatic explicitation strategy 95 in Translation Studies. Both strategies add explanations to translated texts and help target language audience understand the nuances within the source texts (Klaudy, 2009, pp. 106-107). Table 4.1.6 Immersion components before and after translation Asset number Asset source Asset target text text T93 You are no match for me, joor! W119 A'Chionn Radovid aen a'caelme tedd ess'saovine! Immersion components in EN Immersion components in ZH-TW Translation strategies 你敵不過我 的,蟲子! Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Paraphrase: sense transfer (精靈語) 聽說拉多維 德在策劃陰 謀! Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Contextualization by addition The above findings suggest that although the translation strategies in both games were able to maintain the same total amount of immersion components after translation, the translated constructed language texts were no longer the same. In particular, the translated texts became easier to understand than they used to under the original language setting. Although only one asset in Skyrim went through this change, 43 (8.38%) assets changed in Wild Hunt. This change was likely due to the use of domesticating translation strategies, such as shift and contextualization by addition, which were used 8 and 31 times in Wild Hunt, respectively. The above findings provided a different perspective to look at the concept of retaining the original gameplay experience (see O’Hagan, 2005, pp. 3, 5). That is, retaining the experience does not necessarily mean that both the original game and its localized versions must be identical. A few trade-offs may appear in the localized games instead, such as making ambiguous information easy to understand. Section 4.2.2 will further analyze the 31 instances where contextualization 96 strategies were used and Section 4.4 will discuss how different translation strategies were used to handle the ambiguity in texts in Skyrim and Wild Hunt. In summary, this section presented an overview of the analysis results, which may be used to explain whether transcreative strategies can translate constructed language texts in video games while retaining the original gameplay experience. The fact that both games did use transcreative strategies suggests that these strategies can indeed translate constructed language texts. Nevertheless, only 33 (3.28%) out of 1,007 strategies were transcreative strategies. By contrast, retention unmarked and transliteration were used 506 times and 401 times, respectively, occupying more than 90% of all translation strategies. According to O’Hagan and Mangiron (2013), “video game must sometimes be transcreated” in order to retain the original gameplay experience (p. 199). Based on the low instances found in this study, it appears that transcreative strategies were used in very specific circumstances. For instance, findings above showed that transcreative strategies were only used on subtitling assets that displayed oral/dialogic texts. In addition, the types of transcreative strategies also suggest that they were used in very specific circumstances. In the two games, only two types of transcreative strategies were used: contextualization by addition and the deliberate use of regional expressions. In contrast, van Oers (2014) found that the game Beyond Good and Evil used all six types of transcreative strategies, which were used 497 times in total (p. 146). Although the current study’s research material is different from van Oers’, the difference suggests that transcreative strategies were not used regularly in Skyrim and Wild Hunt. Instead, the strategies were only used in specific circumstances, such as when the translation of constructed language texts imposes challenges. The next section will look into the instances where transcreative strategies were and were not 97 used and discuss why this was the case. 4.2 Aesthetic assets This section focuses on constructed language assets that share the two following characteristics. First, the assets include plot construction or world construction immersion component or both components. Second, the assets use constructed language texts that have an aesthetic function, which will be explained later using Mäkelä (2015, pp. 28-33). Such assets are labeled as aesthetic assets, which will be explained in this section first and then analyzed with regard to the translation strategies that were used to translate constructed language texts. Description of aesthetic assets. Of the 1,001 constructed language assets found in the two games, 375 (37.46%) are aesthetic assets. Skyrim has 232 aesthetic assets and Wild Hunt has 143. Of the 375 aesthetic assets, 350 assets (93.33%) are subtitling assets and 25 (6.67%) are ingame texture embedded word assets; 350 assets (93.33%) display oral/dialogic texts, and 25 assets (6.67%) display narrative texts. Table 4.2.1 below shows the asset types and text types of aesthetic assets in Skyrim and Wild Hunt. Table 4.2.1 Aesthetic assets in Skyrim and Wild Hunt Narrative Text type Asset type In-game texture embedded words Subtitling asset Total Oral/dialogic Total Skyrim Wild Hunt Skyrim Wild Hunt 2 22 1 0 25 0 2 1 23 229 230 120 120 350 375 As mentioned above, all aesthetic assets include world construction or plot construction 98 components in addition to other immersion components. This characteristic comes from the assets’ text content: Texts displayed by aesthetic assets are usually related to the plot of the game or the game world. Take asset W112 for example. The asset’s text is used in one of Wild Hunt’s main quests. Since the asset helps deepen the player’s impression of the game plot, it creates an immersion component of plot construction. Table 4.2.2 below shows the asset’s text and immersion components before translation. Table 4.2.2 Text and immersion components of an aesthetic asset Asset number W112 Asset source text Immersion components You are stubborn, dh'oine. Audiovisual stimuli Implicit information Character identification Plot construction The second characteristic of aesthetic assets is that they all use constructed language texts that have an aesthetic function. According to Mäkelä (2015), having an aesthetic function means that constructed languages are used to add depth to a work, such as a book or a film, while the audience does not have to understand or translate the languages (pp. 28-33). For example, Parseltongue in Harry Potter and the Philosopher’s Stone (Rowling, 1997) is used to demonstrate the protagonist’s language abilities, instead of asking the reader to translate what the protagonist says in that language. In the two games, it was found that aesthetic assets all use constructed language texts in a similar manner. Take asset W112 from above for example. Its constructed language text reads “dh’oine,” which is used to hint the speaker’s background as an elf, not to ask the player to learn that word. It was found that strategies used to translate aesthetic assets seemed to vary, depending 99 on the type of text that aesthetic assets display. For example, aesthetic assets that display narrative texts often had constructed language texts left unchanged, while different strategies were applied by aesthetic asset assets that display oral/dialogic texts. Given this difference, findings related to the 375 aesthetic assets will be presented in two separate subsections based on text types. Section 4.2.1 focuses on aesthetic assets that display narrative texts, and Section 4.2.2 on assets that display oral/dialogic texts. 4.2.1 The translation of narrative texts and time constraints Of the 375 aesthetic assets in Skyrim and Wild Hunt, 25 assets (6.67.%) contain narrative texts. Of the 25 assets, 24 assets (96.0%) are in-game texture embedded words and only one asset (4.0%) is a subtitling asset. Table 4.2.1.1 below shows the types of aesthetic assets that display narrative texts in the two games. This subsection discusses how the 25 assets’ constructed language texts were rendered into traditional Chinese. Table 4.2.1.1 Aesthetic asset that display narrative texts in Skyrim and Wild Hunt Text type Asset type In-game texture embedded words Subtitling asset Total Narrative Total Skyrim Wild Hunt 2 22 24 0 1 1 2 23 25 As explained in Section 3.2, subtitling assets display texts on screen as subtitles; in-game texture embedded words display texts in customized font sizes and styles; and narrative text is a type of text that gives audible or readable information about the game’s story, world, or 100 characters (Bernal-Merino, 2015, pp. 109-132). In Skyrim and Wild Hunt, the narrative texts that aesthetic assets display are all in written form and give information about the game world. Take asset W114 for example. As shown in Table 4.2.1.2 below, the asset’s narrative text is a notice board posting written in elven Hen Llinge. A back-translation of the text reads: “Not every Scoia’tael is dead. All elven sages, come to the woods. Find us and join us. Let us fight the humans. Now is the time and this is the place [to fight].” Table 4.2.1.2 An aesthetic asset that displays narrative text in Wild Hunt Asset number W114 Asset source text Neen evelienn Scoia’tael marw. Cáemm aep woedd, holl Aen Seidhe. Darganfod an uniade ninnau. Ymladda dh’oine. Ess'tedd, esse creasa. It was found that retention unmarked was used to render constructed language texts into traditional Chinese for 18 times; transliteration was used three times; calque once; and specification addition once. In other words, the constructed language texts of 18 assets were left untranslated; the texts of three assets were transliterated; the text of one asset was translated literally; and the text of the remaining asset was left untranslated and added with a piece of information. No transcreative strategies were found. Table 4.2.1.3 below shows the translation strategies that were used to render constructed language texts into traditional Chinese. Explanation of the strategies can be found in Section 3.3. 101 Table 4.2.1.3 Translation strategies used to render constructed language texts in aesthetic assets that display narrative texts in Skyrim and Wild Hunt Translation strategies Calque Retention unmarked Specification addition Transliteration Skyrim 0/2 2/2 0/2 0/2 Wild Hunt 1 / 23 18 / 23 1 / 23 3 / 23 Total 1 / 25 20 / 25 1 / 25 3 / 25 It is likely that transcreative strategies were not used because they take a long time to implement (van Oers, 2014, p. 147). Take the constructed language texts in asset W109 for example. As shown in Table 4.2.1.4 below, the translation strategy for the asset was to leave the constructed language texts untranslated, while the rest of the narrative text was translated into traditional Chinese: Table 4.2.1.4 An aesthetic asset that displays narrative text in Wild Hunt Source text <i>Traveling</i><br><br>N'aen aespar a me – Don't shoot me.<br>M'aespar que va'en, ell'ea? – Are you going to shoot me, or what?<br>Caelm, evellienn! – Calm down, everyone!<br>Gar'ean! N'te va! – Watch out! Don't go in there!<br>Glaeddyv vort! – Drop your sword!<br><br><i>On a romantic outing</i><br><br>Ess've vort shaente aen… – Sing me a song about...<br> Va'en aesledde, ell'ea? – We'll go for a sleigh ride, all right?<br>Elaine tedd a'taeghane – Lovely weather we're having.<br>Caen me a'baethe? – Give me a kiss?<br>N'te dice'en – Don't say anything. <br><br><i>Shopping</i><br><br>Mir'me vara – Show me your goods.<br>Naev'de aen tvedeane – Ten a dozen. Target text <i>旅行</i><br><br>N'aen aespar a me – 不 要射我。<br>M'aespar que va'en, ell'ea? – 你是要不要射我?<br>Caelm, evellienn! – 大家冷靜!<br>Gar'ean! N'te va! – 小心! 不要進去!<br>Glaeddyv vort! – 把劍拋 開 ! <br><br><i> 浪 漫 約 會 </i><br><br>Ess've vort shaente aen… – 唱 首 … 的 歌 給 我 聽 。 <br> Va'en aesledde, ell'ea? – 我 們 去 玩 雪 橇 吧 , 好 嗎 ? <br>Elaine tedd a'taeghane – 今 天 天 氣 真 好。<br>Caen me a'baethe? – 親我一下? <br>N'te dice'en – 別說話。<br><br><i>購 物</i><br><br>Mir'me vara – 給我看看你 在賣些什麼。<br>Naev'de aen tvedeane – 十元一打。 102 In theory it is possible to transcreate constructed language texts in aesthetic assets such as W109. A way to do so is using the strategy transcreation, which is to rewrite a text from scratch in the target language. It is possible to transcreate asset W109’s constructed language texts, by using the Wiedźmin novels that inspired Wild Hunt. More specifically, the texts could be transliterated into traditional Chinese in exactly the same way that constructed language texts were transliterated in the Chinese versions of Wiedźmin novels. Take the Hen Llinge text “Glaeddyv vort” from the above asset for example. The text means “drop the sword” in English. A way to transcreate the text is to transliterate it into traditional Chinese, using the same Chinese characters, punctuation mark, font size, and font style from the novel Miecz Przeznaczenia in traditional Chinese (see Sapkowski, 1992/2012, p. 304). As Table 4.2.1.5 below shows, doing so could create intertextuality between the game and the novel, bringing players closer to the novel series that inspired Wild Hunt and potentially enhancing the game’s gameplay experience. More importantly, a successful transcreation may support Bernal-Merino and Mangiron and O’Hagan’s point of view, that translation strategies can enhance gameplay experience (BernalMerino, 2006; O’Hagan & Mangiron, 2013, p. 199). Table 4.2.1.5 Asset W109’s constructed language text transcreated with a reference to the novel Miecz Przeznaczenia (Sapkowski, 1992/2012, p. 304) Asset number W109 Reference to Miecz Przeznaczenia 「格列弟夫沃特!」 Glaeddyv vort! – Drop your 格列弟夫沃特!– 把劍 那個聲音聽起來就像 sword! 拋開! 一陣微風。 Source text Target text However, in practice, transcreative strategies like this take a long time to implement. In 103 order to create the above transcreation, intensive reading and research into the Wiedźmin novels are unavoidable. The translator has to read through the novels and look for useful transliterations of constructed language texts. This would slow down translation as well as other localization tasks that follow, leading to potential wastes of time and resources. Although there are other ways to transcreate texts more quickly, the above example has shown that transcreative strategies were not used likely because they took too long to implement. This echoes with van Oers’ (2014) analysis: Time influences the use of translation strategies (pp. 146-147). In addition to time, singability may also explain why transcreative strategies were not used. It was found that two of the 25 aesthetic assets that display narrative texts have song lyrics written in constructed language: T258 and T259. Perhaps the constructed language lyrics were deliberately left unchanged, so that the player can learn how to sing the lyrics. In contrast, transcreating the lyrics into traditional Chinese may stop the player from learning the lyrics. However, singability cannot explain why the lyrics were not transliterated into traditional Chinese. If transliterated, the lyrics would be much easier for players to learn. Although interviewing the translators of Skyrim may help answer the question, it is nevertheless beyond the scope of the present study. 4.2.2 Transcreation as a reflection of game protagonists’ language abilities This subsection focuses the second group of aesthetic assets described at the end of Section 4.2, that is, the 350 aesthetic assets that display oral/dialogic texts in the two games. Of the 350 assets, 349 (99.71%) assets are subtitling assets and the remaining one asset (0.29%) is an in-game texture embedded word asset. Table 4.2.2.1 below shows the distribution of aesthetic assets that display oral/dialogic texts. 104 Table 4.2.2.1 Aesthetic asset that display narrative texts in Skyrim and Wild Hunt Text type Asset type In-game texture embedded words Subtitling asset Oral/dialogic Total Skyrim Wild Hunt 1 0 1 / 350 229 120 349 / 350 Oral/dialogic texts give audible or readable information about what game characters hear or say in the game world (Bernal-Merino, 2015, p. 109). In the two games, the 350 assets’ oral/dialogic texts all appear in written form as onscreen subtitles. Take asset T37 for example. As shown in Table 4.2.2.2 below, the asset’s text consists of a character’s spoken words, which appear in the game as subtitles. A back-translation of text reads: “Rise, Vuljotnaak. The time has come to serve [me].” Table 4.2.2.2 An aesthetic that displays oral/dialogic text in Skyrim Asset number T37 Asset source text Alok, Vuljotnaak. Tiid boaan. It was found that a total of 353 translation strategies were used, including transliteration (227 instances), specification addition (40 instances), retention unmarked (34 instances), and contextualization by addition (26 instances). In addition, it was found that the use of translation strategies varied, depending on the game in which aesthetic assets were found. In Skyrim, constructed language texts were regularly transliterated into traditional Chinese. In Wild Hunt, however, the following strategies were used instead: 105 1. Specification addition, which leaves constructed language text unchanged, while addition new, relevant information to it; 2. Retention unmarked, which leaves constructed language text unchanged; and 3. Contextualization, which translates constructed language text into traditional Chinese, while adding new information based on context. Table 4.2.2.3 below shows the 353 translation strategies used for aesthetic assets that displayed oral/dialogic texts. While many strategies previously described in Section 3.3 were only used once, it is worth noticing that contextualization, a transcreative strategy, was used 31 times in Wild Hunt. The strategy is listed at the bottom of the table, along with another transcreative strategy, deliberate use of regional expressions. Table 4.2.2.3 Strategies used to render constructed language texts in aesthetic assets that display oral/dialogic texts in Skyrim and Wild Hunt Translation strategies Calque Omission Paraphrase: sense transfer Retention unmarked Shift Specification addition TL adjust Transliteration Contextualization by addition Deliberate use of regional expressions Skyrim 1 / 232 1 / 232 2 / 232 0 / 232 0 / 232 0 / 232 0 / 232 227 / 232 0 / 232 Wild Hunt 3 / 121 0 / 121 0 / 121 34 / 121 8 / 121 40 / 121 2 / 121 2 / 121 31 / 121 Total 4 / 353 1 / 353 2 / 353 34 / 353 8 / 353 40 / 353 2 / 353 229 / 353 31 / 353 1 / 232 1 / 121 2 / 353 In the 33 instances where transcreative strategies were used, the deliberate use of regional expressions was applied only once in Skyrim and Wild Hunt. The strategy, as explained in Section 3.3, involves translating a constructed language text and adding a regional expression to 106 it. Take asset T327 for example. As shown in Table 4.2.2.4 below, the Dovahzul word paak (“ashamedness”) was translated into “切,” an expression often used to express dissatisfaction. On the other hand, in Wild Hunt the contextualization strategy was used 31 times to translate constructed language texts into traditional Chinese and add new information based on context. Take asset W122 for example. As shown in Table 4.2.2.4 below, the text in elven Hen Llinge was translated and added with the name of the language. Table 4.2.2.4 Examples of constructed language texts transcreated into traditional Chinese Asset number Transcreative strategy W122 Contextualization by addition N'elaine tedd a'taeghane. (精靈語)別再下雨了。 Deliberate use of regional expressions I do not know how he came to be caught. But the bronjun... the Jarl... was very proud of his pet. Paak! 我不知道牠是怎麼被抓 的,但是布榮瓊……領主 對他的寵物非常驕傲。 切! T327 Asset source text Asset target text In the 33 instances of transcreation, the use of contextualization strategy appears to be a deliberate choice. It was found that this transcreative strategy was used only for simplified and traditional Chinese language settings. When Wild Hunt was set to display text in other languages such as French, Hungarian, and Russian, contextualization was not used to render constructed language texts. Instead, retention unmarked was used most of the time, leaving constructed language texts unchanged, while the rest of asset texts were translated into different languages. Take asset W122 for example. The asset’s text, which is a complaint about the weather in elven Hen Llinge, was transcreated using contextualization only when the game was switched to simplified and traditional Chinese. When the game’s language setting was switched to French, 107 Hungarian, and Russian, the same text remained unchanged from that displayed in English and Polish, which are the languages the game was originally developed in (Noclip, 2017). This suggests that the use of contextualization was a choice deliberately made for simplified and traditional Chinese language settings; the use of transcreative strategies can vary, depending on language settings. Table 4.2.2.5 below shows how asset W122’s elven Hen Llinge text was rendered under different language settings. Table 4.2.2.5 Rendering of asset W122’s constructed language text under different language settings Language setting English Polish French Italian German Spanish – Spain Czech Hungarian Portuguese – Brazil Russian Turkish Arabic Asset target text Translation strategies N'elaine tedd a'taeghane. - N'elaine tedd a'taeghane. Retention unmarked (‫أﺗﺎﯾﻐﺎن ﺗﯿﺪ )ﻧﯿﻼن‬. ネライン・テッド・アティー グェン Transliteration TL adjust Korean [오늘은 할 일이 없어.] Calque TL adjust Simplified Chinese Traditional Chinese (精灵语)别再下雨了。 (精靈語)別再下雨了。 Contextualization by addition Japanese The use of contextualization strategy to transcreate constructed language texts is worth examining, because it changes the immersion components created by aesthetic assets and hence Wild Hunt’s gameplay experience. Under the English language setting, the game does not 108 explain or translate constructed language texts in aesthetic assets that display oral/dialogic texts. There is nothing on the screen that deciphers the constructed languages that game characters hear or speak. As such, it is difficult for players to fully understand the constructed language subtitles displayed onscreen. For instance, under the English language setting the game neither translates nor explains what elves mean when they say “N'elaine tedd a'taeghane” in elven Hen Llinge. When this sentence appears as subtitles, players can only rely on context and the sentence itself to guess what it means. This shows that Wild Hunt by default does not make explicit the constructed language texts in onscreen subtitles; and that the game by default is not playerfriendly in respect of understanding constructed language subtitles on screen. As such, the asset that displays the subtitle creates an immersion component of implicit information, because the asset conveys information in a vague way that is prone to misinterpretation. However, this changes when Wild Hunt runs under the traditional Chinese language setting. Under this setting, some of the constructed language texts in aesthetic assets are transcreated with the contextualization strategy. This means some of the constructed language subtitles are translated into traditional Chinese with new information added. This allows players to understand some of the constructed language texts, simply by reading the transcreated subtitles on the screen. Take “N'elaine tedd a'taeghane” from above for example. Under the traditional Chinese language setting, the sentence is transcreated into (精靈語)別再下雨了。, which can be back translated into “(Elfish) Stop raining.” This changes the asset’s immersion components and hence Wild Hunt’s gameplay experience. After transcreation, the asset’s implicit information component becomes explicit information, because now the asset conveys information in a clear, straightforward way, allowing players to understand what the sentence means. This experience does not exist when the game is switched back into English, as 109 constructed language texts under this language setting are neither translated into English nor supplied with information. Such a change in immersion components and gameplay experience is similar to the outcome of pragmatic explicitation strategy in Translation Studies. According to Klaudy (2009), the strategy allows target language audience to understand the nuances within the source texts, by adding explanations to translated texts (pp. 106-107). This is similar to the use of contextualization to transcreate constructed language texts in Wild Hunt. To some extent, the strategy has helped players understand the elves’ culture, turning implicit information components into explicit ones. However, the same strategy has also prevented players from seeing the original spelling and alphabet of constructed language texts. The change of an asset’s implicit information component into explicit information can be illustrated using the modified SCI model, in which game assets create immersion components as an important of gameplay experience. In theory, game assets should contain the same amount and types of immersion components before and after video game translation and localization, thereby retaining the original gameplay experience. But the above findings show that this is not always the case: Some aesthetic assets contained different immersion components after their constructed language texts were transcreated into traditional Chinese. After transcreation, implicit information components within the assets became explicit, because the constructed language texts were now easy to understand. This has not only allowed players to read constructed language subtitles after transcreation, but also changed Wild Hunt’s gameplay experience. Figure 4.2.2.1 below uses asset W122 as an example to illustrate the change in its immersion components after the constructed language text is transcreated. 110 Asset W122 Text: N'elaine tedd a'taeghane. Voiceover Audiovisual stimuli Implicit information World construction Contextualization by addition Asset W122 Voiceover Audiovisual stimuli Text: (精靈語)別再下雨了。 Explicit information World construction Figure 4.2.2.1. Change in asset W122’s immersion components after transcreation. From a broader perspective, the above findings suggest that transcreative strategies may be limited in retaining the immersion components created by aesthetic assets. Table 4.2.2.6 below shows the 33 instances where transcreative strategies were used, as well as the immersion components contained in aesthetic assets. Before transcreation, aesthetic assets contained a total of 164 immersion components. After transcreation, the number of immersion components remained unchanged at 164. At first glance, this shows that transcreative strategies are indeed capable of retaining Wild Hunt’s gameplay experience, since the total number of immersion components remained unchanged after translation. 111 Table 4.2.2.6 Immersion components contained in aesthetic assets before and after transcreation Asset type & text type Deliberate use of regional expressions Contextualization by addition 2 31 Subtitling asset & Oral/dialogic Immersion components Audiovisual stimuli Contacting gameplay Explicit information Implicit information Character identification Plot construction World construction Total immersion components EN 2 2 2 0 2 1 1 10 ZH-TW 2 2 2 0 2 1 1 10 EN 31 30 0 31 31 0 31 154 ZH-TW 31 30 31 0 31 0 31 154 However, this is not the case. In the 31 instances where contextualization strategies were used, the immersion components contained in aesthetic assets changed significantly after transcreation. The assets no longer contained implicit information components after transcreation. Instead, all contained information became explicit. In other words, the way information was conveyed in these assets changed because of the contextualization strategy. The information all went from being difficult to understand to being clear and straightforward. This shows that although contextualization can retain most immersion components, it is unable to keep implicit information implicit. If this strategy was used excessively, it could change the gameplay experience significantly. This in turn suggests that transcreative strategies, at least those in this study, may be limited in retaining all of an asset’s immersion components, and hence limited in retaining the original gameplay experience. 112 In addition to immersion components, it remains unclear why contextualization was used only for simplified and traditional Chinese language settings. A close examination of the 120 aesthetic assets in the game suggests that the choice of such a strategy could be based on the game protagonists’ language abilities. According to the Wiedźmin novels that have inspired the game, the game’s protagonists, Geralt and Ciri, both know how to speak Hen Llinge. In addition, the novels show that the protagonists also know other variants of Hen Llinge, including Nilfgaardian and elven Hen Llinge. For instance, in the novels Ostatnie Zyczenie (Sapkowski, 2012, pp. 228, 243, 247, 249) and Czas Pogardy (Sapkowski, 1995/2014, pp. 347, 383) both protagonists not only speak Hen Llinge, but also understand Nilfgaardian and elven Hen Llinge. This may have inspired the use of contextualization to transcreate constructed language texts in aesthetic assets. In the 31 instances where the strategy was used, all of the spoken words are simple, everyday expressions in Hen Llinge or elven Hen Llinge. Given how well the game protagonists know both languages in the novels, perhaps these simple expressions were deliberately transcreated, in order to reflect Geralt and Ciri’s ability to understand the expressions. If this is true, the use of contextualization is not only changing Wild Hunt’s gameplay experience, but also creating intertextuality between the game and the novels that inspired the game. If contextualization was indeed used in order to create intertextuality, the use of other translation strategies could also be based on the game protagonists’ language abilities. When aesthetic assets contain curse words or magic spells in constructed languages, retention unmarked and specification addition were used regularly to render the languages. In other words, curse words and magic spells in constructed language texts were regularly kept untranslated or kept untranslated with new information added. This pattern was found in 62 (51.67%) of the 120 113 aesthetic assets that display oral/dialogic texts in Wild Hunt. This could also be a choice made in order to reflect the game protagonists’ language abilities and create intertextuality. Except that this time the focus is on the protagonists’ inability to understand curse words and magic spells in constructed languages. Take the magic spells displayed by assets W312 and W340 for example, as shown in Table 4.2.2.7 below. It is likely that W312’s constructed language text was left unchanged because Geralt, who is present when this magic spell is cast, is unable to understand it. On the other hand, asset W340’s text was kept unranslated with new information added. A back translation of the added text reads: “(Spell)” This is likely because Ciri, the other protagonist in the game, can only tell that what she hears is a magic spell. Table 4.2.2.7 Examples of using translation strategies to reflect game protagonists’ language abilities Asset number Rendering strategies Source text Target text W312 Retention unmarked Celain, celain, deffraen! Celain, celain, deffraen! W340 Specification addition Tetrah... Tetragh... Tetraglarie! (咒語)Tetrah…Tetragh… Tetraglarie! In summary, this section presents four major findings based on the 375 aesthetic assets in Skyrim and Wild Hunt. First, time constraints and text singability may have limited the use of transcreative strategies. In theory, the strategies can be used to translate constructed language texts. However, in practice, transcreative strategies may not be as fast and effective as other strategies, such as transliteration and retention unmarked. Second, the use of translation strategies varied, depending on the game in which aesthetic assets were found. Skyrim frequently transliterated constructed language texts (227 instances) into traditional Chinese, while Wild 114 Hunt mainly used three strategies, including retention unmarked (52 instances), specification addition (41 instances), and contextualization (31 instances). Third, after contextualization, the immersion components contained in aesthetic assets changed; all of the assets’ implicit information components changed into explicit information components. Lastly, although transcreative strategies can indeed translate constructed language texts, they may be limited in retaining the original gameplay experience. This is because transcreative strategies, especially contextualization strategies, often increase the readability of constructed language texts after transcreation, and as a result, change how the game feels. In other words, players may find transcreated texts easier to read than untranslated ones but at the cost of not knowing what the original texts look like. In addition, it remains unclear why constructed language texts were transcreated only for simplified and traditional Chinese language settings. It could be due to the fact that simplified and traditional Chinese are closer to each other than to other languages. It also remains unclear why transcreative strategies were only used 32 times in Wild Hunt. It is likely that the game’s translators deliberately transcreated a small amount of constructed language texts, in order to reflect the game protagonists’ language abilities. Although having an interview with the translators of Wild Hunt may provide an answer, it is nevertheless beyond the scope of the present study. Therefore, it is recommended that future studies interview language service providers and game translators, in order to discuss similar topics from a different perspective. 4.3 Shout assets In Skyrim, 116 (23.77%) of the 488 constructed language assets are closely related to gameplay: Dragon shouts. In this section, these assets are labeled as shout assets and are analyzed 115 with regard to translation strategies. Dragon shouts are magic spells used by a small group of game characters, including the protagonist played by the player. There are more than 25 shouts in the game, and each consists of three words in the Dovahzul language, or the dragons’ language. Some shouts are used for combat, while some are used for defense. To use a dragon shout, nonplayer characters may say any of the three Dovahzul words that make up the shout. For example, the words wuld, nah, and kest make up a shout called Whirlwind Sprint. Saying wuld alone, which means “whirlwind” in Dovahzul, allows a character to sprint at high speed. Saying all three words will allow the character to sprint for a longer distance. For the player, using a shout is not difficult. Under the game’s default setting, the player presses or holds Z on their keyboard to use a dragon shout. The longer the Z key is held, the more shout words are spoken. The 116 shout assets are closely related to dragon shouts, in that dragon shout words are an integral part of the assets’ texts. Table 4.3.1 below provides two examples of shout assets: T7 and T146. Both assets display oral/dialogic text, or text about what game characters say or hear, as onscreen subtitles. The text of asset T7 centers on the teaching of the Dovahzul word wuld, while that of T146 indicates the shouts used a game character. The rest of the 116 shout assets are similar. Their texts revolve around dragon shouts and display shouts for players to read. In addition, 113 (98.28%) of the 116 shout assets create contacting gameplay components in addition to other immersion components. This is because when assets like T7 and T146 appear in the game, the player can use the keyboard to move around, use items, and so on. In contrast, the rest of the shout assets does not allow the same things; players can only skip subtitles or pause the game. 116 Table 4.3.1 Source text and immersion components of shout assets in Skyrim Asset number Asset source text Master Borri will teach you “Wuld,” which means “Whirlwind.” T7 T146 Krah Diin! Immersion components Audiovisual effects Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Of the 116 shout assets, 112 (96.56%) assets are subtitling assets, two (1.72%) are manual assets, and the remaining two (1.72%) are in-game texture embedded word assets. Subtitlings assets display text as subtitles; manual assets display text to explain how to play the game or how the game works; and texture embedded word assets display texts in custom fonts. In addition, shout assets display three types text. First, oral/dialogic texts, which shows what game characters say or hear in the game world. Second, didactic texts, which guide the player to use a game platform, software, or hardware. Finally, functional texts, which indicate how a platform, software, or hardware works. Table 4.3.2 below shows the asset types and text types of shout assets. 117 Table 4.3.2 Asset types and text types of shout assets in Skyrim Text type Asset type In-game texture embedded words Manual Subtitling asset Total Didactic Functional Oral/dialogic Total 0 2 0 2 2 0 2 0 0 2 0 112 112 2 112 116 A total of 116 translation strategies were used to translate the constructed language texts of shout assets. Of the strategies, 114 (98.28%) were transliteration and two (1.72%) were retention unmarked. In other words, the constructed language texts of shout assets were usually transliterated. There were only two instances where the texts were left unchanged. No transcreative strategies were found. Table 4.3.3 below lists the strategies used to translate Dovahzul texts in shout assets. Table 4.3.3 Strategies used to render constructed language texts in the 116 shout assets in Skyrim Translation strategies Transliteration Retention unmarked Transcreative strategies Subtitling assets 112 / 116 0 / 116 0 / 116 In-game texture embedded words 2/2 0/2 0/2 Manuals Total 0/2 2/2 0/2 114 / 116 2 / 116 0 / 116 Table 4.3.4 below provides examples of the two translation strategies. Asset T264’s source text and target text are excerpts of the original, which is over 200 words long. 118 Table 4.3.4 Examples of the transliteration and retention unmarked strategies Asset number Rendering strategy T146 Transliteration Source text Krah Diin! Animal Allegiance - “Raan Mir Tah” Aura Whisper - “Laas Yah Nir” T264 Retention unmarked Target text 可啦 丁! 動物效忠 - “Raan Mir Tah” 光環低語 - “Laas Yah Nir” 繳械武器 - “Zun Haal Viik” Disarm - “Zun Haal Viik” 死亡印記 - “Krii Lun Aus” Marked For Death - “Krii Lun Aus” 寒霜吐息 - “Fo Krah Diin” Frost Breath - “Fo Krah Diin” 閃電風暴 - “Strun Bah Qo” Storm Call - “Strun Bah Qo” 凱娜的寧靜 - “Kaan Drem Ov” Kyne’s Peace - “Kaan Drem Ov” 延緩時間 - “Tiid Klo Ul” Slow Time - “Tiid Klo Ul” 輾轉之聲 - “Zul Mey Gut” Throw Voice - “Zul Mey Gut” 冰之形態 - “Iiz Slen Nus” Ice Form - “Iiz Slen Nus” Articulating dragon shouts The pronunciation of dragon shout words may explain the use of retention unmarked for shout assets. It is likely that the strategy was used to retain the pronunciation of dragon shout words in Dovahzul, so as to show players how to say those words. According to the texts displayed by the two manual assets, T264 and T265, players can use a dragon shout by speaking in Dovahzul. To do so, players need to hold a button on their controller and say the Dovahzul words that make up the dragon shout they want to use. The said shout words will then work like 119 voice commands. For instance, to use the dragon shout Whirlwind Sprint, players hold the Left Bumper button on their controller and say wuld nah kest. Once the game picks up the words, the protagonist will use the dragon shout immediately. Although this game feature is not supported by Skyrim, the texts of assets T264 and T265 suggests that dragon shout words were left untranslated so that players could learn how to speak in Dovahzul. Take asset T264 for example. As shown in Table 4.3.4 above, the dragon shout words in asset T264’s text were all left untranslated under the traditional Chinese setting. This is likely done so that players can see how to pronounce each word in Dovahzul and use them as voice commands. It is possible that the pronunciation of dragon shout words has also affected the use of transliteration strategies on the remaining 114 shout assets. Perhaps the Dovahzul texts in these assets were transliterated into traditional Chinese so that players can mimic and pronounce Dovahzul words in that language. Take asset T146’s Dovahzul text, krah diin, for example. As Table 4.3.4 above shows, under the traditional Chinese language setting, the text was transliterated into “可啦 丁,” which is pronounced as “clah ding.” Clearly, the transliteration is mimicking the pronunciation of krah diin in Dovahzul. The goal is likely to use traditional Chinese characters to help players learn how to say the shout words. In fact, there is a need for players to do so when playing the game, although it is less noticeable. When playing Skyrim on the computer, players can add voice command feature to the game and use dragon shouts by speaking Dovahzul to a microphone that is connected to their computer. To do so, players need to go to the game’s main menu, click “Mods,” and install a game mod that enables voice commands in the game. Game mods are content created by people who are not members of the game development team, in order to improve the quality of the game. 120 Once the voice command feature is added, players can use shouts by saying Dovahzul shout words to their microphone. But this added feature requires that players know how to say the words. This creates a need to transliterate dragon shouts into traditional Chinese: The shouts were transliterated in case players want to learn and articulate the shouts after they have added the voice command feature. Transliteration makes it easier for players to read the dragon shout words that appear as onscreen subtitles. It helps players mimic the words’ pronunciation and articulate them as voice commands. In this sense, maybe the access to game mods and use of voice commands were taken into consideration during video game translation. This then led to the transliteration of dragon shout words in the 114 shout assets, so that players could memorize how to say those words. On the contrary, if dragon shout words were freely translated or kept unchanged, it would be difficult for players to learn how to articulate those words. This in turn makes it difficult for players who use game mods that add the voice command feature, because they can no longer read the subtitles and mimic the words’ pronunciation. In theory, the constructed language texts of shout assets can also be transcreated to show players how to say the shout words. Take asset T146 for example. The constructed language text of the asset may be transcreated to show players how to pronounce dragon shout words. First, the text, “Krah Diin!” is rewritten in Dovahzul script in a font size smaller than that of the original. The exclamation mark is removed to reflect the fact that Dovahzul lacks punctuation marks. The text now becomes “kr4 d3n.” Next, “Krah Diin!” is transliterated into traditional Chinese with the exclamation mark. The transliteration is then placed above the Dovahzul text as a phonetic guide for players, in the same way that Japanese kanjis have phonetic guides above them. By doing so, players can use the transliteration to learn how to pronounce dragon shout words in traditional Chinese and enjoy the new look of “kr4 d3n.” Table 121 4.3.5 below shows the asset T146’s text after transcreation and compares it with transliteration. Table 4.3.5 A comparison of asset T146’s source text after transcreation and transliteration Asset Asset source text number T146 Krah Diin! Transcreation Transliteration 可 可啦 丁! 啦 丁! Kr4 D3n There is another benefit to using the transcreation strategy. Take asset T146 for example. After transcreation, the strategy adds an immersion component to the asset, thereby enhancing gameplay experience. Before transcreation, the asset consists of seven immersion components, including audiovisual stimuli, tactile stimuli, contacting gameplay, contactless gameplay, implicit information, character identification, and plot construction. Audiovisual stimuli come from the asset’s text and the voiceover, which appear simultaneously when in the game. Tactile stimuli come from the fact that the asset will trigger connected controllers to vibrate, if this feature is supported. Contacting and contactless gameplay refer to the fact that when the asset is used, players can use devices or voice commands to do things such as moving around, casting shouts, and so on. Implicit information comes from the asset’s text, which presents information in a way that is difficult to understand. Character identification comes from the fact that the asset’s text is displayed alongside a character’s name, deepening the player’s impression of that character. Lastly, plot construction comes from the fact that asset T146 is used in a main quest. Since it deepens the player’s impression of the main plot, the asset creates a plot construction component. Asset T146 does not include visual stimuli component because the asset does not appear with any visual effects in the game. In fact, when the asset’s Dovahzul text is displayed, 122 it may be confused with other English texts. However, the transcreation strategy can help asset T146 create a visual stimuli component. This is because after transcreation, the text becomes “kr4 d2n” and looks a lot different from regular subtitles in English or traditional Chinese. This turns the transcreated text into a visual stimulus and thereby gives asset T146 an immersion component of visual stimuli. This also makes dragon shout words more fun to read for players. Figure 4.3.1 below compares asset T146’s immersion components before and after transcreation. Contacting gameplay Asset T146 Text: Krah Diin! Contactless gameplay Voiceover Character identification World construction Implicit information Audiovisual stimuli Transcreation Contacting gameplay Asset T146 Text: Kr4 D3n Contactless gameplay Voiceover Audiovisual stimuli Character identification Visual stimuli World construction Implicit information Figure 4.3.1. A comparison of asset T146’s immersion components before and after text transcreation. In summary, this section presents three major findings based on the 116 shout assets in Skyrim. First, the assets’ constructed language texts were consistently translated with transliteration and retention unmarked under the traditional Chinese language setting. In other 123 words, dragon shout words were either transliterated or kept untranslated. No transcreative strategies were used at all. Second, the use of translation strategies on shout assets appears to be related to gameplay. It appears that transliteration and retention unmarked were used so that players can learn how to say dragon shout words. This may be done in case players want to use shout words as voice commands after installing game mods. Lastly, in theory, transcreative strategies can translate the constructed language texts of shout assets and achieve similar results. The end of this section demonstrated how to transcreate dragon shout words without sacrificing the opportunity for players to learn how to articulate the words. In fact, the use of transcreation strategy may even allow the shout assets to create new immersion components, thereby enhancing Skyrim’s gameplay experience. This echoes Bernal-Merino’s (2007) point of view that video game translation should enhance gameplay experience (p. 3). However, it remains unclear why transcreative strategies were never used to translate the Dovahzul texts of shout assets. It also remains unclear why other translation strategies, such as retention marked and other transcreative strategies, were never used. Although having an interview with the translators or language service providers of Skyrim may provide answer, it is nevertheless beyond the scope of the present study. 4.4 Uncertainty assets Of the 1,001 constructed language assets found in Skyrim and Wild Hunt, 55 (5.49%) assets share two characteristics. First, they contain immersion components of implicit information. Second, the constructed language texts of these assets impact game plot and how players play because the texts are used to create uncertainty in game quests. These assets are referred to as the uncertainty assets. This section will first explain how uncertainty assets help create uncertainty, followed by a discussion on how uncertainy may have affected the use of 124 translation strategies. Game quests and the creation of uncertainty. In Skyrim and Wild Hunt, quests are a form of challenge that players complete in order to get a reward. Almost every game quest has three elements: context, action point, and action. Context is the information about a quest, such as game characters, key items, hints, map, or subtitles on the screen. Action point refers to the point in time when players are prompted to take action during a quest. Action point arrives, for example, when a quest displays instructions on the screen, such as “escape the room.” It can also arrive when a quest provides choices for players to make, such as “help the robot” and “leave the robot alone.” Action refers to the things that players do in order to complete a quest, such as looking for an exit or helping a game character. In both games, quests typically move forward by building up context, before introducing action points. A quest starts by giving a player bits of information. Once there is enough context, action points are introduced, prompting the player to perform a number of actions in order to complete the quest. Take the very first quest in Skyrim for example. It starts by providing context about who and where the protagonist is, before introducing action points that instruct the player on how to perform in-game actions, such as running and attacking enemies. Context build-up before introducing action points often creates a period of uncertainty, which affects player behavior. Before action points arrive, players only have context, which does not prompt them to take any actions. As a result, players tend to perform a limited number of actions, because they are not sure what actions are relevant. This period of uncertainty adds fun to games by inviting players to take part in context build-up without knowing the outcome (Power, Denisova, Papaioannou, & Cairns, 2017, p. 2840; To, Ali, Kaufman, & Hammer, 2016, 125 pp. 11-12). But when an action point arrives, players start to perform more actions because now they know what to do in order to complete the quest. In other words, the introduction of action points eliminates uncertainty in game quests. Based on Freytag’s pyramid (“Freytag’s pyramid,” 1995, p. 438) for analyzing the plot of a five-act play, the model below illustrates how uncertainty is created, starting from the build-up of context. Note that a quest may build up context and introduce action points more than once, depending on the length and design of the quest. Volume Action point arrives; uncertainty disappears. Player is uncertain about what to do. Quest starts. Quest ends and reward is given. Time Given context Actions performed Figure 4.4.1. A model illustrating the creation of uncertainty from context build-up in game quests. In the above model, the vertical axis, volume, is an abstract representation of the amount of context and the number of actions that players perform. The line with an arrow represents the amount of context that players receive, while the dotted line represents the number of actions that players perform. The higher the two lines go along the vertical axis, the more context players receive and actions to perform. The horizontal axis, time, abstractly marks the beginning and end of a quest. The closer the two lines go towards the right of the time axis, the closer players 126 are to finishing the quest. The gray area between the line with an arrow and the dotted line marks the time when uncertainty is created in a quest. In this area, context continues to build up, no action points are introduced, and player action is limited as players are uncertain about what they should do. As soon as the actions point arrives at the peak of context build-up, the number of player-performed actions increases, while the amount of given context decreases. This is because an action point prompts players to take actions in order to complete the quest, and context usually stops mounting up during this process so as not to distract players. Later in the quest, the number of player-performed actions decreases, because players are now wrapping up what they were prompted to do earlier. Finally, the quest ends as the amount of given context reaches the bottom of the vertical axis and the number of player-performed actions returns to the level before the quest starts. Uncertainty assets and the creation of uncertainty. In Skyrim and Wild Hunt, uncertainty is sometimes created using constructed language assets. These are referred to as uncertainty assets, which are typically used to build up context, before action points arrive. Take the quest “A Blade in the Dark” in Skyrim for example. Towards the end of the quest, uncertainty assets are used to display subtitles to give players context about a conversation between two characters. At this point, there are no instructions for players. Table 4.4.1 below provides an example of uncertainty asset in “A Blade in the Dark.” Note that one of the asset’s immersion components is implicit information, which comes from the fact that the text conveys information in a vague, implicit way. 127 Table 4.4.1 Constructed language asset that creates uncertainty in Skyrim Asset number T384 Asset text Sahloknir! Ziil gro dovah ulse! English translation Sahloknir! Your soul is bound to me for eternity! Immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction In the quest, assets like T384 help create uncertainty and build up context. When uncertain assets appear and display text, players usually perform few actions because they are still grasping the context based on the displayed texts. In addition, the game has not yet given any instructions. As soon as the quest finishes building up context, instruction appears on screen and asks players to perform actions. This is when an action point is introduced. At this point, the uncertainty created by constructed language assets disappears, because players now have an instruction and are no longer unsure of what they should do. Of the 1,001 constructed language assets in both games, 55 assets are used to create uncertainty, such as the Skyrim example from above. All uncertainty assets are subtitles in the form of oral/dialogic text. In other words, the 55 constructed language assets display subtitles on screen when game characters hear or say something in a constructed language. At the same time, these assets also build up context and help create uncertainty before action points arrive in game quests. To some degree, these assets control players’ behaviors. Table 4.4.2 below shows the asset type and text type of uncertainty assets in both games. 128 Table 4.4.2 Asset type and text type of uncertainty assets in Skyrim and Wild Hunt Asset type Text type Oral/dialogic text Subtitling asset Skyrim Wild Hunt 52 3 Total 55 The success of using uncertainty assets to create uncertainty in game quests appears to rely heavily on the constructed language texts. A close examination of the texts reveals that if the texts were written entirely in English instead of constructed languages, uncertainty would be eliminated. Take the text displayed by asset T456 from Skyrim for example. The text is a line of subtitle written in Dovahzul: “Alduin, thuri! Boaan tiid vokriiha suleyksejun kruziik?” It is used in a quest named “A Blade in the Dark.” Towards the end of the quest, players need to listen in on a conversation between two dragons. The conversation is where asset T456’s Dovahzul text appears as a line of subtitle on the screen. The text, along with other uncertainty assets, gives players context about the conversation, despite that everything is written in Dovahzul. The text also creates uncertainty, since at this point players are not yet instructed to do anything. As the conversation comes to an end, instruction appears on the screen and asks players to kill one of the two dragons. The quest ends with the dragon’s death and a reward is given. The model below illustrates how asset T456’s text helps create uncertainty in “A Blade in the Dark.” 129 Volume Instruction: Kill Dragon 2. Player is uncertain about what to do. Time Quest starts. Given context Quest ends with Dragon 2's death and reward is given. Actions performed Figure 4.4.2. A model illustrating how asset T456’s constructed language text helps create uncertainty in the quest “A Blade in the Dark.” Texts in constructed languages are crucial to the creation of uncertainty. If asset T456’s text was written in English instead of Dovahzul, it would read: “Alduin, my lord! Has the time come to restore your lordship?” Thus it would give away the alliance between the two conversing dragons. The exposed information would then eliminate the uncertainty before players are instructed to kill; players would become cautious of the dragons as soon as subtitles appear, even though they had not received any instructions. Some players might start attacking the dragons early in the conversation. This suggests that uncertainty disappears if asset T456’s text was written in English. This suggests that constructed language texts are crucial to creating uncertainty because they convey important information in a vague, implicit way. Without the texts, players may take actions before action points even arrive. Reacting early often allow players to complete quests earlier. As a result, game difficulty and gameplay experience change. The model below is a projection of how asset T456’s text would eliminate uncertainty in “A 130 Blade in the Dark” if the text was written in English. Compared with the previous model, the model below projects a smaller area of uncertainty and a higher number of player-performed actions, as a result of giving away key information before players receive instruction. This would change game difficulty and affect gameplay experience, because players can guess what they’re about to do based on the English subtitles. Some players may attack the dragons before the instruction is given. As a result, the game becomes easier and the quest ends earlier. Volume Instruction: Kill Dragon 2. Time Quest starts Given context Quest ends early and reward is given. Actions performed Figure 4.4.3. A projection model of how asset T456’s text eliminates uncertainty when the text is written in English instead of Dovahzul. It appears that the crucial role of the 55 uncertainty assets in creating uncertainty in Skyrim and Wild Hunt has affected the use of translation strategies, and transliteration and retention unmarked were the most common strategies. In other words, when the two games were set to traditional Chinese, the constructed language texts were either transliterated or left untranslated. No transcreative strategies were found. In addition, constructed language texts from Skyrim were all transliterated, while the texts from Wild Hunt were all left unchanged. Table 131 4.4.3 below lists the translation strategies that were used for uncertainty assets. Table 4.4.3 Number of translation strategies used for uncertainty assets in Skyrim and Wild Hunt Translation strategies Retention unmarked TL adjust Transcreative strategies Transliteration Skyrim 0 / 52 0 / 52 0 / 52 52 / 52 Wild Hunt 3/4 1/4 0/4 0/4 Total 3 / 56 1 / 56 0 / 56 52 / 56 What transliteration and retention unmarked have in common is that they do not translate word meanings. Transliteration only keeps what a constructed language text sounds like when it is read aloud. Take asset T456’s text for example. The text is written in Dovahzul and is displayed as a line of subtitle during a game quest. When the text is displayed under the traditional Chinese language setting, the text is transliterated. The transliteration captures what each Dovahzul word sounds like, even though the words look meaningless in traditional Chinese. On the other hand, retention unmarked only keeps the look of constructed language texts. Take asset W198 from Wild Hunt for example. The asset’s constructed language text is written in Hen Llinge and is also displayed as a line of subtitle. Under the traditional Chinese setting, the asset’s constructed language text was left completely unchanged. This allows players to experience what the text originally looks like when the game is played under the English language setting. Table 4.4.4 below presents the source text and target text of assets T456 and W198. 132 Table 4.4.4 Strategies used to translate uncertainty assets’ constructed language texts under the traditional Chinese language setting Asset number Translation strategies Asset source text T456 Transliteration Alduin, thuri! Boaan tiid vokriiha suleyksejun kruziik? W198 Retention unmarked Went like this: "Va fail, elaine, ceàdmil folie! Glaeddyv dorne aep t'enaid, bunn'droh ithne i'yachus." Asset target text 奧杜因,蘇瑞!波恩 提德 沃 克理哈 蘇雷克西昂 克魯茲 克? 大概是這樣:「Va fail, elaine, ceàdmil folie! Glaeddyv dorne aep t'enaid, bunn'droh ithne i'yachus」。 The crucial role that uncertainty assets play in the creation of uncertainty may explain why transliteration and retention unmarked were the most common strategies for translating constructed language texts. The strategies were likely used to hide key information and retain uncertainty until action points are introduced. Take the constructed language text from asset T456 for example. It is possible that the text was deliberately transliterated into traditional Chinese, so as not to give away the key information hidden in the text, which was the alliance between two hostile dragons. This could be a decision made based on the ability of transliteration to retain the sound but not expose the meaning. This not only helps retain the uncertainty in the original constructed language texts of asset T456 and other uncertainty assets, but also helps manage the number of player-performed actions before action points arrive. On the other hand, players could react differently if constructed language texts were rendered using a different strategy. For instance, players would likely become suspicious if asset T456’s text was transcreated into “奧杜因,吾王啊!助您重返霸權之日來臨了嗎?” A back-translation of the transcreated text reads: “Alduin, my lord! Has the time come to help you 133 restore your lordship?” Obviously, the transcreated text easily gives away the alliance between the two dragons, one of which would soon attack players. As a result, players would likely become suspicious of the dragons. Some players might even attack the dragons before the game instructs them to. This could lead to the same outcome as projected in Figure 4.4.3, which shows a reduced area of uncertainty and a higher number of player-performed actions before players are instructed to attack as a result of pre-exposing important information. It in turn changes game difficulty and gameplay experience, because the transcreated text has hinted players what they should do next. Such impact of transcreative strategies on gameplay experience can be illustrated using the modified SCI model. Take asset T456 for example. Before transcreation, the asset creates an immersion component of implicit information, because its text conveys information in a vague way that is prone to misinterpretation. After transcreation, the component becomes an explicit information component, because the transcreated text now conveys information in a plain, straightforward manner. Figure 4.4.4 below illustrates how transcreative strategy would change the types of immersion components contained in asset T456. 134 Asset T456 Voiceover Audiovisual stimuli Text: Alduin, thuri! Boaan tiid vokriiha suleyksejun kruziik? Implicit information Plot construction Transcreation Asset T456 Voiceover Audiovisual stimuli Text: 奧杜因,吾王啊!助您重返霸權之日來臨 了嗎? Explicit information Plot construction Figure 4.4.4. Change in asset T456’s immersion components after transcreation. The above change would ultimately lead to the outcome that Figure 4.4.3 previously projected: Skyrim’s game difficulty and gameplay experience change under the traditional Chinese language setting. Players may attack the dragons early in their conversation. This in turn suggests that transcreative strategies may have limited use in translating constructed language texts that are related to the game plot and the creation of uncertainty. As explained in Section 4.2, because transcreative strategies change the way information is conveyed, they may preexpose important information and thus cause the localized game to lose the original gameplay experience. In addition to retaining uncertainty, there could be other reasons why transliteration and retention unmarked were used for the 55 uncertainty assets. For instance, consistency. Consistency of style is the key to ensure smooth team translation and keep in-game texts immersive (Chandler and Deming, 2012, p. 111; O’Hagan and Mangiron, 2013, p. 130). A style 135 guide that suggests translation strategies can often help maintain consistency (e.g., Chandler & Deming, 2012, pp. 115-116). As previously mentioned in Section 4.1, transliteration and retention unmarked accounted for 80% of the translation strategies used in Skyrim and Wild Hunt, respectively. This suggests that the two strategies might be the default strategies for translating all constructed language texts, including those displayed by the 55 uncertainty assets. Further evidence lies in Table 4.4.3 above, which shows that all uncertainty assets in Skyrim were transliterated into traditional Chinese and that all three assets in Wild Hunt were left unchanged. This suggests that the two translation strategies were likely used for consistency. It is vital to localizing text-heavy games like Skyrim and Wild Hunt. Without a consistent use of translation strategies, team translation would be difficult to execute and the translated texts would make games feel less immersive (Chandler & Deming, 2012, p. 111). In addition, inconsistency could also delay other localization tasks. As explained in Section 2.1, video game translation is usually followed by other localization tasks. Debugging, for instance, may follow translation in order to prevent translated texts, which will be displayed in many different languages, from crashing or freezing the localized games (O’Hagan & Mangiron, 2013, pp. 137-138; Hsu, 2016, p. 153). If texts were translated inconsistently, they may cause problems and delay debugging and subsequent tasks. This in turn reflects the importance of using translation strategies consistently. Based on the above, it is likely that the 55 uncertainty assets’ texts were rendered with transliteration and retention unmarked not because the assets are crucial to the creation of uncertainty, but because the two strategies were used consistently to render constructed language texts. In summary, this section presents three major findings based on the translation of 55 uncertainty assets in Skyrim and Wild Hunt. First, for uncertainty assets, the constructed language 136 texts were translated mainly using two translation strategies: transliteration and retention unmarked. No transcreative strategies were found. Second, a close examination of the 55 assets suggests that the assets’ role in the creation of uncertainty may have an impact on the selection of translation strategies. It is likely that transliteration and retention unmarked were used to retain the uncertainty in game quests and manage how players play, thereby retaining the original gameplay experience. Lastly, transcreative strategies were not used likely because they would eliminate the uncertainty originally created by constructed language texts. More specifically, transcreating the texts would pre-expose crucial information and thus eliminate the uncertainty in quests. For instance, transcreating game characters’ words about their identity and attitude could motivate the player to attack them before instructions are shown on screen. As a result, game difficulty and gameplay experience change after transcreation. This in turn shows that game plot and uncertainty may limit the use of transcreative strategies. In other words, transcreative strategies may be limited in translating constructed language texts that are related to uncertainty and game plot. However, other factors could also be at play, such as consistency. It is possible that transliteration and retention unmarked were the default strategies in the two games. They were used to translate all constructed language texts, regardless of the uncertainty that these texts created. This suggests that, when there is a default translation strategy in place, transcreative strategies are often not used. At the moment, however, there is no evidence to show whether transcreative strategies were passed over because they would eliminate uncertainty, or because they were not the default choice. Therefore, it is recommended that future studies interview translators or language service providers, in order to take the discussion further. 137 4.5 Display assets Of the 1,001 constructed language assets in the two games, 452 (45.15%) assets contain numbers, symbols, and letters in the English alphabet; their constructed language texts are displayed in different ways. For instance, assets in Skyrim contain numbers and letters that are displayed in a custom font, while assets in Wild Hunt contain curly brackets that make constructed language texts invisible on screen. In this study, those assets are referred to as display assets. Translation strategies that were used on display assets are analyzed in order to investigate the use of transcreative strategies on constructed language texts. Table 4.5.1 below provides examples of display assets in both games. Table 4.5.1 Display assets in Skyrim and Wild Hunt Asset number T144 W133 Asset source text L1s {Ess've vairich? Corpail'ear Cerid ess marv. } [Did you hear? Corporal Cerid is dead.] Of the 452 display assets, 85 (18.81%) assets were found in Skyrim and 367 (81.19%) in Wild Hunt. With regard to asset type, 85 assets were in-game texture embedded words, which display texts in custom fonts, while 367 were both subtitling asset and voiceover asset at the same time. These were the “dual assets” mentioned in Section 4.1. They display texts both as subtitles and as script for recording voiceovers. As for text type, the 367 assets from Wild Hunt displayed oral/dialogic texts. In Skyrim, 84 assets displayed functional texts, and one displayed narrative text. Table 4.5.2 below shows the asset types and text types of all display assets. 138 Table 4.5.2 Asset types and text types of display assets in Skyrim and Wild Hunt Text type Narrative Functional Oral/dialogic Total Asset type Subtitling asset Voiceover asset In-game texture embedded words Total Skyrim Wild Hunt Skyrim Wild Hunt Skyrim Wild Hunt 0 0 0 0 0 367 1 0 84 0 0 0 1 (0.22%) 0 84 (18.58%) 0 0 367 (81.19%) 367 (81.19%) 85 (18.81%) 452 Retention unmarked was used to translate the constructed language texts in most display assets. In fact, retention unmarked accounted for more than 98% of all translation strategies that were used on display assets. In total, there were 447 retention unmarked strategies and only six TL adjust. No transcreative strategies were found. Table 4.5.3 below lists the strategies that were used to translate display assets’ constructed language texts. Table 4.5.3 Number of translation strategies for the 452 display assets in Skyrim and Wild Hunt Translation strategies Retention unmarked TL adjust Transcreative strategies Skyrim 85 / 85 (100%) 0 / 85 0 / 85 Wild Hunt 362 / 368 (98.37%) 6 / 368 (1.63%) 0 / 368 Total 447 / 453 (98.68%) 6 / 453 (1.32%) 0 / 453 A close examination reveals that the way constructed language texts are displayed in the games may explain the absence of transcreation. In Skyrim, constructed language texts are sometimes displayed in a custom font named the dragon font. The font turns Hindu-Arabic numbers and letters in the English alphabet into runes in the Dovahzul alphabet. For example, 139 “j8r” is displayed as “j8r” (mortal). As explained in Section 3.4.1, runes such as “j8r” are used to compose inscriptions. In other words, display assets in Skyrim were used to display texts in the dragon font. The texts all consist of numbers and letters, which become Dovahzul runes that spell Dovahzul words when displayed in the dragon font. Take asset T144 from above for example. Its text reads “L1s.” In the game, the same text becomes “L1s” and means “life” in Dovahzul. In addition, it appears that the dragon font can only display numbers and letters. Take traditional Chinese characters for example. In the game they become hollow squares when displayed in the dragon font. Table 4.5.4 below shows how different texts are displayed in the dragon font, compared with Times New Roman. Table 4.5.4 Texts displayed in dragon font and Times New Roman Text Font Dragon font Times New Roman Hindu-Arabic numbers & letters in the English alphabet Traditional Chinese characters L1s L1s □□ 臘斯󠄀 The way Skyrim displays texts in the dragon font has obviously limited the use of transcreative strategies. Since Dragon font cannot display texts other than numbers and English letters, it is not feasible to transcreate the constructed language texts of display assets into traditional Chinese. In fact, even transliteration, which accounts for more than 80% of the strategies used in the game, would impact the gameplay experience negatively. Take asset T261 for example. Transliterating the asset’s Dovahzul texts into traditional Chinese is not feasible, because it would cause the transliterations to display incorrectly in the game. As a result, players would be unable to read the texts, which now display as “□” in the dragon font. By contrast, 140 retention unmarked appears to be the only strategy that is suitable. This explains why retention unmarked was the only strategy used by display assets in Skyrim. Table 4.5.5 below demonstrates how retention unmarked and transliteration affect asset T261’s constructed language texts after translation. Table 4.5.5 Asset T261’s text rendered with two different translation strategies Asset number T261 Asset source text Retention unmarked Transliteration HET NOK KOPR1N DO IGLIF 3Z SOS WO GRIND OK OBL1N NI KO MOROK2 VUK2N NUZ 4ST MUNAX H1LVUT DO L3V KRAS1R HET NOK KOPR1N DO IGLIF 3Z SOS WO GRIND OK OBL1N NI KO MOROK2 VUK2N NUZ 4ST MUNAX H1LVUT DO L3V KRAS1R □□□ □□□ □□□□□□ □□ □□□□□ □□ □□□ □□ □□□□□ □□ □□□□□ □□ □□ □□□□□□ □□□□□ □□ □□□ □□□□□ □□□□□□ □□ □□□ □□□□□□ Figure 4.5.1 below uses the modified SCI to illustrate how transliteration may affect display asset T144’s immersion components. Before transliteration, the asset has a component of visual stimuli in the game, which comes from the dragon runes in its text. After transliteration, however, the same component disappears, because the text now displays incorrectly in the dragon font. As a result, the asset’s immersion components change after transliteration and undermine the overall gameplay experience. Using transcreative strategies will likely lead to the same outcome, because they involve translation and the use of traditional Chinese characters. This suggests that Skyrim’s method of displaying constructed language texts may have prevented the use of transcreative strategies. 141 Sound effects Asset T144 Audio stimuli Text: L1s Visual stimuli Contacting gameplay Implicit information World construction Transliteration Sound effects Audio stimuli Contacting gameplay Asset T144 Visual stimuli Text: □□□ Implicit information World construction Figure 4.5.1. Change in display asset’s immersion components after transliteration. On the other hand, Wild Hunt’s method of displaying constructed language texts may have also limited the use of transcreative strategies. In the game, display assets contain two kinds of texts: constructed language texts and English texts. In addition, the assets also contain two kinds of symbols: curly brackets and square brackets. Curly brackets are used to hide texts on screen, while square brackets do not seem to have any effects on texts. In other words, texts inside curly brackets are not displayed in the game; only texts in square brackets are displayed. An examination of display assets shows that constructed language texts appear regularly inside curly brackets, while English texts appear regularly inside square brackets. This means that the constructed language texts are not displayed in the game. Only English texts are displayed. Take asset W42 for example. As shown in Table 4.5.6 below, the asset’s constructed language texts are not displayed in the game. 142 Table 4.5.6 A display asset’s texts and appearance in Wild Hunt Asset full text {Glaeddyv vort. } [Throw down your blade!] Displayed inside the game [Throw down your blade!] Wild Hunt’s use of curly brackets has limited the use of transcreative strategies. When constructed language texts are not displayed because of curly brackets, transcreative strategies become ineffective. Rewriting the texts does not make any difference, unless the curly brackets are removed. This also applies to other translation strategies. As long as constructed language texts remain inside curly brackets, the use of any strategy is ineffective and would only produce one result: the texts are simply not displayed. Take the above asset for example. As Table 4.5.7 below shows, no matter what strategies are used to render the constructed language texts, the texts are not displayed due to the curly brackets. Table 4.5.7 Asset W42’s texts displayed in Wild Hunt after transcreation and omission Asset source text Full text Displayed inside the game {Glaeddyv vort. } [Throw down your blade!] Contextualization by addition {(精靈語)把劍丟 開! } [Throw down your blade!] Omission [Throw down your blade!] [Throw down your blade!] In summary, this section presents three major findings. First, retention unmarked was used regularly to render the constructed language texts of display assets in the two games. Second, the use of transcreative strategies are limited because of two reasons. First, Skyrim’s use of dragon font would cause transcreated texts in traditional Chinese to display incorrectly, 143 undermining gameplay experience. Second, Wild Hunt’s use of curly brackets made constructed language texts invisible in the game, leaving any attempt to transcreate the texts fruitless. The last finding is that code-like characters, such as numbers, letters, and symbols, may limit the use of transcreative strategies. When such characters appear in constructed language texts, they change how the texts are displayed and thus limit the use of transcreative strategies. To some degree, this is similar to the handling of game programming codes, which control how game mechanisms work. According to Bernal-Merino (2015), video game translators are recommended not to alter texts embedded in codes, or the game could crash (pp. 145-146). Similarly, the numbers, letters, and symbols contained in display assets also work like game codes. Changing these code-like characters could cause constructed language texts to display incorrectly in the two games. As such, the use of transcreative strategies is limited when there are code-like characters inside constructed language texts. Instead, the above findings show that retention unmarked is the most suitable strategy. In addition, the above findings suggest that the translators of Skyrim and Wild Hunt knew how constructed language texts were displayed in both games. In other words, the translators likely had access to the games during the translation process. This echoes previous studies’ call on giving translators access to games, so that they can formulate translation strategies (Chandler & Deming, 2012, pp. 109, 112; Dietz, 2007, p. 2). However, this cannot be confirmed because this study does not include interviews of translators or language service providers. It is therefore recommended that future studies interview the above personnel. 4.6 Summary This chapter has attempted to answer the research question by analyzing the translation 144 strategies that were used on constructed language assets in Skyrim and Wild Hunt. Section 4.1 showed that transliteration and retention unmarked accounted for more than 90% of all translation strategies used in the two games. On the other hand, transcreative strategies only accounted for 3.28%. Section 4.2 showed that the use of transcreative strategies could be limited due to time constraints; and that the strategies may be used to represent game characters’ ability to understand constructed languages. Section 4.3 showed that transliteration and retention unmarked were likely used to show players how to pronounce words in constructed languages. Section 4.4 showed that the two strategies were used to retain the uncertainty originally created by constructed language texts. Section 4.5 demonstrated that retention unmarked was used due to the ways in which texts were displayed in the two games. Based on the above, it can be observed that transcreative strategies were only used in very specific circumstances; and that most of the time transliteration and retention unmarked were used to translate constructed language texts. In addition, Section 4.2.2 showed that the use of transcreative strategies could change the immersion components created by game assets and thus change the overall gameplay experience. All of the above suggests that transcreative strategies are limited in translating constructed languages in video games while retaining the original gameplay experience. 145 Conclusion The research question of this study is “Can transcreative strategies be used to translate constructed language texts in video games while retaining the original gameplay experience?” By examining the translation of constructed language texts that mostly appear in battles and conversations between game characters in Skyrim and Wild Hunt, the study found that only two types of transcreative strategies were used, with 33 instances accounting for 3.28% of all translation strategies. The two strategies were contextualization by addition, which was used in Wild Hunt to add language names to constructed language texts after translation, and the deliberate use of regional expressions in traditional Chinese to replace constructed language texts in both games. Both strategies were used on constructed language texts that appear in conversations between players and non-player characters. The low instances suggest that transcreative strategies have a limited applicability in translating constructed language texts in video games. This may be explained by using the notion of risk-management in Translation Studies (Pym, 2005). According to Pym, risk is “the probability of an undesirable outcome” and translators tend to avoid risks at work (pp. 4-5). When translating constructed language texts in games, using transcreative strategies may increase the risk of working longer hours, because translators have to spend time checking the constraints that may eliminate the effects of transcreative strategies, such as code-like characters that hide texts. As such, translators tend to use the more common strategies, such as transliteration and retention unmarked, to translate constructed language texts, unless there is a high-risk translation problem that requires transcreation. For instance, jokes, puns, humor, and space limitations in role-playing games are more likely to require transcreation as they could lead to undesirable outcomes if handled carelessly (O’Hagan, 2009, 154; van Oers, 2014, p. 146-147). 146 In addition to translating constructed language texts, the study also found that transcreative strategies have a limited applicability in retaining Wild Hunt’s original gameplay experience. In the 31 instances where the contextualization strategy was used, all implicit information components were made explicit. Although this suggests that contextualization changed Wild Hunt’s original gameplay experience and that transcreative strategies may be limited in retaining the experience, it also shows that contextualization is a strategy that tends to make information explicit. In fact, contextualization’s ability to make implicit information explicit is compatible with the explicitation strategies in Translation Studies. According to Klaudy (2009), explicitation strategies make “explicit in the target text information that is implicit in the source text” (p. 104). While there are many explicitation strategies and concepts of explicitness and implicitness (e.g., Murtisari, 2016, pp. 65-69; Tang, 2018, p. 35), the one that best describes the contextualization strategy appears to be pragmatic explicitation that uses classifiers. Pragmatic explicitation explains something in the source language culture to members of the target language culture, who may not know due to cultural differences (Klaudy, 2009, pp. 106-107). Classifier, on the other hand, refers to a particular subclass used to describe something (Tang, 2018, p. 35). In Wild Hunt, the contextualization strategy was used to specify the names of constructed languages and add them to translated constructed language texts. The added language names are classifiers for the translated texts. This way of translating constructed language texts can be seen as a pragmatic explicitation strategy implemented especially for those who play under simplified and traditional Chinese language settings. As Section 4.2.2 mentioned, the same strategy was not used under other language settings and as such, contextualization could be a way to help Chinese-speaking players visualize a game world where different languages mix and mingle. The above suggests that while contextualization limits Wild Hunt’s original 147 gameplay experience, from a Translation Studies perspective, the strategy has made translated texts easier to read. This implies that the translation of in-game texts also follows Klaudy’s (2001) asymmetry hypothesis, which postulates that when translators have a choice, they prefer to use strategies that involve explicitation. The contextualization strategy used in Wild Hunt follows this pattern. It makes explicit what was implicit, making constructed language texts in the localized game easier to understand. In this study, the research question was an attempt to explain O’Hagan and Mangiron’s (2013) recommendation, that “video games must sometimes be transcreated in order to retain the original affective appeal” (p. 199). Based on the strategies that were used to translate constructed language texts in Skyrim and Wild Hunt, it appears that transcreative strategies have a limited applicability in translating constructed language texts while retaining gameplay experience. The strategies are limited likely because of the risk they entail as well as the constraints that may increase the risk of using the strategies. For example, game features that display English letters and numbers in custom fonts are a constraint that increases the risk of transcreation. Finally, based on the analysis and discussions, there are a few practical recommendations on how to render constructed language texts. First, access to the game is strongly recommended, so that the translator may understand how the game uses and displays constructed language texts (Chandler & Deming, 2012, pp. 109, 112). For example, in Skyrim and Wild Hunt most constructed language texts appear in conversations between players and game characters; most texts appear on the screen only once or within a very short time. Knowing this allows translators to select the best strategies for translating the texts. Therefore, it is recommended that game 148 developers and publishers provide translators with aceess to the game being localized. Game developers can also add explanations to strings that contain constructed language texts, giving translators context and even a translation of the texts. This approach, as explained in Section 3.4, was adopted by the developers of Skyrim, hence providing more evidence of its effectivenss. Second, constructed language texts should be analyzed carefully during localization in order to assess their integration into gameplay and the game plot. Game developers can also help in this aspect by adding information to text strings. Translators should use caution if constructed language texts are closely integrated into gameplay or the plot; translation strategies that have the least impact on plot and gameplay should be prioritized. For example, constructed language texts were left untranslated in Wild Hunt, in order to hide information that is crucial to the game’s main quests. However, if constructed language texts are not tied to gameplay or do not affect the plot, it is recommended to assess the texts and look for ways to translate them. For example, as mentioned in Section 4.2.2, transcreative strategies may be used to recreate a game character’ ability to understand constructed languages. Finally, it is not recommended to transcreate constructed language texts that contain code-like characters, such as numbers, letters, and symbols. This is because these characters may cause transcreative strategies to become ineffective. Section 4.5 demonstrated that transcreative strategies had no effect on the translated texts if the texts were not displayed properly or remained invisible in the game; thus, it is more efficient to leave the texts unchanged. This in turn shows the importance of communication between game developers, publishers, language service providers, and translators. It is recommended that game developers explain how code-like characters affect constructed language texts to publishers and language service providers, who 149 can then remind translators and help them decide which translation strategy is more applicable. 5.1 Research contributions The current study has three contributions. First, the study has proposed a way to quantify immersion in gameplay experience and examine how video game translation strategies affects immersion. As mentioned in Section 2.1, gameplay experience is a concept widely used to describe the ideal outcome of video game translation and localization; a game’s gameplay experience should remain the same after the game is localized. In other words, video game translation and localization should retain the look and feel of the original game. Nevertheless, previous studies remained vague about what gameplay experience is. Currently, it appears that only Purnomo and Untari (n.d.) used Ermi and Mäyrä’s SCI model (2009) to describe the impacts of translation on gameplay experience. As a result, no studies tested the retention of gameplay experience after video game localization. The current study offers additional explanation on gameplay experience, based on Ermi and Mäyrä’s SCI model. Furthermore, the study also proposes the use of modified SCI model to quantify immersion, turning this important source of gameplay experience into immersion components. Another potential contribution is the use of the modified model. The modified model was used to measure how translation strategies may have affected gameplay experience. This is significant in that the model allowed the current study to finally measure the retention of gameplay experience after translation; Section 4.1 found that translation strategies can indeed keep the total number of a game’s immersion components unchanged. To some degree, this suggests that translation strategies can indeed keep a game’s gameplay experience unchanged. Although this is an initial exploration of the potential limitations of transcreative strategies, it is 150 hoped that above method may contribute to the field of video game localization, providing a way to quantify and measure gameplay experience. Second, the current study has explored instances where transcreation were used, an area which was less investigated in previous studies. Previous discussions on transcreation tended to focus on its process and impact on gameplay experience. For example, O’Hagan (2012) and O’Hagan and Mangiron (2013) covered how to transcreate in-game texts; and Mangiron and O’Hagan (2006) and Costales (2012) discussed how transcreative strategies kept the fun of the original game. By contrast, it appears that only van Oers (2014) chose to analyze how often transcreative strategies were used. Van Oers’ analysis is significant, in that it focuses on a less studied aspect of transcreation. This study follows van Oers and has investigated when transcreative strategies should be used; that is, when high-risk translation problems occur and may undermine the use of most translation strategies. In conjunction with van Oers, this study helps expand video game localization and the use of transcreative strategies. Finally, the current study hopes to help expand the understanding of the translation of constructed language. Currently, constructed language has become increasingly popular in literature, film, and video games. However, constructed language has received less attention in the academia and even less academic attention has been directed to the translation of constructed languages (e.g., Mäkelä, 2015; Ober, 2017; Hsu, 2008). The current study can potentially contribute to this area with its findings and discussions related to the translation of constructed languages in video games. Although the findings need more supporting evidence and research, they may provide a direction for future studies of constructed languages, as these languages become more widely studied. 151 5.2 Limitations The current study has several limitations. First, the six transcreative strategies that were used to analyze the translation of constructed language texts are insufficient, in that none of them focuses on punctuation marks. It was found that Skyrim had 191 assets that deliberately added incorrect punctuation marks to the translated constructed language texts. Take asset T65 for example. As Table 5.2.1 below shows, in the asset’s target text are a few half-width spaces between the traditional Chinese characters. An examination of the text shows that the spaces are added in order to separate the characters, which are transliterations of the source text. Table 5.2.1 Deliberate use of incorrect punctuation marks in Skyrim Asset number T65 Asset source text Nust wo ni qiilaan fen kos duaan. Asset target text 納斯󠄀特 沃 倪 奇蘭 芬 克斯󠄀 都安。 The 191 assets’ use of half-width spaces is curious because formal traditional Chinese composition does not use spaces to separate characters or words. Instead, Chinese characters come one after another and are followed by full-width punctuation marks. This in turn suggests that the assets’ use of half-width spaces was incorrect. Table 5.2.2 below shows the correct form of asset T65’s target text: Table 5.2.2 Correct form of asset T65’s target text Asset number T65 Asset source text Nust wo ni qiilaan fen kos duaan. Asset target text 納斯󠄀特沃倪奇蘭芬克斯󠄀都安。 Skyrim’s use of half-width spaces to separate characters is reminiscent of the concept of eye dialect as described in Brett (2009). According to Brett, eye dialect refers to the use of 152 unconventional ways of spelling to represent “variations of pronunciation from the standard in one language and modifications of the standard orthography of the same” (p. 50). In addition, Brett found that in translation, eye dialects could be omitted or recreated with a different set of phonemes. Skyrim’s use of spaces to separate characters appears to be similar to Brett’s finding of using different phonemes to recreate eye dialect. It is likely that half-width spaces were deliberately used to separate traditional Chinese characters, which were transliterated from Dovahzul, in order to visually recreate the original pronunciation of Dovahzul words. Without the spaces, all of the Chinese characters would be placed together and the player would be unable to tell if the characters are a long sentence in Dovahzul, or several words. However, because none of the six transcreative strategies focuses on punctuation marks, Skyrim’s deliberate use of incorrect punctuation marks was not included in the discussions. This became an apparent limitation for the study. The second limitation is that the translators’ decision-making process was not included in the analysis of the translation of constructed language texts. In Sections 4.2.1 and 4.3, it was found that it was feasible to transcreate constructed language texts and retain the immersion created by game assets. Transcreative strategies could achieve results that are similar to those produced by transliteration and retention unmarked. Take asset T146 for example. As Table 5.2.3 below shows, it was feasible to transcreate the asset’s constructed language text by transliterating it into both traditional Chinese and the Dovahzul language. This could enhance the text’s appearance. 153 Table 5.2.3 A comparison of asset T146’s source text after transliteration and transcreation Asset number T146 Asset source text Asset target text Transcreation Krah Diin! 可啦 丁! Kr4 D3n 可 啦 丁! Although it was feasible to transcreate constructed language texts, the translators of Skyrim never did so. Instead, the texts were consistently transliterated into traditional Chinese. Take asset T146’s target text for example, as shown in Table 5.2.3 above. The analysis was unable to answer why transcreative strategies were never used on assets like T146. This is because the analysis only focused on the strategies that were used translate constructed language texts. As a result, it did not take other factors into consideration, such as the translators’ decision-making process or the game developers’ requirements. This has limited the scope of the analysis, forcing it to only focus on the results of video game translation, instead of the whole process. The third limitation was default strategies. It remains unclear why transliteration and retention unmarked accounted for over 90% of the strategies that were used for translating constructed language texts. Given that other strategies could also achieve similar results, such as retention marked and specification addition, it is likely that transliteration and retention unmarked were the default strategies in Skyrim and Wild Hunt. The notion of having a default translation strategy may have limited the use of transcreative strategies. When there is a default strategy for translating constructed language texts, translators may use it more often because it helps them maintain consistency and reduce the time spent on looking for a different strategy. As a result, transcreative strategies may be used less often. Nevertheless, because the current study did not interview translators, it is limited in verifying the formulation and existence of 154 default strategies, as well as their impact on the use of transcreative strategies. Finally, the amount of constructed language texts was also a limitation for the study. Section 3.4 explained that constructed language assets in Skyrim and Wild Hunt accounted for 0.54% and 0.48% of all assets with texts, respectively. This means that the current study has only analyzed less than 1% of both games’ texts, or less than 16,000 words written in constructed languages. By contrast, van Oers’ (2014) research materials included more than 20,000 Dutch words (p. 146). Clearly, the small amount of constructed language texts has become a limitation for the study. When constructed language texts occupy such a small portion of a game’s texts, it is difficult to tell how much immersion would be actually affected by the transcreation of texts, let alone the overall gameplay experience. 5.3 Recommendations Given the limitations outlined above, the study has three recommendations for future studies. First, it is recommended that future studies look beyond and expand the existing definitions of transcreative strategies. In this study, transcreative strategies are defined based on previous studies of transcreation, as well as whether or not a text is translated; if the text is not translated, transcreation is not involved. However, this is not always precise, as translators often have creative ways to deal with texts. For instance, in his study of the translation of the Nadsat language in the novel A Clockwork Orange (Burgess, 1995), Mäkelä found a strategy that involves translation and creation: The translator created new Nadsat words for the novel’s Finnish translation (Mäkelä, 2015, pp. 65-66). This strategy, which Mäkelä referred to as “spontaneous artificial language creation” (p. 65), is a transcreative strategy to some extent. However, it is not found in previous studies of transcreation. In light of this, it is recommended 155 that future studies expand the existing definitions of transcreative strategies, so that the strategies can better describe the translators’ creative ways of translating texts. The second recommendation is to analyze constructed languages that are central to the gameplay experience. In this study, the constructed languages being analyzed occupy a very small percentage of the games’ texts. Less than 1% of Skyrim and Wild Hunt’s texts are written in the constructed languages. Since constructed language texts are so rare, it is difficult to determine how would transcreating the texts affect the games’ overall gameplay experience. Thus, it is recommended that future studies analyze video games that use large amounts of constructed languages. Take the games Sethian (Duang! Games, 2016), Heaven’s Vault (Inkle, 2019) and Eloquence (Multiverse Narratives, unpublished) for example. All three games contain constructed languages and invite the player to read and translate texts written in constructed languages. Thus, there is a significant amount of constructed language texts available for analysis. In contrast, constructed languages are not the center of Skyrim and Wild Hunt’s gameplay experience. Table 5.3.1 below lists some of the constructed language texts found in Sethian, Heaven’s Vault, and Eloquence. Table 5.3.1 Constructed language texts in Sethian, Heaven’s Vault and Eloquence Game Sethian Heaven’s Vault Eloquence Constructed language text  □ — — ⬠ ur.)pr 156 English translation “What is this place?” “palace” “Hello” (literally, “I greet you”) By analyzing constructed languages in games like the above, it would be easier to see how transcreative strategies affect the overall gameplay experience. Nevertheless, not all games display constructed language texts that are editable on a computer. Some games display constructed language texts from inside a layer of image files and some games simply use images to represent constructed language texts (Chandler & Deming, 2012, p. 126). For example, in Skyrim the Dovahzul runes that appear in wall inscriptions are images, not actual texts. It is recommended that future studies avoid analyzing constructed language texts based on image files, because technically speaking there is no text available for analysis. Finally, it is recommended that future studies interview video game translators after analyzing their translation of constructed language texts. In Chapter 4, analysis results could not fully explain why some constructed language texts were or were not transcreated. There were other factors at play, such as the translators’ decisions. While interviewing translators could help make the study’s investigation more comprehensive, the amount of constructed language texts to be analyzed was too great to allow time for such interviews. It is therefore recommended that future studies take this into consideration and interview the translators after analyzing their translations. For instance, Szurawitzki (2010) and Hsu (2016) interviewed professionals in the video game localization industry and used interview findings to analyze translation strategies. Nevertheless, both authors failed to present interview questions based on their interviewees’ translations. This would make it difficult to investigate why some strategies were used and some were not. Therefore, it is recommended that future studies analyze the translation of constructed language texts, prepare interview questions based on the results, and then interview the translators who produced the translations. A string of text from asset W122 may be used as an example: 157 Table 5.3.2 Transcreation of constructed language text in Wild Hunt Asset number W122 Transcreative strategy Contextualization by addition Source text N'elaine tedd a'taeghane. Target text (精靈語)別再下雨 了。 After analyzing the translation, the following questions may be asked: 1. Please describe your strategy for translating asset W122’s constructed language text. 2. Was this the default strategy for translating all constructed language texts in the game? 3. Were there other factors that influenced your choice of translation strategies, such as the game developer’s request? 4. Did you have a dictionary or anything similar to translate the constructed language text? If so, who provided it? 5. Why did you add an explanation to the target text and tell the player that the constructed language being spoken is elven Hen Llinge? 6. Please look at asset W437 in the table below and compare it with asset W122 from above. Why did you use different strategies? Asset number W437 Transcreative strategy Specification addition Source text Que suecc's? Target text (精靈語)Que suecc's? The above recommendations can be used as a reference for future studies that aim at investigating O’Hagan and Mangiron’s (2013) transcreation or looking further into the translation of constructed languages in video games. In particular, it is recommended that future 158 studies analyze the whole process of translating constructed language texts into traditional Chinese or other languages and measure its impacts on gameplay experience. 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(1991). ゼルダの伝説 神々のトライフォース [Computer software]. Japan: Nintendo. Nintendo EAD. (1992). The Legend of Zelda: A Link to the Past [Computer software]. North America & Europe: Nintendo. Nintendo EAD. (2002). ゼルダの伝説 風のタクト[Computer software]. Japan: Nintendo. Nintendo EAD. (2003). The Legend of Zelda: The Wind Waker [Computer software]. North America: Nintendo. PlatinumGames. (2017, March 10). Nier: Automata [Computer software]. Worldwide: Square Enix. Project Siren. (2008, July 24). Siren: Blood Curse [Computer software]. Japan: Sony Computer Entertainment. Rockstar Games. (2013, September 13). Grand Theft Auto V [Computer software]. Worldwide: Take 2 Interactive. 176 Sumo Digital. (2017, February 7). LittleBigPlanet 3 [Computer software]. Worldwide: Sony Computer Entertainment. Sony Computer Entertainment America, Inc. (2015, December 10). Gravity Rush™ Remastered [Computer software]. Japan: Sony Computer Entertainment. Square. (2001, July 19). Final Fantasy X [Computer software]. Japan: Square Treyarch. (2015, November 6). Call of Duty: Black Ops III [Computer software]. Worldwide: Activision. Ubisoft. (2003, November 11). Beyond Good and Evil [Computer software]. Worldwide: Ubisoft. Ubisoft Montreal. (2016, February 23). Far Cry Primal [Computer software]. Worldwide: Ubisoft. 177 Appendix A: Constructed language assets in Skyrim Table A1 Constructed language assets in Skyrim Asset number String ID Source File T1 0BC3F-sr.str T2 Ro means "Balance" in the dragon tongue. 07DC4-sr.str Combine it with Fus - "Force" - to focus your Thu'um more sharply. T3 0A4FC-sr.ils T4 0EB0C-sr.ils Lo...Sah! T5 0E083-sr.ils Asset source text Master Einarth will now teach you "Ro," the second Word in Unrelenting Force. Fiik… As part of your initiation, Master Einarth will allow you to tap into his understanding of "Ro." Asset target text Text type & Asset type 愛納斯󠄀大師現在要教你「洛」,冷酷之 Oral/dialogic Subtitling asset 力的第二個符文。 洛其實是龍語中「平衡」的意思。把它 和伏斯󠄀——「威力」——結合在一起, 會使你的吐姆更為精準。 Oral/dialogic Subtitling asset 啡克…… Oral/dialogic Subtitling asset 洛…薩! Oral/dialogic Subtitling asset 作為你入門的一部分,愛納斯󠄀大師會與 Oral/dialogic Subtitling asset 你分享他對於「洛」的認知。 178 EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type Oral/dialogic Subtitling asset T6 056EB-sr.ils Ro… 洛…… T7 04822-sr.ils Master Borri will teach you "Wuld," which means "Whirlwind." 博瑞大師將教會你「勿」,也就是「旋 Oral/0dialogic Subtitling asset 風」。 T8 12507-sr.ils Ru...Maar! 魯……瑪! T9 0B3AC-sr.ils Approach Master Borri and he will gift you his 到博瑞大師身邊去吧,他會教授你 knowledge of "Wuld." 「戊」的知識。 Oral/dialogic Subtitling asset T10 0263E.sr.ils Wuld… 勿…… Oral/dialogic Subtitling asset T11 0214F-sr.ils Nah…Kest! 吶...凱斯󠄀! Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset 179 EN immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T12 0B3AB-sr.ils Approach Master Borri and he will gift you his 到博瑞大師身邊去吧,他會教授你 knowledge of "Nah." 「吶」的知識。 Oral/dialogic Subtitling asset T13 0B3A9-sr.ils Approach Master Borri and he will gift you his 到博瑞大師身邊去吧,他會教授你「凱 knowledge of "Kest." 斯󠄀」的知識。 Oral/dialogic Subtitling asset T14 0D797-sr.ils Even we who ride the currents of Time cannot see past Time's end. Wuldsetiid los tahrodiis. 即使我們能駕馭時間洪流,也無法預見 時間的盡頭。伍德斯󠄀迪德 洛斯󠄀 塔羅蒂 斯󠄀。 Oral/dialogic Subtitling asset T15 0415D-sr.ils Ro fus... maybe you only balance the forces that 洛 福斯󠄀……也許你僅僅平衡了加速世界 Oral/dialogic work to quicken the end of this world. Subtitling asset 毀滅的力量。 T16 096EE-sr.ils You will release me - ro laan - if in return I promise to take you to Skuldafn and stop helping Alduin? 你放了我 - 洛 蘭恩 - 作為回報,我答應 帶你去斯󠄀庫達芬,並且不再幫助奧杜 因。 Oral/dialogic Subtitling asset T17 0D7D6-sr.ils Use both Fus and Ro. Together, they will make 伏斯󠄀和洛一起用,它們組合在一起會讓 the Shout more powerful. 龍吼更加有力。 Oral/dialogic Subtitling asset T18 004D1-sr.str N4 N4 Functional In-game texture embedded words T19 00511-sr.str Od Od Functional Asset source text Asset target text 180 Text type & Asset type EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Retention unmarked Retention unmarked Asset number String ID Source File Asset source text Asset target text Text type & Asset type In-game texture embedded words T20 124F1-sr.ils Haal...Viik! 哈…唯克! Oral/dialogic Subtitling asset T21 113D0-sr.ils But first... dir ko maar. 但是首先……迪爾 酷 瑪律。 Oral/dialogic Subtitling asset T22 00516-sr.str T3d T3d Functional In-game texture embedded words T23 0EC8C-sr.ils Feim… 費姆…… Oral/dialogic Subtitling asset T24 0724F-sr.ils Feim! 費姆! Oral/dialogic Subtitling asset T25 0EFA5-sr.ils Will I teach you, Dovahkiin? What Word calls 需要我教你嗎,都瓦克因?哪一系符文 you to deeper understanding? There are three to 能喚起你更深的認同感?有三種可以學 master: Fus, Feim, and Yol. 習:伏斯󠄀,費姆,尤。 Oral/dialogic Subtitling asset T26 0F0A8-sr.ils Which calls to you, Dovahkiin? Fus, Feim, or Yol? 都瓦克因,你要學什麼?伏斯󠄀、費姆, 還是約? Oral/dialogic Subtitling asset 181 EN immersion components Contacting gameplay Implicit information World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Contacting gameplay Implicit information World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Retention unmarked Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type Oral/dialogic Subtitling asset T27 0E526-sr.ils Ro...Da! 洛……達! T28 06C96-sr.ils Brit grah. I had forgotten what fine sport you mortals can provide! 布瑞 格拉。我都忘了你們這些凡人能帶 Oral/dialogic Subtitling asset 來多好的運動! T29 0051C-sr.str Klo Klo T30 08337-sr.ils 對一條龍來說爭論與戰鬥沒什麼區別。 There is no distinction between debate and Oral/dialogic combat to a dragon. Tinvaak los grah. For us it 汀瓦克 洛斯󠄀 格拉。對我們來說,它們是 Subtitling asset is one and the same. 同一件事。 T31 0AB69-sr.ils Zu'u ni tahrodiis. It was you that lured me here 祖烏 倪 塔羅蒂斯󠄀。是你誘捕我的……沃 Oral/dialogic and took me prisoner... vobalaan grahmindol. I Subtitling asset 巴蘭 格拉明多。我並沒有欺騙過你。 have done nothing to earn your distrust. T32 00526-sr.str Hun T33 0C360-sr.ils Lot krongrah. You truly have the Voice of a 洛 克隆格拉。你的確擁有都瓦之吼。奧 Oral/dialogic dovah. Alduin's allies will think twice after this Subtitling asset 杜因的盟友會在這次勝利後三思的。 victory. Functional In-game texture embedded words Functional In-game texture embedded words Hun 182 EN immersion components Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Transliteration Retention unmarked Transliteration Transliteration Retention unmarked Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T34 00527-sr.str K1l K1l Functional In-game texture embedded words T35 0052B-sr.str Z8r Z8r Functional In-game texture embedded words T36 045C3-sr.ils Alduin always was pahlok - arrogant in his power. Uznahgar paar. He took domination as his birthright. 奧杜因一直都是帕洛—傲慢。伍茲吶嘎 帕。牠生來即欲稱霸 。 Oral/dialogic Subtitling asset T37 05E92-sr.ils Alok, Vuljotnaak. Tiid boaan. 阿羅,福爵納克。提德博安。 Oral/dialogic Subtitling asset T38 065EA-sr.ils Drem Yol Lok. Greetings, wunduniik. I am Paarthurnax. 德萊姆 約 洛。你好,翁都尼克。我是帕 Oral/dialogic Subtitling asset 圖納克斯󠄀。 T39 085AE-sr.ils Wuld! 勿! Oral/dialogic Subtitling asset T40 028AE-sr.ils Kaal...Zoor! 卡爾…祖! Oral/dialogic Subtitling asset T41 0F757-sr.ils Bahloki nahkip sillesejoor. My belly is full of the souls of your fellow mortals, Dovahkiin. 巴羅基 吶基 希爾斯󠄀月。我肚子裡填滿了 Oral/dialogic Subtitling asset 凡人的靈魂,都瓦克因。 183 EN immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Translation strategies Retention unmarked Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T42 04025-sr.ils Wuld… 唔…… Oral/dialogic Subtitling asset T43 12512-sr.ils Haal! 哈! Oral/dialogic Subtitling asset T44 0052D-sr.str Fo Fo Functional In-game texture embedded words T45 00531-sr.str D3n D3n Functional In-game texture embedded words T46 0710F-sr.ils Sahloknir, krii daar joorre. 撒洛克尼爾,克理達爾喬睿。 Oral/dialogic Subtitling asset T47 00543-sr.ils Aus Aus Functional In-game texture embedded words T48 07D61-sr.ils Alok, Viinturuth. Tiid boaan. 阿羅,維因圖盧茲。提德博安。 Oral/dialogic Subtitling asset 184 EN immersion components Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Explicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Explicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Retention unmarked Retention unmarked Transliteration Retention unmarked Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type Oral/dialogic Subtitling asset T49 0CAFD-sr.ils Fent ni filok. T50 0CAFE-sr.ils 我只能帶你到這裡。克理夫 沃茨 阿克 This is far as I can take you. Krif voth ahkrin. I 林。我會等待你的歸來,或是奧杜因 will look for your return, or Alduin's. 的。 T51 0EDAD-sr.ils Evenaar bahlok. There are many hungers it is better to deny than to feed. T52 08359-sr.ils Come, Dovahkiin. Nin Yol. Strike me with the 來吧,都瓦克因。寧 約爾。用你的吐姆 Oral/dialogic fire of your Thu'um. Subtitling asset 之火洗禮我吧。 T53 0294A-sr.ils Dovahkiin, vosaraan! Use Dragonrend before Alduin consumes you! T54 07DCA-sr.ils Faaz! Paak! Dinok! 芬特 倪 費洛克。 Oral/dialogic Subtitling asset 依文那 巴羅。飢餓的人太多了,遺忘他 Oral/dialogic Subtitling asset 們比餵養他們好。 都瓦克因,沃薩蘭!在奧杜因吞噬你之 前使用龍魂撕裂! Oral/dialogic Subtitling asset 法茲!派克!迪諾克! Oral/dialogic Subtitling asset 185 EN immersion components Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction ZH-TW immersion components Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character information Plot construction Translation strategies Transliteration Transliteration Transliteration mistranslation Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T55 0110E-sr.ils Odahviing will come to your challenge. Boziik. 傲達威英會來挑戰你。波茲。基洛。牠 Krilot. He will not be able to resist your call, 在都瓦之山上是無法拒絕你的召喚 from the Hill of the Dovah itself... he will 的……牠會來的。 come. Oral/dialogic Subtitling asset T56 0F024-sr.ils Zii...Gron! 資…格隆! Oral/dialogic Subtitling asset T57 025F4-db.ils Grah...Dun! 格拉……頓! Oral/dialogic Subtitling asset T58 00555-sr.str Qo Qo Functional In-game texture embedded words T59 09864-sr.ils You have won a mighty victory. Sahrot krongrah - one that will echo through all the ages of this world for those who have eyes to see. 你獲得了一個偉大的勝利。薩羅特 克羅 Oral/dialogic 格拉——那將會在這世界的文明裡永遠 Subtitling asset 流傳下去。 T60 09409-sr.ils My... eagerness to meet you in battle was my... 我的……渴望與你在戰場相見是我 undoing, Dovahkiin. I salute your, hmm, low 的……失敗原因,都瓦克因。我敬佩 cunning in devising such a grahmindol 你,嗯,想出這麼一個狡猾的計謀。 strategem. Oral/dialogic Subtitling asset T61 09032-sr.ils Grah! Oral/dialogic Subtitling asset 格拉! 186 EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Translation strategies Transliteration Transliteration Transliteration Retention unmarked Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T62 124FF-sr.ils Zun… 蘇恩…… Oral/dialogic Subtitling asset T63 1099B-sr.ils Pruzah wundunne wah Wuth Gein. I wish the old one luck in his... quest. 普魯紮 烏獨內 瓦爾 烏斯󠄀 蓋因。希望那 老傢伙一切順利吧。 Oral/dialogic Subtitling asset T64 08535-sr.ils You are bold, wunduniik. You dare enter a Dovah's home without permission. 你很魯莽,翁都尼克。你膽敢未經允許 進入都瓦的家。 Oral/dialogic Subtitling asset T65 109BB-sr.ils Nust wo ni qiilaan fen kos duaan. 納斯󠄀特 沃 倪 奇蘭 芬 克斯󠄀 都安。 Oral/dialogic Subtitling asset T66 109C2-sr.ils Hin sil fen nahkip bahloki. 辛 斯󠄀爾 芬 納克珀 巴羅克。 Oral/dialogic Subtitling asset T67 109C3-sr.ils Di kiirre fen alok. 迪 克瑞 芬 阿洛克。 Oral/dialogic Subtitling asset T68 109C8-sr.ils Fen du hin sille ko Sovngarde! 芬 都 辛 斯󠄀勒 科 松文迦德! Oral/dialogic Subtitling asset 187 EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T69 0055A-sr.str K1n K1n Functional In-game texture embedded words T70 0055C-sr.str Drem Drem Functional In-game texture embedded words T71 089AD-sr.ils Alok, Nahagliiv. Tiid boaan. 阿羅,納哈格立夫。提德博安。 Oral/dialogic Subtitling asset T72 089AB-sr.ils Vuljotnaak! Ziil gro dovah ulse! 福爵納克!吉爾格洛都瓦烏瑟! Oral/dialogic Subtitling asset T73 089A7-sr.ils Nahagliiv! Ziil gro dovah ulse! 納哈格立夫!吉爾格洛都瓦烏瑟! Oral/dialogic Subtitling asset T74 089A6-sr.ils Viinturuth! Ziil gro dovah ulse! 維因圖盧茲!吉爾格洛都瓦烏瑟! Oral/dialogic Subtitling asset T75 119D8-sr.ils Are you ready to see the world as only a dovah 你準備好從都瓦的角度看這個世界了 can? 嗎? Asset source text Asset target text 188 Text type & Asset type Oral/dialogic Subtitling asset EN immersion components Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contactless gameplay Contacting gameplay ZH-TW immersion components Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contactless gameplay Contacting gameplay Translation strategies Retention unmarked Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type 那麼。你來到這裡,見我。對於約 爾……凡人……來說不是件容易的事 Oral/dialogic 情。甚至對於一位都瓦 索斯󠄀……龍之血 Subtitling asset 脈……來說也是如此。 T76 0F49C-sr.ils So. You have made your way here, to me. No easy task for a joor... mortal. Even for one of Dovah Sos. Dragonblood. T77 07389-sr.ils Ah. I forget. You do not have the dovah speech. 啊。我忘了。你不會都瓦語言。 Oral/dialogic Subtitling asset T78 124EE-sr.ils Zun! 蘇恩! Oral/dialogic Subtitling asset T79 00F34-sr.ils Vah...Koor! 瓦…庫爾 Oral/dialogic Subtitling asset T80 06FA5-sr.ils Koor... 庫爾… Oral/dialogic Subtitling asset T81 0713F-sr.ils Meyz mul, Dovahkiin. You have become strong. 梅 姆,都瓦克因。你變強了。 Oral/dialogic Subtitling asset T82 00562-sr.str M9 M9 Functional In-game texture embedded words 189 EN immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Retention unmarked Asset number String ID Source File Asset source text Asset target text Text type & Asset type T83 0F659-sr.ils 那就是「尤」的真正含義。蘇列,力 That is the true meaning of "Yol." Suleyk. 量。你和所有的龍一樣都擁有力量。但 Power. You have it, as do all dov. But power is 是不加選擇、不以行動的力量,就是怠 inert without action and choice. 惰。 T84 02A12-sr.ils A gift, Dovahkiin. Yol. Understand Fire as the dov do. 送你。都瓦克因。尤。和都瓦一樣了解 火焰。 Oral/dialogic Subtitling asset T85 0056A-sr.str 3z 3z Functional In-game texture embedded words T86 06B2D-sr.ils A gift, Dovahkiin. Shul. Understand Sun as the 送你,都瓦克因。蘇爾。和都瓦一樣了 dov do. 解太陽。 Oral/dialogic Subtitling asset T87 00FC0-db.ils Ven… 文…… Oral/dialogic Subtitling asset T88 00566-sr.str Gut Gut Functional In-game texture embedded words T89 0CF70-sr.ils 牠去英靈殿回復牠的力量,吞噬西列薩 He has travelled to Sovngarde to regain his 尤……死去人類的靈魂。一個牠不願分 strength, devouring the sillesejoor... the souls of 享的特權…… 190 Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset EN immersion components Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Transliteration Transliteration Retention unmarked Transliteration Transliteration Retention unmarked Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type the mortal dead. A privilege he jealously guards... T90 0A4BC-sr.ils Ruth wah nivahriin joor! 如斯󠄀、破甘、那拉斯󠄀、沃瑞、瓦迥! Oral/dialogic Subtitling asset T91 08341-sr.ils Joor mey! What are you doing back there? 約爾 梅!你在後面做什麼? Oral/dialogic Subtitling asset T92 081DB-sr.ils 嗯。用你們的語言怎麼描述?都瓦人的 Hmm. How to explain in your tongue? The dov 語言裡有表達這類事物的詞彙而你們的 have words for such things that joorre do not. 語言裡沒有。 Oral/dialogic Subtitling asset T93 06AC2-sr.ils You are no match for me, joor! 你敵不過我的,蟲子! Oral/dialogic Subtitling asset T94 04CCF-sr.ils Your kind - joorre - mortals - created it as a weapon against the dov... the dragons. 你的族類……約爾……凡人……把它塑 造成對抗都瓦……龍的武器。 Oral/dialogic Subtitling asset T95 109A9-sr.ils Face me, then! Zu'u Alduin! 面對我!祖烏 奧杜因! Oral/dialogic Subtitling asset T96 109B1-sr.ils I have already defeated your friends once. Beyn. I do not fear them. 我曾擊敗過你的朋友。貝印。我不怕他 們。 Oral/dialogic Subtitling asset 191 EN immersion components Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay ZH-TW immersion components Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Translation strategies Transliteration Transliteration Transliteration Calque Paraphrase: sense transfer Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T97 109B7-sr.ils Dovahkiin, you should not have come here. Nu 都瓦克因,你不該來這的。努 辛 瑟爾 hin sil dii. 迪。 Oral/dialogic Subtitling asset T98 0056E-sr.str Nus Functional In-game texture embedded words T99 1084D-sr.ils You are persistent, Dovahkiin. Pruzah ol aar. A 你真固執,都瓦克因。普魯紮 奧爾 亞。 Oral/dialogic fine slave you would have made. Subtitling asset 你會是個好奴隸的。 T100 0C4B8-sr.str As for myself, you've proven your mastery twice over. Thuri, Dovahkiin. I gladly acknowledge the power of your Thu'um. 對於我來說,你已經兩次證明了你的才 能。圖維,都瓦克因。我很高興能承認 你那吐姆的力量。 Oral/dialogic Subtitling asset T101 00144-db.str Gol Gol Functional In-game texture embedded words T102 09A28-sr.ils Yes. Vahzah. You speak true, Dovahkiin. Forgive me. 是的。瓦紮。你說得對,都瓦克因。原 諒我。 Oral/dialogic Subtitling asset T103 03244-sr.ils It has been long since I held tinvaak with a stranger. I gave in to the temptation to prolong our speech. 我上次和陌生人進行汀瓦是很久之前的 事了。我屈從於誘惑延長我們這次談 話。 Oral/dialogic Subtitling asset Nus 192 EN immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Retention unmarked Transliteration Transliteration Retention unmarked Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T104 041C5-sr.ils Zah...Frul! 紮…弗魯! Oral/dialogic Subtitling asset T105 00145-db.str H4 H4 Functional In-game texture embedded words T106 00080-sr.str Zah! 紮! Oral/dialogic Subtitling asset T107 0CCD4-sr.ils Hun! 呼! Oral/dialogic Subtitling asset T108 0016E-db.str Dov Dov Functional In-game texture embedded words T109 0EBE1-sr.ils Kaal! 卡! Oral/dialogic Subtitling asset T110 0078A-db.str D3v D3v Functional In-game texture embedded words 193 EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Translation strategies Transliteration Retention unmarked Transliteration Transliteration Retention unmarked Transliteration Retention unmarked Asset number String ID Source File T111 0A1DB-sr.ils Od - Ah - Viing. "Winged Snow Hunter," as I read it. 傲-達-威英。「高飛冰雪獵人」,應該 是這意思。 Oral/dialogic Subtitling asset T112 065AA-sr.ils But Odahviing, he is... headstrong? Boziik. Rash. Even among the dov, he was known for this. 但是傲達威英,牠是不是……很頑強? 波茲。拉什。即使在都瓦之中,牠也是 以強大著稱的。 Oral/dialogic Subtitling asset T113 057D2-sr.ils Ah...Viing! 阿...維! Oral/dialogic Subtitling asset T114 05637-sr.ils Now - hear his name. Odahviing. Taste it on the 現在,聽一下牠的名字。傲達威英。傾 wind. Od-ah-viing. Know it in your su'um. Od- 聽一下風中的回聲。傲-達-威英。用你 ah-viing! 的蘇姆來感受。傲-達-威英! Oral/dialogic Subtitling asset T115 0082B-db.str Q4 Q4 Functional In-game texture embedded words T116 023D7-sr.ils Zu'u Odahviing. Call me when you have need, and I will come if I can. 祖.傲達威英。你要是有需要就叫我, 我會盡力趕來的。 Oral/dialogic Subtitling asset T117 00CF3-db.str Sh1n Sh1n Functional In-game texture embedded words T118 0EC00-sr.ils Raan! 啦! Oral/dialogic Subtitling asset Asset source text Asset target text 194 Text type & Asset type EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Retention unmarked Transliteration Retention unmarked Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T119 But I believe the Scroll's bond with the Tiid0D0DB-sr.ils Ahraan will allow you a... a seeing, a vision of the moment of its creation. 但是我相信卷軸與提德-阿蘭的聯繫將使 Oral/dialogic 你獲得……一種視覺,一種感知它創造 Subtitling asset 之初情景的能力。 T120 0CC47-sr.ils Sovngarde saraan! 松文迦德 薩蘭! T121 0CB1E-sr.ils Return it here, to the Tiid-Ahraan. Then... Kelle 帶到這裡……提德·阿蘭……來。然 Oral/dialogic 後……凱勒 沃明多克。事情會如何演變 vomindok. Nothing is certain with such Subtitling asset things… 誰也不知… T122 07FD0-sr.ils You will see them... wuth fadonne... my friends 你將會看到他們……烏斯󠄀 法多恩……我 Oral/dialogic - Hakon, Gormlaith, Felldir. Subtitling asset 的朋友-哈孔、葛拉斯󠄀、費迪爾。 T123 0B077.sr.ils Saraan uth - I await your command, as promised. Are you ready to see the world as only a dovah can? 撒然 烏茲——我在等你的命令,說好 的。你準備好從都瓦的角度看這個世界 了嗎? Oral/dialogic Subtitling asset T124 0ABC1-sr.ils Mindoraan, pah ok middovahhe lahvraan til. I surely do not need to warn you that all his remaining strength is marshalled there. 明多蘭。帕歐卡 米多瓦 拉夫蘭 提爾。 我相信不需要去提醒你,牠剩餘的所有 力量都集中在那。 Oral/dialogic Subtitling asset T125 0A1C7-sr.ils Goraan! I feel younger than I have in many an age. 戈拉恩!我覺得自己比以前年輕多了。 Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset 195 EN immersion components Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information ZH-TW immersion components Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type Ven Functional In-game texture embedded words It was said to force a dragon to experience the concept of Mortality. A truly vonmindoraan... incomprehensible idea to the immortal dov. 據說是強迫一條龍體驗死亡的意象。一 個真正的沃明多蘭……對於不朽的都瓦 來說是不可理解的。 Oral/dialogic Subtitling asset 079DB-sr.ils Ahrk fin norok paal graan fod nust hon zindro zaan, Dovahkiin, fah hin kogaan mu draal! 阿克 芬 諾羅 帕爾 古蘭 佛 努斯󠄀 洪 金德 Oral/dialogic In-game texture 羅 贊,都瓦克因,法 辛 克甘 姆 德阿爾 embedded words T129 0D3BF-sr.ils Strun… 純…… Oral/dialogic Subtitling asset T130 096B5-sr.ile Many of the dovahhe are now scattered across Keizaal. Without Alduin's lordship, they may yet bow to the vahzen... rightness of my Thu'um. 現在很多都瓦都散落在凱紮。沒有奧杜 因的統治,牠們尚未臣服於瓦紮恩…… 我的吐姆。 Oral/dialogic Subtitling asset T131 01453-sr.ils Ahraan. You wound me, Dovahkiin. I may not tell the whole truth, but I am no liar. 阿然。你傷了我,都瓦克因。我可能沒 有說出全部真相,但也絕沒撒謊。 Oral/dialogic Subtitling asset T132 00F1A-sr.ils If you brought that Kel, that Elder Scroll back here... to the Tiid-Ahraan, the Time-Wound... 如果你帶那個科爾,上古卷軸回到這裡 的話……帶到提得·阿倫,時間傷痕的 話…… Oral/dialogic Subtitling asset T133 09C91-sr.ils Ful, losei Dovahkiin? Zu'u koraav nid nol dov do hi. 福爾,羅塞都瓦克因?祖烏克拉夫尼德 諾爾多夫多希。 Oral/dialogic Subtitling asset T126 00E6A-db.str Ven T127 07FB6-sr.ils T128 196 EN immersion components Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information ZH-TW immersion components Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Translation strategies Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T134 0968D-sr.ils Mu los vomir 姆 羅斯󠄀 沃墨 Oral/dialogic Subtitling asset T135 04C73-sr.ils Mir! 米爾! Oral/dialogic Subtitling asset T136 00C59-sr.ils Mir...Tah! 米爾…塔! Oral/dialogic Subtitling asset T137 00B04-db.ils Hail, thuri. Shall we fly together? 吐瑞,你好。我們一起飛翔吧? Oral/dialogic Subtitling asset T138 0CF69-sr.ils Horvutah med kodaav. Caught like a bear in a trap... 霍夫塔 麥 克達。像是落入陷阱的熊…… Oral/dialogic Subtitling asset T139 Nivahriin joorre! What have you done? What 0ABA5-sr.ils twisted Words have you created?! Tahrodiis Paarthurnax! My teeth to his neck! 尼瓦林 約銳!!你做了什麼?你創造了什 Oral/dialogic 麼瘋狂的龍語?!塔羅蒂斯󠄀 帕圖納克 Subtitling asset 斯󠄀!我的牙穿透他的頸! T140 113A1-sr.ils 咳呀! Hyah! Oral/dialogic Subtitling asset 197 EN immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T141 110F2-sr.ils Yah! 呀! Oral/dialogic Subtitling asset T142 0CC14-sr.ils Laas! 啦! Oral/dialogic Subtitling asset T143 00541-sr.str Kr3 Kr3 Functional In-game texture embedded words T144 0053E-sr.str L1s L1s Functional In-game texture embedded words T145 0EBD8-sr.ils Yah...Nir! 呀…尼爾! Oral/dialogic Subtitling asset T146 0261C-db.ils Krah Diin! 可啦 丁! Oral/dialogic Subtitling asset 198 EN immersion components Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction ZH-TW immersion components Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Transliteration Retention unmarked Retention unmarked Transliteration Transliteration Asset number String ID Source File T147 0054A-sr.str Strun Strun Functional In-game texture embedded words T148 0053D-sr.str T4 T4 Functional In-game texture embedded words T149 00533-sr.str Zun Zun Functional In-game texture embedded words T150 0053A-sr.str V3k V3k Functional In-game texture embedded words T151 0053C-sr.str M7 M7 Functional In-game texture embedded words T152 0C42D-sr.ils Lun! 侖! Oral/dialogic Subtitling asset T153 00542-sr.str Lun Lun Functional In-game texture embedded words T154 04D42-sr.ils Bah! 巴! Oral/dialogic Subtitling asset Asset source text Asset target text 199 Text type & Asset type EN immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information ZH-TW immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Transliteration Retention unmarked Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T155 05C0B-sr.ils 是,卻也不儘然。維克 納茲 尼 科隆。 Yes and no. Viik nuz ni kron. Alduin was not 奧杜因也沒有真正被擊敗。不然你今天 truly defeated, either. If he was, you would not 也不會來這裡,找尋……擊敗牠的方 be here today, seeking to... defeat him. 法。 T156 0214C-sr.ils Thu'um wah Thu'um! 吐姆,哇,吐姆! Oral/dialogic Subtitling asset T157 0F915-sr.ils Krii! 呵哩! Oral/dialogic Subtitling asset T158 0BE03-sr.ils Daar sul thur se Alduin vokrii. Today Alduin's lordship will be restored. 達爾 蘇 瑟爾 賽 奧杜因 沃基。今天奧 杜因的統治將會重現。 Oral/dialogic Subtitling asset T159 00CDC-sr.ils Arngeir. Rok los Dovahkiin, Strundu'ul. Rok fen tinvaak Paarthurnax. 艾恩蓋爾。雷克洛斯󠄀都瓦克因,斯󠄀圖杜 烏爾。雷克芬霆瓦阿克帕圖納克斯󠄀。 Oral/dialogic Subtitling asset T160 0EBEF-sr.ils Lun… 侖…… Oral/dialogic Subtitling asset T161 0A06A-sr.ils Who are you? What brings you to my strunmah... my mountain? 你是誰?你為何來到我的斯󠄀特倫馬…… 我的山脈……? Oral/dialogic Subtitling asset T162 09F84-sr.ils This is the most sacred mountain in Skyrim. 這是天際省最神聖的山。佐克 雷瓦克 斯󠄀 Oral/dialogic Zok revak strunmah. The great mountain of the Subtitling asset 狀馬克。世界上的偉大山脈之一。 world. 200 Oral/dialogic Subtitling asset EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contactless gameplay Implicit information Character identification Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contactless gameplay Implicit information Character identification Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T163 0298B-sr.ils Arngeir. Rek los Dovahkiin, Strundu'ul. Rek fen tinvaak Paarthurnax. 艾恩蓋爾。雷克洛斯󠄀都瓦克因,斯󠄀圖杜 烏爾。雷克芬霆瓦阿克帕圖納克斯󠄀。 Oral/dialogic Subtitling asset T164 0C6D4-sr.ils Bah...Qo! 巴…科! Oral/dialogic Subtitling asset T165 0844E-sr.ils Hmm. Yes. They are very protective of me. Bahlaan fahdonne. 嗯。是的。他們對我的保護意識很強 烈。巴拉恩 法赫杜恩。 Oral/dialogic Subtitling asset T166 0EEA4-sr.ils Qostiid sahlo aak. Just because you can do a thing, does not always mean you should. 科斯󠄀提德 薩洛 阿克。你有能力做,並不 Oral/dialogic Subtitling asset 意味著你就應該做。 T167 0793F-sr.ils True... But qostiid - prophecy - tells what may be, not what should be. 的確……但是 科斯󠄀提德——預言——只 Oral/dialogic Subtitling asset 告訴我們可能性,而不是必要性。 T168 0EC01-sr.ils Tiid! 提德! Oral/dialogic Subtitling asset T169 0D22A-sr.ils I can be trusted. I know this. But they do not. Onikaan ni ov dovah. It is always wise to mistrust a dovah. 我值得信賴。我很清楚。而牠們則不 然。奧尼坎 尼 歐 都瓦克。不相信一名 都瓦是明智之舉。 Oral/dialogic Subtitling asset 201 EN immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type Oral/dialogic Subtitling asset T170 124B9-sr.ils Slen! T171 015B6-sr.ils The Blades are wise not to trust me. Onikaan ni 刀鋒衛士不信任我是明智之選。奧尼坎 ov. I would not trust another dovah. 尼 歐。是我也不會相信另一名都瓦。 T172 0EE85-sr.ils Aaah... yes! Sossedov los mul. The 啊…是的!索瑟都瓦 洛斯󠄀 目爾。你體內 dragonblood runs strong in you. It is long since Oral/dialogic 湧動著龍血。我很久沒跟同類如此開心 I had the pleasure of speech with one of my Subtitling asset 地交談了。 own kind. T173 12504-sr.ils Iiz… 利資…… Oral/dialogic Subtitling asset T174 00E74-db.str V6 V6 Functional In-game texture embedded words T175 0FC23-sr.ils Perhaps now you have some insight into the 也許你已深刻領悟了塑造這維納賽迪埃 forces that shape the vennesetiid... the currents 德的……時間洪流。 of Time. T176 0C66A-sr.ils Tiid krent. Time was... shattered here because of what the ancient Nords did to Alduin. T177 0A981-sr.ils Aam? Serve you? ...no. Ni tiid. If and when you 啊?效忠你?……不。尼 提得。如果你 Oral/dialogic defeat Alduin, I will reconsider. Subtitling asset 擊敗了奧杜因,我會重新考慮。 斯󠄀侖! Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset 提得 克倫特。由於古代諾德人對奧杜因 Oral/dialogic 所做的事,在這裡時間是……破碎的。 Subtitling asset 202 EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Conacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Conacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Retention unmarked Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type 提德…… Oral/dialogic Subtitling asset G1r Functional In-game texture embedded words You have it. The Kel - the Elder Scroll. Tiid kreh... qalos. Time shudders at its touch. 你拿到它了,克爾--上古卷軸。提德 克雷……伽羅斯󠄀。時間在它的觸摸下也 會顫抖。 Oral/dialogic Subtitling asset Even I cannot see past Time's ending to what comes next. Niid koraav zeim dinoksetiid. We must do the best we can with this world. 連我也看不透時空終結以後,將會迎來 些什麼?尼埃德 克拉夫 澤埃姆 蒂諾可 賽迪埃德。我們必須盡力去幫助世界。 Oral/dialogic Subtitling asset 0FDBD-sr.ils Klo...Ul! 克羅…勿! Oral/dialogic Subtitling asset T183 0F50E-sr.ils Mey! 梅! Oral/dialogic Subtitling asset T184 12502-sr.ils Iiz! 利資! Oral/dialogic Subtitling asset Tiid… T178 03A13-sr.ils T179 00EDC-db.str G1r T180 073DA-sr.ils T181 05F7E-sr.ils T182 203 EN immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information ZH-TW immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Translation strategies Transliteration Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T185 066EB-sr.ils Among ourselves, of course. Mu ni meyye. None were yet ready to openly defy him. 我們之中,當然。姆 尼 梅耶。還沒有一 Oral/dialogic Subtitling asset 個準備好公開反對牠。 T186 05210-sr.ils Mey...Gut! 梅…加! Oral/dialogic Subtitling asset T187 10554-sr.ils Daal...Vus! 達……烏斯󠄀! Oral/dialogic Subtitling asset T188 00023-DG.str D6 D6 Functional In-game texture embedded words T189 06461-sr.ils Lok… 洛克…… Oral/dialogic Subtitling asset T190 0B746-sr.ils I warned them against such a rash action. Even 我警告他們不要進行這麼一個魯莽的行 Oral/dialogic 動。甚至我都無法預見後果。拉斯󠄀特 泥 I could not foresee its consequences. Nust ni Subtitling asset hon. They would not listen. 轟。他們不聽。 T191 00025-DG.str Neh Asset source text Asset target text Text type & Asset type Functional In-game texture embedded words Neh 204 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Translation strategies Transliteration Transliteration Transliteration Retention unmarked Transliteration Transliteration Retention unmarked Asset number String ID Source File T192 07D7D-sr.ils It is an... artifact from outside time. It does not exist, but it has always existed. Rah wahlaan. They are...hmm... fragments of creation. 它是一個…來自時間之外的神器。它不 Oral/dialogic 存在,但它總是已經存在。拉爾 瓦蘭。 Subtitling asset 它們是……嗯……造物留下的餘料。 T193 0C68C-sr.ils Dreh ni nahkip. Discipline against the lesser aids in qahnaar... denial of the greater. 德萊 尼 納吉。對弱者的處罰有助於…… Oral/dialogic Subtitling asset 對強者的節制。 T194 0E6D4-sr.ils Tell me. Why do you come here, volaan? Why 告訴我。你為什麼來這裡,沃蘭。為什 do you intrude on my meditation? 麼打擾我冥想。 Oral/dialogic Subtitling asset T195 0C4E7-sr.ils Drem. Patience. I am answering, in my way. 德萊姆。耐心點。我正在以我的方式回 答。 Oral/dialogic Subtitling asset T196 078E0-sr.ils Drem. Patience. There are formalities which 德萊姆。耐心點。在兩個都瓦第一次會 must be observed, at the first meeting of two of 面時,必須遵守禮儀。 the dov. Oral/dialogic Subtitling asset T197 0D37B-sr.ils The Nords of those days used the Dragonrend Shout to cripple Alduin. But this was not enough. Ok mulaag unslaad. 那個時代的諾德人使用「龍魂撕裂」來 Oral/dialogic 遏制奧杜因。但是這是不夠的。歐克 馬 Subtitling asset 拉戈 昂斯󠄀拉得。 T198 012B7-sr.ils It was the Kel - the Elder Scroll. They used it to... cast him adrift on the currents of Time. 是柯爾--上古卷軸。他們用來……把 Oral/dialogic Subtitling asset 牠放逐在時間的洪流之中。 T199 0006A-DG.str V3r Asset source text Asset target text Text type & Asset type Functional In-game texture embedded words V3r 205 EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Retention unmarked Asset number String ID Source File Asset source text Asset target text Text type & Asset type T200 002FC-DG.str R3 R3 Functional In-game texture embedded words T201 005BB-DG.str Zol Zol Functional In-game texture embedded words T202 0B4CF-sr.ils Slen...Nus! 斯󠄀侖…吶斯󠄀! Oral/dialogic Subtitling asset T203 03DC6-sr.str Yol. 尤。 Oral/dialogic Subtitling asset T204 10551-sr.ils Nahl… 吶爾…… Oral/dialogic Subtitling asset T205 0268F-db.ils Toor...Shul! 拖…蘇! Oral/dialogic Subtitling asset T206 0C5A6-sr.ils Ah. I have expected you. Prodah. 啊。我一直在等你。普洛達。 Oral/dialogic Subtitling asset 206 EN immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Retention unmarked Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T207 083F5-sr.ils You would not come all this way for tinvaak with an old dovah. No. You seek your weapon against Alduin. 你千里迢迢來此不會只是為了與一條老 都瓦汀瓦克吧。不。你是來找到對抗奧 杜因的武器。 Oral/dialogic Subtitling asset T208 0844D-sr.ils But I do not know the Thu'um you seek. Krosis. 但我不知道你要找的那個吐姆。克羅西 It cannot be known to me. 斯󠄀。我不可能知道這個。 Oral/dialogic Subtitling asset T209 03576-sr.ils Our hadrimme, our minds cannot even... comprehend its concepts. 我們的哈德梅,我們的思維……完全無 法領會它的原理。 Oral/dialogic Subtitling asset T210 0C5C2-sr.ils Drem. All in good time. First, a question for you. Why do you want to learn this Thu'um? 錐姆。別著急。我首先要問你個問題。 為什麼你要學這個吐姆? Oral/dialogic Subtitling asset T211 087C0-sr.ils Alduin believes that he will prevail, with good reason. Rok mul. 奧杜因堅信他有足夠的理由獲勝。洛克 目爾。 Oral/dialogic Subtitling asset T212 0C5B3-sr.ils Pruzah. As good a reason as any. There are many who feel as you do, although not all. 普拉紮。理由很充分。有很多人和你有 同樣感受,儘管不是所有人。 Oral/dialogic Subtitling asset T213 0A57F-sr.ils Perhaps this world is simply the Egg of the next 也許這個世界只是下一個卡帕的起源? Oral/dialogic 凱恩 沃辛?你會去阻止下個世界的誕生 kalpa? Lein vokiin? Would you stop the next Subtitling asset world from being born? 嗎? T214 0C5BC-sr.ils Paaz. A fair answer. Oral/dialogic Subtitling asset 帕茲。你的回答很有道理。 207 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration mistranslation Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T215 016D7-sr.ils But you have indulged my weakness for speech 你聽我說了這麼多,我很滿意。克洛西 long enough. Krosis. Now I will answer your 斯󠄀。現在我將回答你問題。 question. Oral/dialogic Subtitling asset T216 07579-sr.ils Dah… 達…… Oral/dialogic Subtitling asset T217 05A6E-sr.ils Vahrukt unslaad... perhaps none but me now remember how he was defeated. 瓦拉科特 昂斯󠄀拉得……或許現在只有我 Oral/dialogic Subtitling asset 能想起他是怎麼被擊敗的了。 T218 081E9-sr.ils Not intentionally. Some hoped he would be gone forever, forever lost. Meyye. 但不是有意為之。有一些人希望他永遠 離開,永遠消失。梅伊。 T219 081E7-sr.ils 我當時就知道了。提德 波 阿瑪拉夫。時 I knew better. Tiid bo amativ. Time flows ever Oral/dialogic 間之河總是向前流動。總有一天牠會浮 onward. One day he would surface. Subtitling asset 上水面 T220 02946-sr.ils Krosis. No. I know little of what has passed below in the long years I have lived here. 克洛斯󠄀。不。我對山下的事所知不多, 我住在這裡已經很多年了。 Oral/dialogic Subtitling asset T221 03D8D-sr.ils But no, Dovahkiin. Others do not come here to 不是的,都瓦克因。不會有其他人來這 train anymore. Saraan. You are the first in over 裡受訓了。撒然。你是近百年來第一個 a hundred years. 進來的人。 Oral/dialogic Subtitling asset 208 Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Translation strategies T222 0E160-sr.ils I meditate on the Rotmulaag - the Words of Power. I counsel in their use. It is enough for me. 我在冥想力量之語魯姆拉格。我對它們 的使用提出建議。這就足夠了。 T223 03DA8-sr.ils That is "Fus." Let its meaning fill you. Su'um ahrk morah. You will push the world harder than it pushes back. 是「伏斯󠄀」。讓它的奧義填滿你。蘇姆 Oral/dialogic 阿克 莫拉。你要向外界施加比其更強大 Subtitling asset 的力量。 T224 05DC1-sr.ils I cannot tell you in detail. I never heard it used. 我沒辦法跟你說得很細。我從未聽過有 Kogaan. It was the first Thu'um created solely 人使用它。克甘。第一個由凡人創造的 by mortals. 吐姆。 Oral/dialogic Subtitling asset T225 0582B-sr.ils Vomindok. I do not know. Perhaps in the very 沃多明。我不知道。或許使用它後甚至 doing they erased the knowing of it from Time 刪除了時間本身對它的認知。 itself. Oral/dialogic Subtitling asset T226 09B0D-sr.ils Yes. There were a few of us that rebelled against Alduin's thur... his tyranny. We aided the humans in his overthrow. 是的。我們的一些同伴反抗奧杜因的瑟 爾……反抗他的暴政。我們幫助人類推 翻他。 Oral/dialogic Subtitling asset T227 0EAF2-sr.ils But they did not trust us. Ni ov. Their inner councils were kept hidden from us. 但是他們不相信我們。你 沃。他們的內 Oral/dialogic Subtitling asset 部會議對我們完全隔離。 02C02-sr.ils 在他們那個時代,他們個個都是絕頂高 They were mighty, in their day. Even to attempt 手。他們甚至去挑戰巨龍奧杜因……沙 Oral/dialogic 哈洛特 哈尼。諾德人從那個時代以來出 to defeat Alduin... sahrot hunne. The Nords Subtitling asset have had many heroes since, but none greater. 過很多偉大的英雄,但是始終沒有一個 人能超過他們。 Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Transliteration 073D9-sr.ils There is no question. You are doom-driven. Kogaan Akatosh. The very bones of the earth are at your disposal. Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character idenfication Plot construction Transliteration T228 T229 Oral/dialogic Subtitling asset 毫無疑問。你是毀滅驅策者。克甘‧阿卡 Oral/dialogic Subtitling asset 托什。大地之骨任你處置。 209 Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T230 004CB-sr.str Lo 羅 Functional In-game texture embedded words T231 004CC-sr.str Sah 沙赫 Functional In-game texture embedded words T232 004CE-sr.str Wuld Wuld Functional In-game texture embedded words T233 004D9-sr.str Kest Kest Functional In-game texture embedded words T234 004DE-sr.str Gron Gron Functional In-game texture embedded words T235 004AD-sr.str Fus Fus Functional In-game texture embedded words T236 004B5-sr.str Ro Ro Functional In-game texture embedded words T237 004BA-sr.str Yol Yol Functional In-game texture embedded words Asset source text Asset target text 210 Text type & Asset type EN immersion components Visual stimuli Contacting gameplay Explicit information World construction Visual stimuli Contacting gameplay Explicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction ZH-TW immersion components Visual stimuli Contacting gameplay Explicit information World construction Visual stimuli Contacting gameplay Explicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Translation strategies Transliteration Transliteration Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset number String ID Source File Asset source text Asset target text Text type & Asset type T238 004E4-sr.str Ru Ru Functional In-game texture embedded words T239 004F0-sr.str Su Su Functional In-game texture embedded words T240 004F5-sr.str Lok Lok Functional In-game texture embedded words T241 02A65-db.ils Grah Dun! 葛拉杜恩! Oral/dialogic Subtitling asset T242 018E3-db.ils Bein Rotmulaagge! What foul Words are these? 貝因 羅特姆拉格!這是什麼邪惡的語 言? Oral/dialogic Subtitling asset T243 00B87-db.ils How can I serve you, thuri? 我要如何服侍你,吐瑞? Oral/dialogic Subtitling asset T244 00747-db.ils Qah! 加! Oral/dialogic Subtitling asset T245 008D2-db.ils Qah Diiv! 加地夫! Oral/dialogic 211 EN immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction ZH-TW immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Audiovisual stimuli Translation strategies Retention unmarked Retention unmarked Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T246 02601-db.ils Qah Diiv! 卡 迪夫! Oral/dialogic Subtitling asset T247 004DD-sr.str Z3 Z3 Functional In-game texture embedded words T248 004E0-sr.str F1s F1s Functional In-game texture embedded words T249 026C7-db.ils Nah...Kest! 吶……凱斯󠄀! Oral/dialogic Subtitling asset T250 02AB8-db.ils Nah Kest! 納柯斯󠄀! Oral/dialogic Subtitling asset T251 004F6-sr.str V4 Functional In-game texture embedded words Asset source text V4 Asset target text 212 Text type & Asset type Subtitling asset EN immersion components Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction ZH-TW immersion components Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Translation strategies Transliteration Retention unmarked Retention unmarked Transliteration Transliteration Retention unmarked Asset number String ID Source File T252 0263A-db.ils Hah Dov! 哈 都夫! Oral/dialogic Subtitling asset T253 004FD-sr.str J8r J8r Functional In-game texture embedded words T254 00509-sr.str Z4 Z4 Functional In-game texture embedded words T255 00510-sr.str Frul Frul Functional In-game texture embedded words T256 005FA-DG.str L4 L4 Functional In-game texture embedded words T257 00995-DG.str V1z V1z FunctionalIn-game texture embedded words T258 1062C-sr.dls Asset source text [pagebreak]<p align="center">Songs Of SkyrimCompiled byGiraud GemaineHistorian of the Bards CollegeSolitude</p>[pagebreak]<p align="left"><img src='img://Textures/Interface/Books/Illuminate d_Letters/R_letter.png'>agnar the Red is a traditional song of Whiterun. Despite the grim final image the song is generally regarded as light and rollicking and a favorite in inns across Asset target text Text type & Asset type [pagebreak]<p align='center'> 天際省 歌集 獨孤城 詩人學院歷史學家 吉勞德.格瑪尼 編著</p> Narrative [pagebreak]<p align='left'><img In-game texture src='img://Textures/Interface/Books/Illumi embedded words nated_Letters/R_letter.png'>《紅衣拉格 納》是白漫城傳統的歌謠。儘管結局看 起來有些恐怖,但是這首歌謠通常被認 213 EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuliVisual stimuliContacting gameplayImplicit informationWorld construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuliVisual stimuliContacting gameplayImplicit informationWorld construction Visual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Transliteration Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset number String ID Source File Asset source text Skyrim.</p><p align="center">Ragnar The RedThere once was a hero named Ragnar the Red, who came riding to Whiterun from ole Rorikstead!And the braggart did swagger and brandish his blade, as he told of bold battles and gold he had made!But then he went quiet, did Ragnar the Red, when he met the shieldmaiden Matilda who said...Oh, you talk and you lie and you drink all our mead! Now I think it's high time that you lie down and bleed!And so then came the clashing and slashing of steel, as the brave lass Matilda charged in full of zeal!And the braggart named Ragnar was boastful no moooooree... when his ugly red head rolled around on the floor!</p>[pagebreak]<p align="left">The Dragonborn Comes has been handed down from generation to generation of bards. The Dragonborn in Nord culture is the archetype of what a Nord should be. The song itself has been used to rally soldiers and to bring hope.</p><p align="center">The Dragonborn ComesOur hero, our hero, claims a warrior's heart.I tell you, I tell you, the Dragonborn comes.With a Voice wielding power of the ancient Nord art.Believe, believe, the Dragonborn comes.It's an end to the evil, of all Skyrim's foes.Beware, beware, the Dragonborn comes.For the darkness has passed, and the legend yet grows.You'll know, You'll know the Dragonborn's come.</p>[pagebreak]<p align="left">The Age of Oppression and The Age of Aggression are variants of one song. It isn't known which of the two was written first but the tune, with loyalty appropriate lyrics, is quite popular on both sides of the war.</p><p align="center">The Age of OppressionWe drink to our youth, and to days come and gone. For the age of oppression is now nearly done.We'll drive out the Empire from this land that we own. With our blood and our steel we will take back our home.All hail to Asset target text 為是歡快諧趣的,並且在天際省的各家 旅館廣為流傳。</p><p align='center'> 《紅衣拉格納》 曾經有個來自古老的 洛利克鎮的英雄叫紅衣拉格納,他騎著 駿馬來到了白漫城! 當他講述自己參 加過的著名戰鬥經歷和取得的成就的時 候,他總是揮舞著長劍自吹自擂! 但 是當他遇見了盾牌女僕瑪提爾達的時 候,他立即閉上了嘴,保持安靜。她 說…… 哦,你這個傢夥撒謊,還喝光 了我們所有的蜂蜜酒!現在正是你受到 懲罰的時候了! 當勇敢的少女瑪提爾 達提盾上前的時候,隨即傳來了鋼鐵的 叮鐺碰撞聲! 拉格納再也不能自吹自 擂了……因為他醜陋的紅色頭顱已經滾 落在地!</p>[pagebreak]<p align='left'> 《龍裔歸來》已經在吟遊詩人口中代代 相傳。在諾德文化中,龍裔是諾德人的 原型。這首歌一直被用來鼓舞士氣,帶 給民眾希望。</p><p align='center'> 《龍裔歸來》 我們的英雄,你有一顆 勇士的心臟。 讓我來告訴你,龍裔即 將歸來。 他運用古老諾德文明的力量 宣喻世人。 請一定相信,龍裔即將歸 來。 他蕩滌邪惡,戰勝所有的敵人。 請一定注意,龍裔即將歸來。 黑暗已 經過去,傳奇已經開始。 到那一日, 世人終將知道,龍裔已經歸來。 </p>[pagebreak]<p align='left'> 《壓迫 的年代》和《侵略的年代》是同一首曲 調的不同版本。哪首歌曲最先出現已經 不可考,但這首曲子配以恰當的歌詞在 戰爭雙方中廣為流傳。</p><p align='center'> 《壓迫的年代》 為青 春乾杯,為昨天和明天乾杯。因為壓迫 的年代已經結束。 我們將把皇帝從我 214 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text Ulfric! You are the High King! In your great honor we drink and we sing.We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.The Age of AggressionWe drink to our youth, to days come and gone. For the age of aggression is just about done.We'll drive out the Stormcloaks and restore what we own. With our blood and our steel we'll take back our home.Down with Ulfric the killer of kings. On the day of your death we'll drink and we'll sing.We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.</p>[pagebreak]<p align="left">The following is an ancient song we've only recently been able to translate. Without a tune or a sure pronunciation the song is lost to time. It's included here to show the deep history of song here in Skyrim. The original version...</p><p align="center">Dovahkiin, Dovahkiin, naal ok zin los vahriin, wah dein vokul mahfaeraak ahst vaal! Ahrk fin norok paal graan fod nust hon zindro zaan, Dovahkiin, fah hin kogaan mu draal!Huzrah nu, kul do od, wah aan bok lingrah vod, Aahrk fin tey, boziik fun, do fin gein!Wo lost fron wah ney dov, ahrk fin reyliik do jul, voth aan suleyk wah ronit faal krein!Ahrk fin zul, rok drey kod, nau tol morokei frod, rul lot Taazokaan motaad voth kein!Sahrot Thu'um, med aan tuz, vey zeim hokoron pah, ol fin Dovahkiin komeyt ok rein!Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein!Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein!Nuz aan sul, fent alok, fod fin vul dovah 們自己的土地上驅逐出去。拿起武器, 用我們鮮血奪回這一切。 烏弗瑞克萬 歲!您是至高王!在您的榮耀之下,我 們會開懷暢飲,放聲歌唱。 我們是天 際子民,我們拼死戰鬥。當英靈殿召喚 的時候,我們每個人都會死! 但我們 是這片陸地的主人,我們希望一切玷污 我們希望與理想的壓迫將被驅除。 《侵略的年代》 為青春乾杯,為昨天 和明天乾杯。因為侵略的年代已經結 束。 我們將趕走烏弗瑞克恢復我們的 統治。拿起武器,用我們鮮血奪回這一 切。 打倒國王的劊子手烏弗瑞克。在 你死亡的時候,我們開懷暢飲,放聲歌 唱。 我們是天際子民,我們拼死戰 鬥。當英靈殿召喚的時候,我們每個人 都會死! 但我們是這片陸地的主人, 我們希望一切玷污我們希望與理想的壓 迫將被驅除。</p>[pagebreak]<p align='left'> 以下是一首最近才翻譯出 來的上古時代歌謠。由於年代久遠,並 沒有一個確定的曲調或是唱法。它被記 錄於此,反映了天際省悠久的歷史。 原始的版本是……</p><p align='center'> Dovahkiin, Dovahkiin, naal ok zin los vahriin, wah dein vokul mahfaeraak ahst vaal! Ahrk fin norok paal graan fod nust hon zindro zaan, Dovahkiin, fah hin kogaan mu draal! Huzrah nu, kul do od, wah aan bok lingrah vod, Aahrk fin tey, boziik fun, do fin gein! Wo lost fron wah ney dov, ahrk fin reyliik do jul, voth aan suleyk wah ronit faal krein! Ahrk fin zul, rok drey kod, nau tol morokei frod, rul lot Taazokaan motaad voth kein! Sahrot Thu'um, med aan tuz, vey zeim hokoron pah, ol fin Dovahkiin komeyt ok rein! 215 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text Text type & Asset type ZH-TW immersion components Translation strategies nok, fen kos nahlot mahfaeraak ahrk ruz!Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz!</p><p align="left">And the translation...</p><p align="center">Dragonborn, Dragonborn, by his honor is sworn, To keep evil forever at bay!And the fiercest foes rout when they hear triumph's shout, Dragonborn, for your blessing we pray!Hearken now, sons of snow, to an age, long ago, and the tale, boldly told, of the one!Who was kin to both wyrm, and the races of man, with a power to rival the sun!And the Voice, he did wield, on that glorious field, when great Tamriel shuddered with war!Mighty Thu'um, like a blade, cut through enemies all, as the Dragonborn issued his roar!And the Scrolls have foretold, of black wings in the cold, that when brothers wage war come unfurled!Alduin, Bane of Kings, ancient shadow unbound, with a hunger to swallow the world!But a day, shall arise, when the dark dragon's lies, will be silenced forever and then!Fair Skyrim will be free from foul Alduin's maw, Dragonborn be the savior of men!</p T259 106BF-sr.dls Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein! Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein! Nuz aan sul, fent alok, fod fin vul dovah nok, fen kos nahlot mahfaeraak ahrk ruz! Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz!</p><p align='left'> 歌 詞大意是……</p><p align='center'> 以 他的榮耀起誓,龍裔一族,將會永遠以 消滅邪惡為任! 我們向您祈福,龍裔 一族,即使是兇殘的敵人聽見你勝利的 咆哮也會退縮不前! 請聽,雪之子的 歷史已經塵封,而龍裔一族的傳說正在 展開! 他們是龍族和人類的後裔,與 日可爭輝! 他們發揮力量咆哮於充滿 榮耀的大地之時,強大的泰姆瑞爾也會 在戰爭中顫慄! 強大的吐姆如劍刃一 般橫掃所有的敵人,因為龍裔已經怒 嚎! 卷軸已經預示蘇瑞利兄弟發動戰 爭的時候,龍裔就會在冷風中張開黑色 之翼! 甦醒的上古惡魔,國王的剋星 奧杜因,饑餓地準備吞噬世界! 但總 有一天邪龍會倒下,世界從此將永遠恢 復安寧! 美麗的天際省將會從邪惡的 奧杜因口中獲得解救,龍裔一族就是人 類的救世主!</p> [pagebreak]<p align="center">Songs Of [pagebreak]<p align='center'> 天際省 SkyrimRevised EditionCompiled byGiraud 歌集 修訂版 獨孤城 詩人學院歷史 GemaineHistorian of the Bards 學家 吉勞德.格瑪尼 編著</p> CollegeSolitude</p>[pagebreak]<p [pagebreak]<p align='left'><img Narrative align="left"><img src='img://Textures/Interface/Books/Illumi In-game texture src='img://Textures/Interface/Books/Illuminate nated_Letters/R_letter.png'>《紅衣拉格 embedded words d_Letters/R_letter.png'>agnar the Red is a traditional song of Whiterun. Despite the grim 納》是白漫城傳統的歌謠。儘管結局看 起來有些恐怖,但是這首歌謠通常被認 final image the song is generally regarded as light and rollicking and a favorite in inns across 為是歡快諧趣的,並且在天際省的各家 EN immersion components 216 Visual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Contacting gameplay Explicit information Character identification World construction Retention unmarked Asset number String ID Source File Asset source text Asset target text Skyrim.</p><p align="center">Ragnar The RedThere once was a hero named Ragnar the Red, who came riding to Whiterun from ole Rorikstead!And the braggart did swagger and brandish his blade, as he told of bold battles and gold he had made!But then he went quiet, did Ragnar the Red, when he met the shieldmaiden Matilda who said...Oh, you talk and you lie and you drink all our mead! Now I think it's high time that you lie down and bleed!And so then came the clashing and slashing of steel, as the brave lass Matilda charged in full of zeal!And the braggart named Ragnar was boastful no moooooree... when his ugly red head rolled around on the floor!</p>[pagebreak]<p align="left">The Dragonborn Comes has been handed down from generation to generation of bards. The Dragonborn in Nord culture is the archetype of what a Nord should be. The song itself has been used to rally soldiers and to bring hope.</p><p align="center">The Dragonborn ComesOur hero, our hero, claims a warrior's heart.I tell you, I tell you, the Dragonborn comes.With a Voice wielding power of the ancient Nord art.Believe, believe, the Dragonborn comes.It's an end to the evil, of all Skyrim's foes.Beware, beware, the Dragonborn comes.For the darkness has passed, and the legend yet grows.You'll know, You'll know the Dragonborn's come.</p>[pagebreak]<p align="left">The Age of Oppression and The Age of Aggression are variants of one song. It isn't known which of the two was written first but the tune, with loyalty appropriate lyrics, is quite popular on both sides of the war.</p><p align="center">The Age of OppressionWe drink to our youth, and to days come and gone. For the age of oppression is now nearly done.We'll drive out the Empire from this land that we own. With our blood and our steel we will take back our home.All hail to 旅館廣為流傳。</p><p align='center'> 《紅衣拉格納》 曾經有一個英雄叫紅 衣拉格納,他騎馬從洛利克鎮來到了白 漫! 並且他大搖大擺的揮舞著自己的 劍,吹噓他在戰場上是多麼的英勇,號 稱獲得了大量的金幣。 但是當他遇到 人稱盾牌女僕瑪提爾達時,他安靜了下 來。 啊,你欺騙了我們並且喝光了我 們的蜂蜜!現在是時候為你的謊言付出 代價了! 此刻發生了大規模的暴亂, 勇敢的瑪蒂爾達參與其中。 當拉格納 那醜陋的紅色頭顱滾落下樓梯的時候, 他再也不能吹噓自己的強大了。 </p>[pagebreak]<p align='left'> 《龍裔 歸來》由吟遊詩人一代又一代的傳誦下 來。在北風的文明中龍裔是諾德人的原 型。這首詩歌本身是用來團結士兵並為 他們帶來希望的。</p><p align='center'> 《龍裔歸來》 英雄,英雄,勇者無 懼。 看啊,看啊,龍裔延續。 諾德 技藝,龍吼回歸。 沒錯,沒錯,他是 龍裔。 終結邪惡,敵人的末日。 當 心,當心,龍裔出世。 黑暗消逝,傳 奇之曲正在譜。 你會發現,龍裔已經 立於山巔。</p>[pagebreak]<p align='left'> 《壓迫的年代》和《侵略 的年代》是同一首曲調的不同版本,我 們不知道哪首歌先被製作出來,但是歌 的曲調,和合適的歌詞讓它們在戰爭雙 方之間非常流行。</p><p align='center'> 《壓迫的年代》 舉杯為了青春,為了 我們的自尊,苦日子一路狂奔。 驅逐 帝國找回自我。用鮮血和盔甲重建國 家。 啊,至高的國王是你!啊,對烏 弗瑞致敬!我們為你的榮耀舉杯歡慶。 我們是天際的子民,一輩子在戰鬥。只 217 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text Ulfric! You are the High King! In your great honor we drink and we sing.We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.The Age of AggressionWe drink to our youth, to days come and gone. For the age of aggression is just about done.We'll drive out the Stormcloaks and restore what we own. With our blood and our steel we'll take back our home.Down with Ulfric the killer of kings. On the day of your death we'll drink and we'll sing.We're the children of Skyrim, and we fight all our lives. And when Sovngarde beckons, every one of us dies!But this land is ours and we'll see it wiped clean. Of the scourge that has sullied our hopes and our dreams.</p>[pagebreak]<p align="left">The following is an ancient song we've only recently been able to translate. Without a tune or a sure pronunciation the song is lost to time. It's included here to show the deep history of song here in Skyrim. The original version...</p><p align="center">Dovahkiin, Dovahkiin, naal ok zin los vahriin, wah dein vokul mahfaeraak ahst vaal! Ahrk fin norok paal graan fod nust hon zindro zaan, Dovahkiin, fah hin kogaan mu draal!Huzrah nu, kul do od, wah aan bok lingrah vod, Aahrk fin tey, boziik fun, do fin gein!Wo lost fron wah ney dov, ahrk fin reyliik do jul, voth aan suleyk wah ronit faal krein!Ahrk fin zul, rok drey kod, nau tol morokei frod, rul lot Taazokaan motaad voth kein!Sahrot Thu'um, med aan tuz, vey zeim hokoron pah, ol fin Dovahkiin komeyt ok rein!Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein!Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein!Nuz aan sul, fent alok, fod fin vul dovah 要松嘉德一招手,我們的命都被收! 這是我們的土地,萬分潔淨!找回希望 與夢想,我們一定。 《侵略的年 代》 舉杯為了青春,為了我們的自 尊,為了侵略年代即將結束而乾杯。 驅逐帝國找回自我。用鮮血和盔甲重建 國家。 啊,至高的國王是你!啊,對 烏弗瑞致敬!我們為你的榮耀舉杯歡 慶。 我們是天際的子民,一輩子在戰 鬥。只要松嘉德一招手,我們的命都被 收! 這是我們的土地,萬分潔淨!找 回希望與夢想,我們一定。 </p>[pagebreak]<p align='left'> 以下是 我們剛剛才能翻譯的古代歌曲。因為沒 有曲調和確切的發音,這首歌已經失 傳,將這首歌展示出來讓人們瞭解天際 過去的歷史。 原版…</p><p align='center'> Dovahkiin, Dovahkiin, naal ok zin los vahriin, wah dein vokul mahfaeraak ahst vaal! Ahrk fin norok paal graan fod nust hon zindro zaan, Dovahkiin, fah hin kogaan mu draal! Huzrah nu, kul do od, wah aan bok lingrah vod, Aahrk fin tey, boziik fun, do fin gein! Wo lost fron wah ney dov, ahrk fin reyliik do jul, voth aan suleyk wah ronit faal krein! Ahrk fin zul, rok drey kod, nau tol morokei frod, rul lot Taazokaan motaad voth kein! Sahrot Thu'um, med aan tuz, vey zeim hokoron pah, ol fin Dovahkiin komeyt ok rein! Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein! Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein! Nuz aan sul, fent alok, fod fin vul dovah nok, fen kos nahlot mahfaeraak ahrk ruz! Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos 218 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text nok, fen kos nahlot mahfaeraak ahrk ruz!Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz!</p><p align="left">And the translation...</p><p align="center">Dragonborn, Dragonborn, by his honor is sworn, To keep evil forever at bay!And the fiercest foes rout when they hear triumph's shout, Dragonborn, for your blessing we pray!Hearken now, sons of snow, to an age, long ago, and the tale, boldly told, of the one!Who was kin to both wyrm, and the races of man, with a power to rival the sun!And the Voice, he did wield, on that glorious field, when great Tamriel shuddered with war!Mighty Thu'um, like a blade, cut through enemies all, as the Dragonborn issued his roar!And the Scrolls have foretold, of black wings in the cold, that when brothers wage war come unfurled!Alduin, Bane of Kings, ancient shadow unbound, with a hunger to swallow the world!But a day, shall arise, when the dark dragon's lies, will be silenced forever and then!Fair Skyrim will be free from foul Alduin's maw, Dragonborn be the savior of men!</p>[pagebreak]<p align="left">Tale of the tongues is a newer song. One that has come in to favor since the Dragonborn put down Alduin. It actually describes the events of the first battle against the dragons. </p><p align="center">Tale of the TonguesAlduin's wings, they did darken the sky. His roar fury's fire, and his scales sharpened scythes.Men ran and they cowered, and they fought and they died. They burned and they bled as they issued their cries.We need saviors to free us from Alduin's rage. Heroes on the field of this new war to wage.And if Alduin wins, man is gone from this world. Lost in the shadow of the black wings unfurled.But then came the Tongues on that terrible day. Steadfast as winter, they entered the fray.And all heard the music of fin saviik do muz!</p><p align='left'> 譯 文…</p><p align='center'> 龍裔,龍 裔,以他的榮耀宣誓,讓邪惡永遠無法 現世。 當兇猛的敵人聽到勝利的呼喊 時,他們終將潰敗,龍裔,我們祈求你 的賜福! 現在傾聽這些吧,雪域之 子,在過去很長的時間內,這都是一段 傳說! 作為龍族和人族的後代,有強 大的力量與太陽一戰! 當它發出聲音 時,連在這片榮耀土地戰鬥的偉大的泰 姆瑞爾人都會感到顫抖! 有威力的吐 姆,就像一把尖刀,摧毀一切敵人,此 時龍裔發出了它的咆哮! 這些卷軸已 經預言道,冷風中的黑色翼爪的出現, 兄弟間的戰爭便將展開! 奧杜因,國 王們的痛苦之源,古代之影被召喚了出 來,饑餓著吞噬整個世界! 但勝利的 日子終將到來,但黑暗之龍倒下的時 候,世界將會永遠回歸平靜! 美麗的 天際將會從奧杜因的身體中重歸自由, 龍裔將是這個救世主! </p>[pagebreak]<p align='left'> 《聲的 傳說》是一首較新的歌曲。自從龍裔打 倒奧杜因,這首歌為人民所喜愛。這首 歌描述了與龍之間的第一場戰爭。 </p><p align='center'> 《聲的傳說》 奧杜因的翅膀,它們使天空黑暗。它的 咆哮充滿了怒火,它的鱗片,鋒利無 比。 人們逃跑並且退縮了,他們戰 爭,迎來的只有死亡。他們不停的哭喊 當他們被灼傷或流血時。 我們需要救 世主將我們從奧杜因的憤怒中拯救出 來。戰場中的英雄們,快來開啟這場新 的戰爭。 如果奧杜因勝利了,人類將 不復存在。在黑色翼爪伸展開時永遠處 於黑暗中。 但當那厄運的日子來臨的 219 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Alduin's doom. The sweet song of Skyrim, skyshattering Thu'um.And so the Tongues freed us from Alduin's rage. Gave the gift of the Voice, ushered in a new Age.If Alduin is eternal, then eternity's done. For his story is over and the dragons are... gone.</p> T260 T261 Asset target text Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies 時候,聲音隨之而來。冬堡的戰士們, 他們加入了戰爭。 所有人都聽到了奧 杜因的末日的旋律。天際那甜美的歌, 天空為吐姆而顫抖。 所以聲音將我們 從奧杜因的憤怒中拯救了出來。作為聲 音的禮物,開啟了新的年代。 如果奧 杜因是永恆的,那麼永恆已經失去了意 義。因為他的故事已經結束,龍族也已 經離開了我們。</p> Oral/dialogic Subtitling asset 068A3-sr.ils Alduin sizaan midroti. 奧杜因 斯󠄀贊 米佐提。 1055B-sr.dls [pagebreak]<p align="center">Dragon Language:Myth no MorebyHela ThriceVersed</p>[pagebreak]<p align="left"><img src='img://Textures/Interface/Books/Illuminate d_Letters/D_letter.png'>ragon.The very word conjurs nightmare images of shadowed skies, hideous roaring, and endless fire. Indeed, the dragons were terrifying beasts that were once as numerous as they were deadly.But what most Nords don't realize is that the dragons were in fact not simple, mindless beasts. Indeed, they were a thriving, intelligent culture, one bent on the elimination or enslavement of any nondragon civilization in the entire world.It therefore stands to reason that the dragons would require a way to communicate with one another. That they would need to speak. And through much research, scholars have determined that this is exactly what the dragons did. For the mighty roars of the beasts, even when those roars contained fire, or ice, or some other deadly magic, were actually much more they were words. Words in an ancient, though decipherable, tongue.Nonsense, you say? Sheer folly on the part of some overeager academics? [pagebreak]<p align='center'> 龍語大 揭秘 赫拉.三韻 著</p> [pagebreak]<p align='left'><img src='img://Textures/Interface/Books/Illumi nated_Letters/D_letter.png'>龍。 這個字 的出現通常伴隨著這樣一些聯想:陰霾 的天空,暴躁的咆哮還有無盡的火焰。 的確,龍是恐怖的物種,數量眾多而且 極度危險。 但有一點諾德人無法理 解,龍並不只是簡單而無腦的野獸。事 實上,龍的文化是一種蓬勃發展、充滿 Narrative 智慧的文化,並且致力於在世界上消滅 In-game texture 或奴役其他文明。 按理來說,龍也需 embedded words 要一種方式來互相溝通,即語言。有研 究顯示,龍是這樣溝通的。那些傢夥發 出震耳欲聾的吼聲,甚至充斥著寒流、 火焰或其他致命的魔法,而牠們的語言 也就自然而然的伴隨其中。牠們的語言 雖然十分古老,但仍可以被翻譯為人類 的語言。 你認為我在胡說八道?還是 相信那些被嫉妒左右的所謂專家的意 見?我看那些專家都在胡扯。但後來有 傳聞說,無論是勇往直前的冒險家,還 220 Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Transliteration Visual stimuli Implicit information Character identification World construction Visual stimuli Implicit information Character identification World construction Retention unmarked Asset number String ID Source File Asset source text Asset target text I thought precisely the same thing. But then I started hearing rumors. The odd snippet of a conversation from some brave explorer or goldcoveting crypt diver. An always, always, it was the same word repeated:Wall.So I listened more. I began to arrange the pieces of the puzzle, and slowly unravel the mystery.Spread throughout Skyrim, in ancient dungeons, burial grounds, and other secluded places, there are walls. Black, ominous walls on which is written a script so old, so unknown, none who had encountered it could even begin its translation.In my heart, I came to know the truth: this was proof of the ancient dragon language! For what else could it possibly be? It only made sense that these walls were constructed by the ancient Nords, Nords who had lived in the time of the dragons, and out of fear or respect, had somehow learned and used the language of the ancient beasts.But at that point, all I had was my own gut instinct. What I needed was proof. Thus began the adventure of my life. One spanning 17 months and the deaths of three courageous guides and two sellsword protectors. But I choose not to dwell on those grim details, for the end result was so glorious, it made any hardship worth it.In my travels, I found many of the ancient walls, and every suspicision proved true.It did in fact appear as if the ancient Nords had copied the language of the dragons of old, for the Characters of that language very much resemble claw marks, or scratches. One can almost envision a majestic dragon using his great, sharp talons to carve the symbols into the stone itself. And a human witness - possibly even a thrall or servant learning, observering, so that he too could use the language for his own ends. For as I observed the walls I found, I noticed something peculiar about some of the words. It was as if they pulsed with a kind of power, an unknown 是貪得無厭的盜墓者,他們的口述中都 存在一個奇怪的語段,其中,一個詞一 遍又一遍被重複著: 壁。 於是我開 始了取證和調查,去研究那神秘的隻言 片語,希望能夠解開其中的奧秘。 無 論在天際省的任何一個角落,這些石壁 的存在都可能被發現,它們可能出現在 古老的地牢、陰森的墓地甚至人跡罕至 的絕地。黑漆漆而又神秘充斥著預兆的 石壁表面存在著一些符文,它們古老而 又神秘,沒有人可以解釋它們的涵義。 我心中突然冒出一個想法:這正是一門 古老的龍語!還有可能是其他的什麼解 釋嗎?唯一的可能就是在那個古老的年 代,與龍同存於世的諾德人建造了這些 石壁。出於畏懼亦或者崇拜,他們學習 了這種古老物種的語言。 但所有提到 的這些都只是我的猜測。我需要證據。 於是,我開始了長達 17 個月求索之路, 其中我的 3 個英勇的嚮導和傭兵都因此 犧牲。但我沒有膽怯,儘管那些歷程恐 怖而又危險,我認為得來的光榮成果讓 這一切都十分有價值。 旅程中,我發 現了許多古老的石壁,所有的猜測都得 到了證實。 大概是諾德人複製了古老 龍的語言,那些字跡的形狀特點像極了 爪子造成的各種抓痕。駐足於前,宛如 見到了巨龍在用牠威猛的而又鋒利的爪 子將符號刻在石頭上。而旁邊不知出於 何種目的窺測的人類,可能是奴隸或者 僕人吧,注視著石頭上的字元,銘記於 心。 當我凝望著剛剛發現的一面石壁 時,我注意到了其中的部分詞語有些怪 異。那些詞語似乎含有某種未知的力 量,以至於在微微顫動著,如果有人能 夠解鎖其中的力量的話,力量肯定會依 221 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text energy that, if unlocked, might be harnessed by the reader. That sounds like nonsense, I know, but if you had stood by these walls - seen their blackness, felt their power - you would understand that of which I speak.Thankfully, although entranced, I was able to retain enough sense to actual transcribe the Characters I saw. And, in doing so, I began to see patterns in the language - patterns that allowed me to decipher what it was I was reading.For example, I transcribed the following passage:<font face='$DragonFont'>HET NOK YNGNAVAR G1F KOD1V WO DR1 Y4 MORON AU FROD DO KROSIS NUZ SINON S3V DINOK 4RK DUK1N</font>Assigning those scratchings to actual Tamrielic langauge Characters, I further translated what I saw into this:Het nok Yngnavar Gaaf-Kodaav, wo drey Yah moron au Frod do Krosis, nuz sinon siiv dinok ahrk dukaan.Which translates into the Tamrielic as follows:Here lies Yngnavar GhostBear, who did Seek glory on the Battlefield of Sorrows, but instead found death and dishonor.Then, in another crypt, I encountered a wall with this transcription:<font face='$DragonFont'>HET NOK KOPR1N DO IGLIF 3Z SOS WO GRIND OK OBL1N NI KO MOROK2 VUK2N NUZ 4ST MUNAX H1LVUT DO L3V KRAS1R</font>Which translates into:Het nok kopraan do Iglif Iiz-Sos, wo grind ok oblaan ni ko morokei vukein, nuz ahst munax haalvut do liiv krasaar.Which ultimately translates into the Tamrielic as:Here lies the body of Iglif Ice-Blood, who met his end not in glorious combat, but at the cruel touch of the withering sickness.And there you see the pattern. The repeated words "Here lies" - which could only mean one thing: those walls marked actual ancient Nord burial grounds.You can imagine my nearly uncontainable excitement. It all started to make sense. The 附於他。這聽起來挺玄的,但你面對著 那面石壁,用心去感受它那黑暗的力 量,你就知道我是不是信口開河了。 謝天謝地,雖然這些字元很容易讓人沉 湎其中,我仍能保持足夠的意識來抄寫 我所看到的東西。過程中,我看出了這 些字元的一些特點,我漸漸覺得自己有 資訊能夠翻譯這些資訊了。 舉個例 子,我翻譯了這些字元:<font face='$DragonFont'>HET NOK YNGNAVAR G1F KOD1V WO DR1 Y4 MORON AU FROD DO KROSIS NUZ SINON S3V DINOK 4RK DUK1N</font> 為了進一步將其轉化為泰姆瑞爾的通用 語言,我首先將上述石頭上的爪痕以泰 姆瑞爾語的字元表示出來,即: Het nok Yngnavar Gaaf-Kodaav, wo drey Yah moron au Frod do Krosis, nuz sinon siiv dinok ahrk dukaan. 然後,我們就能以 泰姆瑞爾語來解釋這些字元的含義了: 依格那瓦.鬼熊長眠於此,血戰沙場換 來的不是榮耀,而是死亡和侮辱。 後 來,我在另一個地穴裡,發現了另一個 石壁,並將上面的爪痕翻譯了過來: <font face='$DragonFont'>HET NOK KOPR1N DO IGLIF 3Z SOS WO GRIND OK OBL1N NI KO MOROK2 VUK2N NUZ 4ST MUNAX H1LVUT DO L3V KRAS1R</font> 表達為: Het nok kopraan do Iglif Iiz-Sos, wo grind ok oblaan ni ko morokei vukein, nuz ahst munax haalvut do liiv krasaar. 以泰姆瑞 爾語譯作: 依格里夫.冰血長眠於 此,悔恨無法戰死沙場,卻被病魔折 磨。 如你所見,共同的「長眠於此」 這麼一句話說明了一件事情:此地為古 諾德人的墓地。 這一切都有跡可循, 222 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text anicent Nords used the dragon langauge for these walls for very specific reasons. One of them was obviously to mark the grave of some important figure. But what else? Were they all graves, or did they serve other purposes as well?I set off to find out, and was well rewarded for my efforts. Here is what I discovered.This passage:<font face='$DragonFont'>HET M4 T4ROD3S TAF3R SKORJI LUN SINAK WEN KLOV GOV9 N1L RINIK H4KUN ROK TOG1T W4 G4ROT</font>Translates into this:Het mah tahrodiis tafiir Skorji Lun-Sinak, wen klov govey naal rinik hahkun rok togaat wah gahrot.Which in Tamrielic translates into this:Here fell the treacherous thief Skorji Leech-Fingers, whose head was removed by the very axe he was attempting to steal.So here we see a wall that marks the spot where some significant ancient Nord died.This passage:<font face='$DragonFont'>QETHSEGOL V4RUKIV D1NIK F4L3L K3R DO GRAV5N FROD, WO BOVUL KO M1R NOL KINZON Z4KR3 DO KRUZ3K HOKORON</font>Translates into this:Qethsegol vahrukiv daanik Fahliil kiir do Gravuun Frod, wo bovul ko Maar nol kinzon zahkrii do kruziik hokoron.Which in Tamrielic translates into this:This stone commemorates the doomed elf children of the Autumn Field, who fled in Terror from the sharp swords of the ancient enemy.This wall seems to commemorate some ancient, long-forgotten event in Tamrielic history. Whether that event occurred on or near the place where the wall was erected, we will probably never know.And finally, this passage:<font face='$DragonFont'>AESA W4L1N QETHSEGOL BR3N43 V4RUKT THOHILD FIN T8R WEN SMOL3N AG FRIN OL S4QO H2M</font>Which translates into this:Aesa 你可以想像我欣喜若狂的樣子。古諾德 人在這些石壁上使用龍語是有特殊原因 的。其中一種顯然是墓誌銘,但還有 呢?在這些墳墓中,它們究竟是否還有 別的作用? 在經過一番搜尋之後,我 付出的努力沒有白費。這些就是我所發 現的。 這段話:<font face='$DragonFont'>HET M4 T4ROD3S TAF3R SKORJI LUN SINAK WEN KLOV GOV9 N1L RINIK H4KUN ROK TOG1T W4 G4ROT</font> 表達為: Het mah tahrodiis tafiir Skorji Lun-Sinak, wen klov govey naal rinik hahkun rok togaat wah gahrot. 以泰姆瑞爾語譯作: 狡猾的賊斯󠄀科傑.水蛭之指斃命於此, 他的腦袋被他想偷的斧頭砍掉。 從這 裡,我們可以看出這塊石壁標記的是這 些古諾德人的死地。 這段話:<font face='$DragonFont'>QETHSEGOL V4RUKIV D1NIK F4L3L K3R DO GRAV5N FROD, WO BOVUL KO M1R NOL KINZON Z4KR3 DO KRUZ3K HOKORON</font> 表達為: Qethsegol vahrukiv daanik Fahliil kiir do Gravuun Frod, wo bovul ko Maar nol kinzon zahkrii do kruziik hokoron. 譯作 泰姆瑞爾語: 此石為紀念因對敵人利 劍的恐懼,而在逃難中不幸喪命的秋境 精靈孩子們。 這塊石壁似乎是為紀念 歷史上那些非常古老、被人遺忘的事件 而建立的。無論是事情本身還是所提到 的地點是否就在附近,都無人知曉。 最後還有著一段:<font face='$DragonFont'>AESA W4L1N QETHSEGOL BR3N43 V4RUKT THOHILD FIN T8R WEN SMOL3N AG FRIN OL S4QO H2M</font> 表達為: Aesa wahlaan qethsegol briinahii vahrukt, 223 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text wahlaan qethsegol briinahii vahrukt, Thohild fin Toor, wen smoliin ag frin ol Sahqo Heim.Which in Tamrielic translates into this:Aesa raised this stone for her sister, Thohild the Inferno, whose passion burned hot as the Red Forge.This wall (and I encountered quite a few like this) was obviously commissioned or built by a specific person, to honor someone important to them. What was the significance of the location? Was it important to the person who died? Or is it the actual location of that person's death? Again, those answers are probably lost to time, and will never be know.And so you see, the ancient dragon language is, indeed, myth no more. It existed. But better yet, it still exists, and probably will until the end of time, thanks to the ancient Nords and their construction of these many "word walls."But don't take my word for it. For the walls are there for the discovering, in Skyrim's dangerous, secret places. They serve as a bridge between the realm of the ancient Nords, and our own. The dragons may never return to our world, but now we can return to theirs. And someday, someday, we may even unlock the strange, unknown power hidden in their words. Thohild fin Toor, wen smoliin ag frin ol Sahqo Heim. 譯作泰姆瑞爾語: 艾莎 為自己妹妹索希爾德.地獄火立下此 碑,她的熱情好似紅色熔爐一般火熱。 這塊石壁(我認為它十分與眾不同)很 明顯是被某一個人物所委託或建立,目 的是紀念某個對他們而言重要的人物。 但提到的地方在哪裡呢?是對死去的人 意義重大?還是他在此長眠?我們又一 次走進了死胡同,這些問題的答案早已 隨時間逝去,無跡可尋。 如你所見, 這些古老的龍語並不只存在於神話中, 它們的確存在。更加幸運的是,現在它 們仍被保留著,並可能永遠流傳下去, 這要感謝古諾德人和他們所建立的「符 文之牆」。 不要迷信我的發現。石壁 存在於天際省危險而又神秘的地方。它 們是連接我們和古諾德人生活的橋樑。 龍也許不會再次降臨,但我們卻可以以 此瞭解牠們。 相信總會有一天,我們 能夠以牠們的語言解鎖其中蘊藏的力 量。 Text type & Asset type T262 02594-sr.ils Rinik vazah. An apt phrase. Alduin bovul. One 裡尼克 瓦茲。問得好。奧杜因 布沃。我 Oral/dialogic 響應你召喚的一個理由是我自己想測試 reason I came to your call was to test your Subtitling asset Thu'um for myself. 你的吐姆。 T263 00377-sr.ils Ahrk fin Kel lost prodah, do ved viing ko fin krah, tol fod zeymah win kein meyz fundein! 阿克 芬 克 洛斯󠄀 帕羅,度 韋德 維 克 芬 Oral/dialogic Subtitling asset 克卡,托 佛 澤伊 溫 凱恩梅 方戴恩! 00010-up.dls Only usable during main gameplay. You must have the shout unlocked to the level you want to use, and you can say the Shout in English or in Dragon Language.1. English Language: 僅適用於主要遊玩畫面。你必須解鎖龍 吼才能使用。使用英語或龍語皆可以施 展龍吼。1. 英語:使用時不需按住 RB 按鈕。只需說出名稱,例如: T264 224 Didactic Manual EN immersion components ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Visual stimuli Explicit information Visual stimuli Explicit information Translation strategies Transliteration Transliteration Retention unmarked Asset number T265 String ID Source File 00013-up.dls Asset source text Asset target text Available without holding RB. Just say the name. e.g. UNRELENTING FORCE, and the highest known level of the shout will trigger.2. Dragon Language: Only available when holding RB. Note: To use Shouts or Powers while Kinect is enabled using the controller, press LB + RB at same time.Unrelenting Force - "Fus Ro Dah"Dismaying Shout - "Faas Ru Maar"Become Ethereal - "Feim Zii Gron"Whirlwind Sprint - "Wuld Nah Kest"Elemental Fury - "Su Grah Dun"Clear Skies - "Lok Vah Koor"Fire Breath - "Yol Toor Shul"Dragonrend - "Joor Zah Frul"Call of Valor - "Hun Kaal Zoor"Call Dragon - "Od Ah Viing" (No 1st or 2nd level variations of this shout)Animal Allegiance - "Raan Mir Tah"Aura Whisper - "Laas Yah Nir"Disarm "Zun Haal Viik"Marked For Death - "Krii Lun Aus"Frost Breath - "Fo Krah Diin"Storm Call "Strun Bah Qo"Kyne’s Peace - "Kaan Drem Ov"Slow Time - "Tiid Klo Ul"Throw Voice "Zul Mey Gut"Ice Form - "Iiz Slen Nus" KINECT COMMANDSTurn on Kinect functionality by going to SETTINGS>GAMEPLAY and check USE KINECT COMMANDS. Be sure to calibrate your Kinect sensor for sound first.MAIN GAMEPLAY"Quick Items" - Opens inventory menu"Quick Magic" - Opens magic menu"Quick Skills" - Opens stats menu"Quick Map" - Opens map menu"Quick Save" - Quicksaves the game"Quick Load" - Quick-loads the game"New Save" - Saves the game into a new save slot"Pause Game" - Pauses the gameCHARACTER MENU"Items" - Opens inventory menu"Magic" - Opens magic menu"Skills" - Opens skills menu"Map" Opens map menuFAVORITES MENU"Assign <hotkey command>" - Sets the selected item to the spoken hotkey"Health Potion""Magicka Potion""Stamina 「UNRELENTING FORCE」,即可施展 目前已知最高等級的龍吼。2. 龍語:使 用時需按住 RB 按鈕。提示:當 Kinect 作用時,欲使用控制器施展龍吼或特殊 能力,需同時按住 LB+RB 按鈕。冷酷 之力 - "Fus Ro Dah"挫志咆哮 - "Faas Ru Maar"虛體變換 - "Feim Zii Gron"旋風衝 刺 - "Wuld Nah Kest"元素之怒 - "Su Grah Dun"澄澈天空 - "Lok Vah Koor"烈焰吐息 - "Yol Toor Shul"龍魂撕裂 - "Joor Zah Frul"勇氣召喚 - "Hun Kaal Zoor"龍之召 喚 - "Od Ah Viing" (使用此龍吼的第一 或第二等級。)動物效忠 - "Raan Mir Tah"光環低語 - "Laas Yah Nir"繳械武器 "Zun Haal Viik"死亡印記 - "Krii Lun Aus" 寒霜吐息 - "Fo Krah Diin"閃電風暴 "Strun Bah Qo"凱娜的寧靜 - "Kaan Drem Ov"延緩時間 - "Tiid Klo Ul"輾轉之聲 "Zul Mey Gut"冰之形態 - "Iiz Slen Nus" Text type & Asset type KINECT 指令請前往「設定」->「遊戲 設定」勾選「使用 KINECT 指令」以使 用 Kinect 機能。使用前請先校正 KINECT 感應器偵測語音。主要遊玩畫 面"Quick Items" - 開啟物品欄選單"Quick Magic" - 開啟法術選單"Quick Skills" - 開 啟技能選單"Quick Map" - 開啟地圖選單 "Quick Save" - 快速儲存遊戲進度"Quick Didactic Load" - 快速載入遊戲進度"New Save" - Manual 將遊戲進度儲存在新的儲存資料空位 "Pause Game" - 暫停遊戲角色選單"Items" - 開啟物品欄選單"Magic" - 開啟法術選 單"Skills" - 開啟技能選單"Map" - 開啟地 圖選單偏好項目選單"Assign <hotkey command>" - 將此快捷鍵指定給選擇的 物品"Health Potion""Magicka 225 EN immersion components Visual stimuli Explicit information ZH-TW immersion components Visual stimuli Explicit information Translation strategies Retention unmarked Asset number String ID Source File Asset source text Asset target text Potion""Poison""Sword""Mace""Axe""Dagger" "Bow""Shield""Dual Wield Left""Dual Wield Right""Soul Trap""Greatsword""Battleaxe""Warhammer""F ire Spell""Frost Spell""Lightning Spell""Ward Spell""Ritual Spell""Bound Weapon""Summon Spell""Armor Spell""Calm Spell""Frenzy Spell""Healing Spell""Light"HOTKEY EQUIPPINGOnly usable during main gameplay"Equip <hotkey command>" - Equips item in the default hand"Equip Left <hotkey command>" - Equips item in the Left hand, if possible."Equip Right <hotkey command>" Equips item in the Right hand, if possible."Equip Dual <hotkey command>" Equips the item in both hands, if possible.See above for definition of <hotkey command>"Equip Sword And Shield" - Equips the item with the Sword hotkey in the right hand, and the item with the Shield hotkey in the left handAlso: "Equip Mace and Shield""Equip Axe and Shield""Equip Dagger and Shield""Equip Dual Weapons" - Equips the item with the DualWieldLeft hotkey in the left hand, and the item with the DualWieldRight hotkey in the left hand.FOLLOWER COMMANDSOnly usable during main gameplay. Only valid if you have a follower."Ally Follow" or "Ally Follow Me" Ally follows you as if you told them "Follow me.""Ally Wait" or "Ally Wait Here" - Ally stays where they are"Ally Trade" or "Ally Items" - Opens the Teammate menu"Ally Open" - Commands the ally to open the container / door you’re looking at."Ally Stand" - Commands the ally to stand at the spot you’re looking at."Ally Retrieve" - Commands the ally to pick up the item you’re looking at."Ally Attack" - Commands the ally to attack the NPC you’re looking at."Ally Interact" or "Ally Use" - Does a generic Interact command with the Potion""Stamina Potion""Poison""Sword""Mace""Axe""Dag ger""Bow""Shield""Dual Wield Left""Dual Wield Right""Soul Trap""Greatsword""Battleaxe""Warhamme r""Fire Spell""Frost Spell""Lightning Spell""Ward Spell""Ritual Spell""Bound Weapon""Summon Spell""Armor Spell""Calm Spell""Frenzy Spell""Healing Spell""Light"快捷換裝僅適用於主要遊玩 畫面"Equip <hotkey command>" - 將物品 裝備於預設的手上"Equip Left <hotkey command>" - 若情況允許,將物品裝備 於左手。"Equip Right <hotkey command>" - 若情況允許,將物品裝備 於右手。"Equip Dual <hotkey command>" - 若情況允許,將物品裝備 於雙手。詳請見<快捷鍵指令>說明 "Equip Sword And Shield" - 將指定給 「劍快捷鍵」的物品裝備於右手,並將 指定給「盾牌快捷鍵」的物品裝備於左 手。以下指令規則同上: "Equip Mace and Shield""Equip Axe and Shield""Equip Dagger and Shield""Equip Dual Weapons" - 將指定給「雙持左快捷鍵」的物品裝備 於左手,並將指定給「雙持右快捷鍵」 的物品裝備於右手。追隨者指令僅適用 於主要遊玩畫面。玩者必須要有一名追 隨者。"Ally Follow" 或 "Ally Follow Me" - 同伴將追隨你,就如同你下達了「跟隨 我」指令。"Ally Wait" 或 "Ally Wait Here" - 同伴將留在原地"Ally Trade" 或 "Ally Items" - 開啟隊友選單"Ally Open" 命令同伴開啟你檢視的容器/門。"Ally Stand" - 命令同伴站在你檢視的位置。 "Ally Retrieve" - 命令同伴拾取你檢視的 物品。"Ally Attack" - 命令同伴攻擊你檢 226 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text ally. Same as if you entered Command mode and pressed A. What the ally does is dependent on what you’re looking atSHOUTSOnly usable during main gameplay. Unrelenting Force "Fus Ro Dah"Dismaying Shout - "Faas Ru Maar"Become Ethereal - "Feim Zii Gron"Whirlwind Sprint - "Wuld Nah Kest"Elemental Fury - "Su Grah Dun"Clear Skies - "Lok Vah Koor"Fire Breath - "Yol Toor Shul"Dragonrend - "Joor Zah Frul"Call of Valor - "Hun Kaal Zoor"Call Dragon - "Od Ah Viing" (No 1st or 2nd level variations of this shout)Animal Allegiance - "Raan Mir Tah"Aura Whisper - "Laas Yah Nir"Disarm "Zun Haal Viik"Marked For Death - "Krii Lun Aus"Frost Breath - "Fo Krah Diin"Storm Call "Strun Bah Qo"Kyne’s Peace - "Kaan Drem Ov"Slow Time - "Tiid Klo Ul"Throw Voice "Zul Mey Gut"Ice Form - "Iiz Slen Nus"INVENTORY MENU"Favorites""All""Weapons""Apparel" or "Armor""Potions""Scrolls""Food""Ingredients" "Books""Keys""Miscellaneous""Sort By Name" - Sorts the item list by name, increasing. If the list is already sorted by name increasingly, sorts it decreasingly."Sort By Weight" - Sorts the item list by weight, decreasing. If the list is already sorted by weight decreasingly, sorts it increasingly."Sort By Value" - Sorts the item list by value, decreasing. If the list is already sorted by value decreasingly, sorts it increasingly."Close Menu" - Closes the menuBARTER MENUVendor categories - Open the item list for the spoken vendor category"Their Items""Their Weapons""Their Apparel""Their Potions""Their Scrolls""Their Food""Their Ingredients""Their Books""Their Keys""Their Miscellaneous"Player categories - Opens the item list for the spoken player category"My Items" or "All""My Weapons" or 視的非玩家角色。"Ally Interact" 或 "Ally Use" - 對同伴下達一般互動式指令。等 同於進入指令模式並且按下 A。同伴的 行動取決於玩者檢視的目標。龍吼僅適 用於主要遊玩畫面。 冷酷之力 - "Fus Ro Dah"挫志咆哮 - "Faas Ru Maar"虛體變換 - "Feim Zii Gron"旋風衝刺 - "Wuld Nah Kest"元素之怒 - "Su Grah Dun"澄澈天空 - "Lok Vah Koor"烈焰吐息 - "Yol Toor Shul"龍魂撕裂 - "Joor Zah Frul"勇氣召喚 - "Hun Kaal Zoor"龍之召喚 - "Od Ah Viing" (使用此龍吼的第一或第二等 級。)動物效忠 - "Raan Mir Tah"光環低 語 - "Laas Yah Nir"繳械武器 - "Zun Haal Viik"死亡印記 - "Krii Lun Aus"寒霜吐息 - "Fo Krah Diin"閃電風暴 - "Strun Bah Qo"凱娜的寧靜 - "Kaan Drem Ov"延緩時 間 - "Tiid Klo Ul"輾轉之聲 - "Zul Mey Gut"冰之形態 - "Iiz Slen Nus"物品欄選單 "Favorites""All""Weapons""Apparel" 或 "Armor""Potions""Scrolls""Food""Ingredie nts""Books""Keys""Miscellaneous""Sort By Name" - 按物品名稱首字依升序排 列。若已依升序排列,則改以降序排 列。"Sort By Weight" - 按物品重量依降 序排列。若已依降序排列,則改以升序 排列。"Sort By Value" - 按物品價值依降 序排列。若已依降序排列,則改以升序 排列。"Close Menu" - 關閉選單交易選單 商人選項 - 聲控開啟商人選項的物品清 單"Their Items""Their Weapons""Their Apparel""Their Potions""Their Scrolls""Their Food""Their Ingredients""Their Books""Their Keys""Their Miscellaneous"玩者選項 - 聲 控開啟玩者選項的物品清單"My Items" 227 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text "Weapons""My Apparel" or "Apparel" or "Armor""My Potions" or "Potions""My Scrolls" or "Scrolls""My Food" or "Food""My Ingredients" or "Ingredients""My Books" or "Books""My Keys" or "Keys""My Miscellaneous""Sort By Name""Sort By Value""Sort By Weight""Close Menu"CONTAINER MENU"Their Items""Their Weapons""Their Apparel""Their Potions""Their Scrolls""Their Food""Their Ingredients""Their Books""Their Keys""Their Miscellaneous"Player categories - Opens the item list for the spoken player category"My Items" or "All""My Weapons" or "Weapons""My Apparel" or "Apparel" or "Armor""My Potions" or "Potions""My Scrolls" or "Scrolls""My Food" or "Food""My Ingredients" or "Ingredients""My Books" or "Books""My Keys" or "Keys""My Miscellaneous""Set Loot Limit <value>" - Sets the value that the "Loot Items" voice command should use.<value> can be 0, 5, 10, 25, 50 or 100."Loot Items" - Takes all items from a container whose value-to-weight ratio is greater than or equal to the loot limit. If the limit is 0, only takes weightless items with value, i.e. gold."Sort By Name""Sort By Value""Sort By Weight""Close Menu"MAGIC MENU"Favorites""All""Alteration""Illusion"" Destruction""Conjuration""Restoration""Shouts ""Powers""Active stimuli" or "stimuli"MAP MENU"<city name>" - Centers the camera on that city. Following cities (9 hold capitals) are implemented:"Windhelm""Falkreath""Dawnsta r""Morthal""Solitude""Markarth""Riften""Whit erun""Winterhold""Player" or "Where am I" Centers camera on the player."Waypoint" Centers camera on player-set marker, if available"Quest Marker" or "Quest" - Centers camera on active quest target. Saying it multiple times will cycle through 或 "All""My Weapons" 或 "Weapons""My Apparel" 或 "Apparel" or "Armor""My Potions" 或 "Potions""My Scrolls" 或 "Scrolls""My Food" 或 "Food""My Ingredients" 或 "Ingredients""My Books" 或 "Books""My Keys" 或 "Keys""My Miscellaneous""Sort By Name""Sort By Value""Sort By Weight""Close Menu"容器 選單"Their Items""Their Weapons""Their Apparel""Their Potions""Their Scrolls""Their Food""Their Ingredients""Their Books""Their Keys""Their Miscellaneous"玩者選項 - 聲 控開啟玩者選項的物品清單"My Items" 或 "All""My Weapons" 或 "Weapons""My Apparel" 或 "Apparel" 或 "Armor""My Potions" 或 "Potions""My Scrolls" 或 "Scrolls""My Food" 或 "Food""My Ingredients" 或 "Ingredients""My Books" 或 "Books""My Keys" 或 "Keys""My Miscellaneous""Set Loot Limit <value>" 設定聲控時,「獲取物品」的價值。 < 價值> 可為 0、5、10、25 或 100。"Loot Items" - 從容器中拾取「價值重量比」大 於或等於獲取物品限制值的。若限制值 為 0,則只會拾取無重量的物品,例 如:金幣。"Sort By Name""Sort By Value""Sort By Weight""Close Menu"法術 選單 "Favorites""All""Alteration""Illusion""Dest ruction""Conjuration""Restoration""Shouts ""Powers""Active stimuli" 或 "stimuli"地 圖選單"<city name>" - 將畫面對準該城 市中央。適用於以下城市(九大領地的 首府): "Windhelm""Falkreath""Dawnstar""Mortha l""Solitude""Markarth""Riften""Whiterun" 228 Text type & Asset type EN immersion components ZH-TW immersion components Translation strategies Asset number String ID Source File Asset source text Asset target text targets.STATS MENU"One Handed""Two Handed""Archery""Block""Smithing""Heavy Armor""Light Armor""Pickpocket""Lockpicking""Sneak""Alc hemy""Speech""Alteration""Conjuration""Dest ruction""Illusion""Restoration""Enchanting" "Winterhold""Player" 或 "Where am I" - 將 玩者置於畫面中央。"Waypoint" - 若情況 允許,將玩者標記置於畫面中央。 "Quest Marker" 或 "Quest" - 將進行中任 務目標置於畫面中央。重述指令將變換 目標。技能選單"One Handed""Two Handed""Archery""Block""Smithing""Hea vy Armor""Light Armor""Pickpocket""Lockpicking""Sneak" "Alchemy""Speech""Alteration""Conjurati on""Destruction""Illusion""Restoration""E nchanting" Text type & Asset type T266 00CA0-DG.str G1n G1n Functional In-game texture embedded words T267 02077-db.ils Nahkriin fah zaamhus! 納克林 法 薩姆斯󠄀! Oral/dialogic Subtitling asset T268 01F50-db.ils Zu'u ni zaamiil. You cannot command me forever. 祖 尼 薩米里。你不能永遠指揮我。 Oral/dialogic Subtitling asset T269 02036-db.ils Zu'u ni zaamiil, Miraak! I am free from your service! 祖 尼 薩米爾,秘拉克!我掙脫你的束縛 Oral/dialogic Subtitling asset 了! T270 02237-db.ils Bo pruzaan. Better to fly. 布 布參因。用飛的好。 Oral/dialogic Subtitling asset T271 00CF6-DG.str H1s H1s Functional In-game texture embedded words 229 EN immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audio stimuli Visual stimuli Contacting gameplay ZH-TW immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audio stimuli Visual stimuli Contacting gameplay Translation strategies Retention unmarked Transliteration Transliteration Transliteration Transliteration Retention unmarked Asset number String ID Source File Asset source text Asset target text Text type & Asset type 艾弗吉.安斯󠄀拉德終於來了。那被稱為 「不終之季」的戰爭......永無止境。 Oral/dialogic Subtitling asset 01C93-DG.str D3l D3l Functional In-game texture embedded words T274 01EAF-DG.str Z1m Z1m Functional In-game texture embedded words T275 02608-db.ils Yol… 尤…… Oral/dialogic Subtitling asset T276 124B2-sr.ils Fus! 伏斯󠄀! Oral/dialogic Subtitling asset T277 01FD3-db.ils Yes, thuri. Wah golt. I will land at once. 是的,吐瑞。瓦 哥特。我會立刻降落。 Oral/dialogic Subtitling asset T278 01E65-db.ils Sahrotaar, ziil los dii du! 薩羅塔,吉爾 羅斯󠄀 帝 都! Oral/dialogic Subtitling asset T272 0F497-sr.ils T273 Evgir Unslaad has come at last. The "Season Unending." War... without end. 230 EN immersion components Implicit information World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli phyical stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Visual stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay ZH-TW immersion components Implicit information World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli phyical stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Visual stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Translation strategies Transliteration Retention unmarked Retention unmarked Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T279 01ED8-db.ils Relonikiv, ziil los dii du! 雷隆尼基夫,吉爾 羅斯󠄀 帝 都! Oral/dialogic Subtitling asset T280 01EE8-db.ils Kruziikrel, ziil los dii du! 克魯齊克,吉爾 羅斯󠄀 帝 都! Oral/dialogic Subtitling asset T281 020F6-db.ils As you command. Mu daal wah golt. 謹遵號令。姆 達 瓦 哥特。 Oral/dialogic Subtitling asset T282 02AE0-db.ils Zii Gron! 西岡! Oral/dialogic Subtitling asset T283 00B03-db.ils Zu'u fent aam. I am at your command. 祖 芬特 啊。我聽你指揮。 Oral/dialogic Subtitling asset T284 0203F-db.ils Zu'u nis krif tol. It cannot be done. 祖 尼斯󠄀 克理夫 圖。辦不到。 Oral/dialogic Subtitling asset 231 EN immersion components Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction ZH-TW immersion components Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T285 02072-db.ils At once. Zu'u fen al. 立刻。祖 芬 阿洛。 Oral/dialogic Subtitling asset T286 0218F-db.ils Zu'u nis. I cannot do that. 祖 尼斯󠄀。我無法這樣做。 Oral/dialogic Subtitling asset T287 124B3-sr.ils Ru! 魯! Oral/dialogic Subtitling asset T288 124BA-sr.ils Toor! 突! Oral/dialogic Subtitling asset T289 124C1-sr.ils Fus… 伏斯󠄀…… Oral/dialogic Subtitling asset T290 124C9-sr.ils Fo! 弗! Oral/dialogic Subtitling asset T291 124C2-sr.ils Faas! 法斯󠄀…… Oral/dialogic Subtitling asset Asset source text Asset target text 232 Text type & Asset type EN immersion components Visual stimuli Audio stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay ZH-TW immersion components Visual stimuli Audio stimuli Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T292 01FC3-db.ils Wundun oblaan. We have arrived. 翁都 傲布蘭。我們抵達了。 T293 01FDA-db.ils We are here. Wundun oblaan. How else can I serve you? 我們到了。翁都 傲布蘭。我接下來要如 Oral/dialogic Subtitling asset 何服侍你? T294 01457-db.ils My thuri Miraak is the only true Dovahkiin. 我的吐瑞,秘拉克,是唯一真正的都瓦 克因。 Oral/dialogic Subtitling asset T295 018E2-db.ils No dovah would stoop to such vile tahrovin. 沒有都瓦會臣服於如此骯髒的塔羅文之 下。 Oral/dialogic Subtitling asset T296 018E4-db.ils You are strong, Dovahkiin. Rinik mul. But not strong enough. 你很強大,都瓦克因。裡尼克 目爾。但 Oral/dialogic Subtitling asset 是不夠強大。 T297 01FE3-db.ils Vobalaam in! Dovahkiin los nu thuri! 沃巴蘭 因!都瓦克因 洛斯󠄀 奴 蘇力! T298 02114-db.ils Thu'um se Dovahkiin inhus, Miraak. Hin suleyksejun oblaan. 吐姆 瑟 都瓦克因 因乎,秘拉克。辛 蘇 Oral/dialogic Subtitling asset 力克瑟君 傲布蘭。 Asset source text Asset target text 233 Text type & Asset type Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset EN immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T299 01E83-db.ils T300 02B0C-db.ils Vur! 烏爾! Oral/dialogic Subtitling asset T301 02B4E-db.ils Vur Shaan! 烏山! Oral/dialogic Subtitling asset T302 01A97-db.ils Aam uv dir. Those that will not serve Miraak must die. 啊 烏夫 迪爾。不服從秘拉克必須死。 Oral/dialogic Subtitling asset T303 018F2-db.ils Krin mey. You are a fool to challenge Miraak. His thu'um is supreme. 克因 梅。挑戰秘拉克是愚蠢的行為。他 Oral/dialogic Subtitling asset 的吐姆無與倫比。 T304 00A5B-db.ils Hail, thuri. Your thu'um has the mastery. Climb 吐瑞,你好。我屈服於你的吐姆。爬上 aboard and I will carry you to Miraak. 來,我帶你去找秘拉克。 T305 01E8C-db.ils I have served you for long enough. Tiidi do ahmik oblaan. T306 02A5E-db.ils Toor Shul! Asset source text Your thu'um is stronger than Miraak's. Vobalaan in. I serve you now. Asset target text Text type & Asset type 你的吐姆比秘拉克的強大。沃巴蘭 因。 Oral/dialogic Subtitling asset 我現在服侍你。 Oral/dialogic Subtitling asset 我已經侍奉你夠久了。提地 度 阿秘克 傲布蘭。 Oral/dialogic Subtitling asset 托爾書! Oral/dialogic Subtitling asset 234 EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contactless gameplay Contacting gameplay Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contactless gameplay Contacting gameplay Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T307 01E6F-db.ils Miraak has forced me to serve him for too long. 秘拉克強迫我服侍他太久了。納克林 薩 Oral/dialogic Nahkriin saraan lingrah. Let us destroy him Subtitling asset 蘭 靈拉。讓我們一起摧毀他。 together. T308 01F38-db.ils Ahmik oblaan. My service to you is over. 阿秘克 傲布蘭。我不再侍奉你。 Oral/dialogic Subtitling asset T309 018E8-db.ils Soon Miraak will return to resume his rightful junaar over Solstheim. 秘拉克很快就會回來,重拾他對索瑟海 姆的約納爾。 Oral/dialogic Subtitling asset T310 00E71-db.str Nos Nos Functional In-game texture embedded words T311 00D47-db.ils Gaar Nos! 加爾諾斯󠄀! Oral/dialogic Subtitling asset T312 02055-db.ils Mu het. We are here. 姆 海特。我們到了。 Oral/dialogic Subtitling asset T313 02151-db.ils Mu fen krif. 姆 芬 基夫。 Oral/dialogic Subtitling asset Asset source text Asset target text 235 Text type & Asset type EN immersion components Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audio stimuli Audiovisual stimuli ZH-TW immersion components Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audio stimuli Audiovisual stimuli Translation strategies Transliteration Transliteration Transliteration Retention unmarked Transliteration Transliteration Transliteration Asset number String ID Source File T314 0085D-db.ils Mul! 姆爾! Oral/dialogic Subtitling asset T315 008CF-db.ils Mul… 姆爾…… Oral/dialogic Subtitling asset T316 025F3-db.ils Mul… 姆…… Oral/dialogic Subtitling asset T317 00783-db.str Mul Mul Functional In-game texture embedded words T318 0214A-db.ils Krosis, thuri. That is impossible. 克洛斯󠄀,吐瑞。不可能。 Oral/dialogic Subtitling asset T319 023A5-db.ils Maa..... 麻…… Oral/dialogic Subtitling asset T320 0224B-db.ils Yes, thuri. 是的,吐瑞。 Oral/dialogic Subtitling asset Asset source text Asset target text 236 Text type & Asset type EN immersion components Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay ZH-TW immersion components Tactile stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Retention unmarked Transliteration Transliteration Transliteration Asset number String ID Source File T321 00F96-db.str T322 Asset source text Asset target text Text type & Asset type Mid Functional In-game texture embedded words 02B3D-db.ils Mid… 米德…… Oral/dialogic Subtitling asset T323 02C96-db.ils Mid! 米德! Oral/dialogic Subtitling asset T324 124B6-sr.ils Yol! 尤! Oral/dialogic Subtitling asset T325 0A057-sr.ils You did what was necessary. Alduin had flown 你做了你該做的事。奧杜因已經在錯誤 far from the path of right action in his pahlok - 的路途上飛得太遠——牠對自己的力量 the arrogance of his power. 過於自負。 T326 01BD0-sr.ils Yes. This was ages ago, you understand. There 那是很久前的事了,那時我族人口眾 Oral/dialogic were more of us then. Before the bruniikke - the 多。直到布魯尼克-阿卡維爾—殺光我的 Subtitling asset Akaviri - came and killed all my zeymah. 澤瑪。 0A2CE-sr.ils I do not know how he came to be caught. But the bronjun... the Jarl... was very proud of his pet. Paak! T327 Mid 我不知道牠是怎麼被抓的,但是布榮 瓊……領主對他的寵物非常驕傲。切! 237 Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset EN immersion components Contactless gameplay World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction ZH-TW immersion components Contactless gameplay World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Translation strategies Retention unmarked Transliteration Transliteration Transliteration Omission Transliteration TransliterationD eliberate use of regional expressions Asset number String ID Source File T328 0FCD7-sr.ils The hofkahsejun has been known as Dragonsreach ever since. 霍夫卡瑟瓊因此被又被稱作龍臨堡。 Oral/dialogic Subtitling asset T329 0B3E5-sr.ils Lok! 羅呵! Oral/dialogic Subtitling asset T330 006F7-DG.ils Gaan! 岡…… Oral/dialogic Subtitling asset T331 00E72-DG.ils Gaan… 岡…… Oral/dialogic Subtitling asset T332 0A7E2-sr.str D4 Functional In-game texture embedded words T333 Hear now the second word of Soul Tearing: 00B83-DG.ils "Vaaz"- meaning to tear your enemy's soul from its living vessel. 聽清楚靈魂撕裂的第二個力量之語: 「瓦茲」。將敵人的靈魂從原本活生生 的肉體撕扯出來。 Oral/dialogic Subtitling asset T334 01E6A-DG.ils Vaaz...Zol! 瓦茲……佐爾! Oral/dialogic Subtitling asset Asset source text D4 Asset target text 238 Text type & Asset type EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Retention unmarked Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T335 0248D-DG.ils Vaaz! 瓦茲! Oral/dialogic Subtitling asset T336 0EEE4-sr.str M1r M1r Functional In-game texture embedded words T337 00734-sr.ils Alduin, feyn do jun, kruziik vokun staadnau, voth aan bahlok wah diivon fin lein! 奧杜因,費 都 瓊,克孜 沃坤 薩塔惱, 沃斯󠄀 安 巴羅 瓦 迪翁 芬 雷恩! Oral/dialogic Subtitling asset T338 0073E-sr.ils Zok frini grind ko grah drun viiki, Dovahkiin. 左 裡尼 林 克 格拉 如恩 威基,都瓦克 因。 Oral/dialogic Subtitling asset T339 007C2-sr.ils But once Alduin is defeated - then it will be the 但是奧杜因一旦被擊敗,接下來就輪到 Oral/dialogic Empire's turn. Remember - "Evgir Unslaad." 帝國了。記住,「艾弗吉 安斯󠄀拉德」。 Subtitling asset T340 00E75-sr.ils Alduin mahlaan T341 00F07-sr.ils But I forget myself. Krosis. So los mid fahdon. 我失態了,克洛西斯󠄀。索 羅斯󠄀 米得 法 爾頓。都瓦很容易陷入憂鬱的陷阱之 Melancholy is an easy trap for a dovah to fall into. 中。 T342 01306-sr.ils Happy? No, I am not happy. Zeymahi lost ont du'ul Bormahu. Alduin was once the crown of our father Akatosh's creation. Oral/dialogic Subtitling asset 奧杜因 馬蘭 Oral/dialogic Subtitling asset 高興?不,我一點都不高興。澤瑪西 洛 Oral/dialogic 斯󠄀特 奧 杜烏 博瑪胡。奧杜因曾是我們 Subtitling asset 父親手下最優秀的存在。 239 EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Translation strategies Transliteration Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T343 01416-sr.ils Dov wahlaan fah rel. We were made to dominate. The will to power is in our blood. You feel it in yourself, do you not? 都 瓦拉 法 瑞爾。我們註定要成為主 宰。我們的血液中流淌著對權力的渴 望。你也感覺到了,不是嗎? Oral/dialogic Subtitling asset T344 02EBA-sr.ils Strun! 純! Oral/dialogic Subtitling asset T345 0182B-sr.ils Alduin mah nol thur. 奧杜因 瑪 諾爾 蘇利。 Oral/dialogic Subtitling asset T346 0199E-sr.ils Geh, Sahloknir, kaali mir. 嘎,薩洛克尼爾,卡利 米爾。 Oral/dialogic Subtitling asset T347 0215C-db.ils Krosis, the land below us is empty of prey. 克洛斯󠄀。下方沒有獵物。 Oral/dialogic Subtitling asset T348 02376-sr.ils Dovahkiin los ok dovahkriid 都瓦克因 羅斯󠄀 歐克 都瓦克理德 Oral/dialogic Subtitling asset T349 024A8-sr.ils And he is no fool. Ni mey, rinik gut nol. Far from it. He began as the wisest and most farseeing of us all. 他不是笨蛋。倪 玫,日尼克 古特 諾 爾。而且遠非如此,他是我們中最明智 最有遠見的。 Oral/dialogic Subtitling asset 240 EN immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T350 024B1-sr.ils Dir volaan! 德 沃蘭! Oral/dialogic Subtitling asset T351 02031-db.ils Drem. There is no prey here. 錐姆。這裡沒有獵物。 Oral/dialogic Subtitling asset T352 02A98-sr.ils Perhaps. At least it will continue to exist. Grik los lein. 也許吧。至少它會繼續存在。格理克 羅 Oral/dialogic Subtitling asset 斯󠄀 雷恩。 T353 02D40-sr.ils And, as you told me once, the next world will have to take care of itself. Ful nii los. Even I cannot see past Time's ending. 而且,正如你曾說過的那樣,下個時代 Oral/dialogic 的人民只能自求多福了,福爾 尼 羅斯󠄀。 Subtitling asset 連我也看不透時空的終結。 T354 03100-sr.ils Zok morokei! More souls to feed my master's hunger. 左 莫洛凱!還要更多的靈魂來填飽我主 Oral/dialogic Subtitling asset 人的肚子。 T355 031E6-sr.ils Ni faas, Dovahkiin! 尼 法斯󠄀,都瓦克因! T356 0348E-sr.ils Wo lost fron wah ney dov, ahrk fin reyliik do jul, voth aan suleyk wah ronit faal krein! 沃 洛斯󠄀 榮 瓦 內 都瓦,阿克 芬 銳利 都 Oral/dialogic 瓊,沃斯󠄀 安 蘇萊克 瓦 尼特 法爾 克瑞 Subtitling asset 恩! T357 03B54-sr.ils I have tasted the voices of Alduin's allies on the 我感覺到了風中傳來的奧杜因同夥的聲 wind. Pogaan nahlaas, vokrii wah jun. 音。破甘 那拉斯󠄀,沃瑞 瓦 炯。 Oral/dialogic Subtitling asset 241 Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character information Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T358 03BF7-sr.ils That is "Feim." Let that meaning fill you. Su'um 是「費姆」。讓它的奧義填滿你。蘇姆 Oral/dialogic ahrk morah. You will find that your spirit will 阿克 莫拉。你會發現你的靈魂會給予你 Subtitling asset give you more strength. 更多的力量。 T359 03F36-sr.ils Of course. Alduin wahlaan daanii. I would not have helped you if I thought otherwise. T360 0402B-sr.ils But I cannot celebrate his fall. Zu'u tiiraaz ahst 但我無法慶祝牠的死。祖 烏 提艾拉茲 Oral/dialogic 阿斯󠄀 烏克 瑪。好歹牠曾是我的兄弟,一 ok mah. He was my brother once. This world Subtitling asset will never be the same. 切都已經變了。 T361 04198-sr.ils You are brave. Balaan hokoron. Your defeat brings me honor. 你很勇敢。巴蘭 霍克榮。你的戰敗讓我 Oral/dialogic Subtitling asset 感到光榮。 T362 043EA-sr.ils Master Borri will teach you "Nah" - "Fury" the second word of Whirlwind Sprint. 博瑞大師將教會你「吶」 —— 「怒火」 Oral/dialogic Subtitling asset —— 旋風衝刺的第二個力量之語。 T363 04425-sr.ils Zu'u lost ofan hin laan... now that I have answered your question, you will allow me to go free? 祖 洛斯󠄀 歐凡 辛 蘭……現在我已經回答 了你的問題,你可以放我走了? Oral/dialogic Subtitling asset T364 04AE0-sr.ils Kren sosaal! 克倫 索薩! Oral/dialogic Subtitling asset T365 04C60-sr.ils Boziik, Dovahkiin. Nuz mey. 波茲,都瓦克因。怒 梅。 Oral/dialogic Subtitling asset 確實。奧杜因瓦藍 達尼埃。要非我想法 Oral/dialogic Subtitling asset 跟你一致,我不會幫你的。 242 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character information Plot construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T366 04C63-sr.ils Het siiv nunon dinok. 海特 西弗 儂昂 迪諾。 Oral/dialogic Subtitling asset T367 04C66-sr.ils Alduin saraan hin sil ko Sovngarde! 奧杜因 薩蘭 辛 希爾 科 松文迦德! Oral/dialogic Subtitling asset T368 04CBA-sr.ils Ponder the meaning of spirit. Unslaad zii. Where mortal flesh may wither and die, the spirit endures. 思考一下靈魂的含義。安斯󠄀拉 茲。在凡 Oral/dialogic 人血肉枯萎和死去的地方,靈魂永存。 Subtitling asset T369 04D3F-sr.ils Hin laas los dii. 辛 拉斯󠄀 羅斯󠄀 帝。 Oral/dialogic Subtitling asset T370 04F1A-sr.ils Ni liivrah hin moro. True, this is not the final krongrah - victory. But not even the heroes of old were able to defeat Alduin in open battle. 尼 力夫拉 辛 摩羅。的確是,這還不是 最終克隆格拉—勝利。但即使是上古的 戰士也無法正面擊敗奧杜因。 Oral/dialogic Subtitling asset T371 10528-sr.ils Zu'u ni faas gaaffesejul. 祖烏 倪 法斯󠄀 加法瑟鳩。 Oral/dialogic Subtitling asset T372 05448-sr.ils Dovahkiin zol mul. Zu'u gahvon miri Alduin. 都瓦克因 佐爾 目爾。祖烏 加萬 米裡 奧 Oral/dialogic Subtitling asset 杜因。 243 EN immersion components Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T373 05717-sr.ils No day goes by where I am not tempted to return to my inborn nature. Zin krif horvut se suleyk. 我無時無刻不經受著回歸本性的誘惑。 辛 克理夫 赫瓦特 西 蘇雷克。 Oral/dialogic Subtitling asset T374 05E51-sr.ils Do vah kiin! 都 瓦 克因! Oral/dialogic Subtitling asset T375 0967F-sr.ils Thu'umii los nahlot 吐姆伊 羅斯󠄀 納洛特 Oral/dialogic Subtitling asset T376 05FCA-sr.ils Alduin, thuri! 奧杜因, 蘇瑞! Oral/dialogic Subtitling asset T377 065A5-sr.ils Ah, I forget how little you know of the dov. Our 啊,我忘記你不大瞭解都瓦了。我們的 names are always made up of three Rotmulaag - 名字一向是由 3 個魯姆拉格 - 也就是力 Words of Power. 量之語,組成的。 Oral/dialogic Subtitling asset T378 068E1-sr.ils Amativ! Mu bo kotin stinselok. 亞瑪提夫!目 博 克汀 斯󠄀汀瑟洛克。 Oral/dialogic Subtitling asset T379 06A2B-sr.ils Bahloki nahkip sillesejoor. 巴邏輯 納吉普 西列薩尤。 Oral/dialogic Subtitling asset T380 109B8-sr.ils Zu'u lost kriaan hi ont, nu hin sille fen nahkip suleyki. 祖烏 洛斯󠄀特 克然 呵 恩特,努 辛 斯󠄀勒 芬 納克珀 蘇雷克。 Oral/dialogic Subtitling asset 244 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T381 06ABE-sr.ils Maar saraan ko Sovngarde. 瑪律 薩蘭 寇 松文迦德。 T382 06B17-sr.ils Meyye! Tahrodiis aanne! Him hinde pah liiv! Zu'u hin daan! 梅耶!塔羅迪斯󠄀 安尼!西姆 亨德 帕 裡 Oral/dialogic Subtitling asset 夫!祖 辛 丹! T383 06B19-sr.ils Faal Kel...?! Nikriinne… 法爾 凱爾……?!尼奎尼…… Oral/dialogic Subtitling asset T384 06CB4-sr.ils Sahloknir! Ziil gro dovah ulse! 撒洛克尼爾!澤爾 葛洛 都瓦克 奧斯󠄀! Oral/dialogic Subtitling asset T385 108F5-sr.ils Daar Lein los dii. 達爾 雷恩 洛斯󠄀 迪。 Oral/dialogic Subtitling asset T386 06EA8-sr.ils Slen Tiid Vo! 斯󠄀冷 提德 沃! Oral/dialogic Subtitling asset Asset source text Asset target text Text type & Asset type Oral/dialogic Subtitling asset 245 EN immersion components Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction ZH-TW immersion components Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T387 10803-sr.ils Zu'u Alduin, zok sahrot do naan ko Lein. 祖烏 奧杜因,佐克 薩洛特 都 楠 克 雷 恩。 Oral/dialogic Subtitling asset T388 10865-sr.ils Kel drey ni viik. 科爾 德瑞 倪 威克。 Oral/dialogic Subtitling asset T389 073C3-sr.ils Aav uv dir. Join me or perish with your mortal friends. 奧 烏 德爾。加入我,否則就和你的凡人 Oral/dialogic Subtitling asset 朋友們一起死。 T390 0756B-sr.ils Lingrah krosis saraan Strundu'ul, voth nid balaan klov praan nau. 靈嘎 克羅西斯󠄀 撒然 斯󠄀特朗度.烏爾, 沃斯󠄀 聶德 巴蘭 克羅夫 普蘭 惱。 Oral/dialogic Subtitling asset T391 106E3-sr.ils Pahlok joorre! Hin kah fen kos bonaar. 帕洛克 祖爾!辛 喀 芬 克斯󠄀 博納爾。 Oral/dialogic Subtitling asset T392 107E8-sr.ils Zu'u lost daal. 祖烏 羅斯󠄀特 達爾。 Oral/dialogic Subtitling asset T393 As promised, I now teach you the first word of 正如所承諾的,現在要教你靈魂撕裂的 第一個力量之語:「罹」。那是敵人生 00571-DG.ils Soul Tearing: "Rii" - the essence of your enemy's life force. 命力的精華。 246 Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T394 0020E-DG.ils My desire to speak with you was born from the 跟你交戰以後,我萌生了想與你對話的 result of our battle, Qahnaarin. 念頭,加納林。 Oral/dialogic Subtitling asset T395 0056C-sr.ils Slen Slen Functional In-game texture embedded words T396 0779F-sr.ils Nuz aan sul, fent alok, fod fin vul dovah nok, fen kos nahlot mahfaeraak ahrk ruz! 惱 安 蘇爾,分特 阿羅,佛 芬 沃爾 都瓦 Oral/dialogic 諾 ,芬 科斯󠄀 那羅 瑪法拉克 阿克 魯 Subtitling asset 茲! T397 077BB-sr.ils Kreh zini! The freedom of the sky beckons! Yet 克然 自倪!自由的天空真是誘人啊!不 Oral/dialogic I stay here, nau gol, as promised. Subtitling asset 過我要留在這,納 古爾,說好的。 T398 07DF0-sr.ils Zu'u uth nall thurri dein daar miiraak. T399 0829A-sr.ils 博瑞大師將教會你「凱斯󠄀」 —— 「風 Oral/dialogic Master Borri will teach you "Kest" "Tempest"- the third word of Whirlwind Sprint. 暴」 ——旋風衝刺的第三個力量之語。 Subtitling asset T400 1095A-sr.ils Zu'u unslaad! Zu'u nis oblaan! T401 08455-sr.ils Alduin komeyt tiid. What else would you seek? 奧杜因 科邁 提德。你還能找到什麼?奧 Oral/dialogic Alduin and Dovahkiin return together. Subtitling asset 杜因和都瓦克因是同時回歸的。 Asset source text Asset target text 祖烏 烏茲 納爾 蘇瑞 德因 達爾 米拉克。 祖 安斯󠄀拉德!祖 尼斯󠄀 傲布蘭! 247 Text type & Asset type Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Translation strategies Transliteration Retention unmarked Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T402 0895C-sr.ils You have reconsidered my offer, hmm? Onikaan kron? T403 08A27-sr.ils And you can trust me. Zu'u ni tahrodiis. Alduin 你可以相信我。祖烏 倪 塔羅帝斯󠄀。奧杜 Oral/dialogic 因證明了自己沒有統治的資格。我現在 has proven himself unworthy to rule. I go my Subtitling asset own way now. 要走自己的路了。 T404 08A8F-sr.ils Dez motmahus. Even to the dov, who ride the currents of Time, destiny is elusive. 德茲 漠特瑪哈斯󠄀。即使對龍來說,對凌 Oral/dialogic 駕於時間洪流的龍來說,命運都是無法 Subtitling asset 捉摸的。 T405 09667-sr.ils Sahrot thur qahnaraan 沙洛特 瑟爾 卡納蘭 T406 0985D-sr.ils Indeed, you saw more clearly than I - certainly 確實,你看得比我更清楚——當然也比 more clearly than Alduin. Rok funta koraav. 奧杜因更清楚。洛克 方塔 克拉夫。 Oral/dialogic Subtitling asset T407 09865-sr.ils I am glad you believe that. At least it will continue to exist. Grik los lein. 我很高興你能夠相信。至少它會繼續存 在。格理克 羅斯󠄀 雷恩。 Oral/dialogic Subtitling asset T408 09BF2-sr.ils Ven Mul Riik! 文 目爾 日克! Oral/dialogic Subtitling asset 你考慮了我的條件,嗯?奧倪坎 可隆? Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset 248 EN immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contactless gameplay Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contactless gameplay Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T409 0A1BC-sr.ils Drem Yol Lok. Greetings. 錐姆 尤 洛克,你好。 Oral/dialogic Subtitling asset T410 0A342-sr.ils Master Wulfgar will now gift you with his knowledge of "Dah." 沃夫加大師現在將賦予你 「達」 的知 識。 Oral/dialogic Subtitling asset T411 0A73B-sr.ils Daanik Kendov! 達尼克 肯多夫! Oral/dialogic Subtitling asset T412 0A963-sr.ils Wo meyz wah dii vul junaar? 烏 梅茲 瓦 沃 裘納? Oral/dialogic Subtitling asset T413 0A964-sr.ils Nivahriin muz fent siiv nid aaz het. 尼瓦琳 馬茲 芬特 席夫 尼德 啊茲 海特。 Oral/dialogic Subtitling asset T414 0AAE2-sr.ils Think of this as the fire builds in your su'um, in 把這個當作是你存在於你的蘇姆之中, Oral/dialogic your breath. Su'um ahrk morah. What will you 在你的呼吸之中。蘇姆 阿克 莫拉。你會 Subtitling asset burn? What will you spare? 燃燒什麼,會放過什麼? T415 0E444-sr.ils Suleyki mulaag, Paarthurnax. My power has waxed, while yours has waned. Asset source text Asset target text Text type & Asset type 蘇利 穆拉,帕圖納克斯󠄀。我的力量在增 Oral/dialogic Subtitling asset 長,而你的在消失。 249 EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character information Plot construction Audio stimuli Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T416 0AC75-sr.ils T417 0ADA5-sr.ils Sosaal fah hin vothaarn. T418 0AE4C-sr.ils Paaz Keizaal fen kos stin nol bein Alduin jot, Dovahkiin kos fin saviik do muz! T419 0AE4D-sr.ils Sahrot Thu'um, med aan tuz, vey zeim hokoron 薩羅 吐姆,梅 安 圖,維 則姆 霍酷容 pah, ol fin Dovahkiin komeyt ok rein! 帕,哦 芬 都瓦克因 科邁 噢 雷恩! Oral/dialogic Subtitling asset T420 0B402-sr.ils Lok, Thu'um. 洛克, 蘇.烏姆。 Oral/dialogic Subtitling asset T421 0B5F6-sr.ils Unslaad hokoron! Never again! 安斯󠄀拉 克榮!不可能! Oral/dialogic Subtitling asset T422 0BC33-sr.ils Huzrah nu, kul do od, wah aan bok lingrah vod, 呼拉 努,酷 都 歐 ,瓦 安 伯 靈拉 沃, Oral/dialogic Aahrk fin tey, boziik fun, do fin gein! Subtitling asset 阿克 芬 泰,波茲 芬,都 芬 蓋恩! T423 0BCEE-sr.ils Meyz nu Ysmir, Dovahsebrom. Dahmaan daar 梅 怒 伊斯󠄀米爾,都瓦瑟布羅姆。達曼 rok. 達爾 洛克。 Asset source text Hmm, yes. I have been pondering on exactly that question. Lingrah morah. Asset target text Text type & Asset type 嗯,是的。我一直在思考那個問題。靈 嘎 莫拉。 Oral/dialogic Subtitling asset 索薩 法 辛 沃薩安。 Oral/dialogic Subtitling asset 帕茲 凱紮 芬 科斯󠄀 斯󠄀汀 諾 貝恩 奧杜因 Oral/dialogic 約,都瓦克因 科斯󠄀芬 撒維克 都 姆茲! Subtitling asset 250 Oral/dialogic Subtitling asset EN immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information ZH-TW immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T424 0BD00-sr.ils So this is how you defeated Alduin. Ruth... zu'u 原來你就是這樣打敗奧杜因的。如 ni Alduin. 斯󠄀……祖 尼 奧杜因。 Oral/dialogic Subtitling asset T425 0BEE8-sr.ils Thurri du hin sille ko Sovngarde! Oral/dialogic Subtitling asset T426 0C2FC-sr.ils 但我是奧-杜-因,阿卡托什的長子!穆 But I am Al-du-in, Firstborn of Akatosh! Mulaagi zok lot! I cannot be slain here, by you 拉基 左 洛!我不會在這裡,被你們殺 or anyone else! 死! T427 0C3AA-sr.ils Su'um ahrk morah. T428 0637A-sr.ils T429 T430 Asset source text Asset target text 圖瑞 都 辛 西爾 克 松文迦德! Text type & Asset type Oral/dialogic Subtitling asset 蘇.烏姆 亞克 莫拉。 Oral/dialogic Subtitling asset So, it is done. Alduin dilon. The Eldest is no more, he who came before all others, and has always been. 劃下句點了吧,奧杜因狄龍。最年長者 已逝,前無來者,永恆存在 。 Oral/dialogic Subtitling asset 07DA7-sr.str N7 N7 Functional In-game texture embedded words 0CB02-sr.ils Onikaan koraav gein miraad. It is wise to recognize when you only have one choice. 喔倪坎 克拉瓦 格因 米拉德。知道自己 只有一個選項是很明智的。 Oral/dialogic Subtitling asset 251 EN immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Character identification Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Character identification Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Retention unmarked Transliteration Asset number String ID Source File T431 0CB03-sr.ils Zok brit uth! I warn you, once you've flown the 左克 伯特 烏茲!我警告你,等你飛過了 Oral/dialogic skies of Keizaal, your envy of the dov will only 凱澤的天空,你對都瓦的羨慕會只增不 Subtitling asset increase. 減。 T432 0CC41-sr.ils Aav dilon! T433 Asset source text Asset target text Text type & Asset type 阿夫 狄龍! Oral/dialogic Subtitling asset 01F0B-DG.ils Qoth...Zaam! 扣……嘶安! Oral/dialogic Subtitling asset T434 0CC49-sr.ils Qiilaan us dilon! 基蘭恩 阿斯󠄀 狄龍! Oral/dialogic Subtitling asset T435 0CC4C-sr.ils Bolog aaz, mal lir! 波洛格 阿茲,瑪律 里爾! Oral/dialogic Subtitling asset T436 10961-sr.ils Dovahkiin, hin kah fen kos bonaar. 都瓦克因,辛 喀 芬 克斯󠄀 博納爾。 Oral/dialogic Subtitling asset T437 0CD0F-sr.ils Hind siiv Alduin, hmm? No doubt you want to 辛德 西弗 奧杜因,嗯?你一定是想知道 Oral/dialogic know where to find Alduin? Subtitling asset 在哪找到奧杜因? T438 0CDA4-sr.ils But I honor your courage. Krif voth ahkrin. Die 但是我佩服你們的勇氣。基夫 沃斯󠄀 阿 now, in vain. 林。白白送死吧。 252 Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Contacting gameplay Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification Implicit information World construction Audiovisual stimuli Contacting gameplay Character identification Implicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Character identification Implicit information World construction Audiovisual stimuli Contacting gameplay Character identification Implicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File T439 0CF6A-sr.ils Zu'u bonaar. You went to a great deal of trouble 祖 伯納。你費了一番功夫來困住我…… Oral/dialogic to put me in this... humiliating position. Subtitling asset 羞辱我。 T440 0CF71-sr.ils Unslaad krosis. Innumerable pardons. I digress. 安斯󠄀拉 克羅西斯󠄀。無數的寬恕。我離題 Oral/dialogic Subtitling asset 了。 T441 0CF7D-sr.ils Indeed. Alduin wahlaan daanii. 確實。奧杜因瓦藍 達尼埃。 Oral/dialogic Subtitling asset T442 0D22D-sr.ils Lost funt. You are too late, Alduin! 洛斯󠄀 泛特,太遲了,奧杜因! Oral/dialogic Subtitling asset T443 0D66D-sr.ils Indeed. Orin brit ro. I cannot leave here until you defeat Alduin, which you cannot do without my help. 的確。奧林 布裡特 若。你打敗奧杜因之 Oral/dialogic 前我不能離開,但沒有我的幫助你也無 Subtitling asset 法打敗他。 T444 0D6DC-sr.ils Faas nu, zini dein ruthi ahst vaal. 法斯󠄀 怒,基尼 德恩魯斯󠄀 阿斯󠄀 瓦。 Oral/dialogic Subtitling asset T445 0D7A2-sr.ils 昂斯󠄀拉德 克洛西斯󠄀! Oral/dialogic Subtitling asset Asset source text Unslaad Krosis! Asset target text 253 Text type & Asset type EN immersion components Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Character identification Implicit information Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character idenification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contactless gameplay Contacting gameplay Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction ZH-TW immersion components Implicit information Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Character identification Implicit information Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character idenification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contactless gameplay Contacting gameplay Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character information Plot construction Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T446 0D860-sr.ils I used to visit him from time to time. Nearly crazed by loneliness and captivity. Tiiraz sivaas. He did not even remember his own name. 我曾經經常去拜訪牠。牠在孤獨和囚禁 Oral/dialogic 中幾乎瘋了。提拉茲 西瓦,牠連自己的 Subtitling asset 名字都忘卻了。 T447 0DA8A-sr.ils Hin aar, orin nu. And yet here I am, still your prisoner. 辛 亞爾,奧然 努。但是我現在還在呀, Oral/dialogic Subtitling asset 仍然是你的階下囚。 T448 Feel the last word of Soul Tearing within 00472-DG.ils yourself: "Zol" - the unlife that results when a soul is imprisoned in dead flesh. 親身感受靈魂撕裂的最後一個力量之 語:「索爾」。當靈魂被封印在死掉肉 驅時產生的反生命。 Oral/dialogic Subtitling asset T449 0DD38-sr.ils Nivahriin joorre! 尼瓦林 約銳! Oral/dialogic Subtitling asset T450 0DD52-sr.ils Naal Thu'umu, mu ofan nii nu, Dovahkiin, naal 吶爾 吐姆,姆 歐法 尼 努,都瓦克因, Oral/dialogic suleyk do Kaan, naal suleyk do Shor, ahrk naal 吶爾 蘇牙 都 坎,吶爾 蘇牙 都 朔爾,阿 Subtitling asset suleyk do Atmorasewuth. 克 吶爾 蘇牙 都 阿莫拉斯󠄀巫。 T451 0E42C-sr.ils Ahrk fin zul, rok drey kod, nau tol morokei frod, rul lot Taazokaan motaad voth kein! 阿克 芬 祖爾,洛 德雷 克,惱 圖 摩洛克 Oral/dialogic 仿若,如爾 洛 塔左坎莫塔德 沃斯󠄀 凱 Subtitling asset 恩! T452 00A6F-sr.ils Fiik! 啡克! Oral/dialogic Subtitling asset T453 0CF68-sr.ils Nid! 尼德! Oral/dialogic Subtitling asset 254 EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay ZH-TW immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audio stimuli Visual stimuli Audiovisual stimuli Tactile stimuli Implicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Contactless gameplay Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T454 0F381-sr.ils But this is only a small part of their power. Zofaas suleyk. 但這只是它們的力量的一小部分。佐法 斯󠄀 蘇牙。 Oral/dialogic Subtitling asset T455 0F4A9-sr.ils Skuldafn fen kos dinok. 斯󠄀庫達芬 芬 科斯󠄀 迪諾。 Oral/dialogic Subtitling asset T456 0F94B-sr.ils Alduin, thuri! Boaan tiid vokriiha suleyksejun kruziik? 奧杜因,蘇瑞!波恩 提德 沃克理哈 蘇 雷克西昂 克魯茲克? Oral/dialogic Subtitling asset T457 0FF0A-sr.ils 你自己去看看吧。祖烏 倪 博 諾爾 赫 Go and see for yourself. Zu'u ni bo nol het. I will be here... unless Alduin returns before you 特。我會在這等著……除非奧杜因比你 do. 先回來。 Oral/dialogic Subtitling asset T458 0E432-sr.str F2m F2m Functional In-game texture embedded words T459 0ADDB-sr.str Gr4 Gr4 Functional In-game texture embedded words T460 0DDDE-sr.str Dun Dun Functional In-game texture embedded words 255 EN immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction ZH-TW immersion components Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character information Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Translation strategies Transliteration Transliteration Transliteration Transliteration Retention unmarked Retention unmarked Retention unmarked Asset number String ID Source File Asset source text Asset target text Text type & Asset type T461 06906-sr.str K8r K8r Functional In-game texture embedded words T462 0010C-sr.str T8r T8r Functional In-game texture embedded words T463 01F2E-DG.str Qoth Qoth Functional In-game texture embedded words T464 07025-sr.str Shul Shul Functional In-game texture embedded words T465 0F93C-sr.str 4 4 Functional In-game texture embedded words T466 0FD56-sr.str Kr4 Kr4 Functional In-game texture embedded words T467 07228-sr.str V3ng V3ng Functional In-game texture embedded words T468 011B0-sr.str R1n R1n Functional In-game texture embedded words 256 EN immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction ZH-TW immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset number String ID Source File Asset source text Asset target text Text type & Asset type T469 0586C-sr.str Y4 Y4 Functional In-game texture embedded words T470 06D03-sr.str H1l H1l Functional In-game texture embedded words T471 091AF-sr.str B4 B4 Functional In-game texture embedded words T472 08124-sr.str Ov Ov Functional In-game texture embedded words T473 03CDD-sr.str Ul Ul Functional In-game texture embedded words T474 050EE-sr.str Zul Zul Functional In-game texture embedded words T475 08D62-sr.ils Ah. Well. Hmm... krosis. There is one... detail about Skuldafn I neglected to mention. 啊。好吧。嗯……克洛西斯󠄀。有一 個……關於斯󠄀庫達芬的細節我忘了說。 Oral/dialogic Subtitling asset T476 0CF73-sr.ils Hmm... krosis. There is one... detail about Skuldafn I neglected to mention. 嗯……克羅西斯󠄀。有一個……有關斯󠄀庫 達芬的細節,我忘了說了。 Oral/dialogic Subtitling asset 257 EN immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audio stimuli Visual stimuli Contacting gameplay Implicit information World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T477 0859A-sr.ils Fo… 弗…… Oral/dialogic Subtitling asset T478 08451-sr.ils But, I do not know the Thu'um you seek. Krosis. It cannot be known to me. 但是,我不知道你要找的那個吐姆。克 羅西斯󠄀。我不可能知道這個。 Oral/dialogic Subtitling asset T479 00425-DG.ils I therefore honor-name you "Qahnaarin," or Vanquisher in your tongue. 因此我尊稱你為「加納林」。用你們的 話來說就是征服者。 Oral/dialogic Subtitling asset T480 In my language, the Qahnaarin is the 0102C-DG.ils Vanquisher, the one who has bested a fellow dovah in battle. 在我的語言中,加納林就是征服者。曾 經在戰鬥中擊敗另一個都瓦的都瓦。 Oral/dialogic Subtitling asset T481 Cursed, not dead. Doomed to exist in this form 被詛咒,但沒死,注定以這個型態苟活 直到永遠。被困在「拉」與「迪諾 0053C-DG.ils for eternity. Trapped between laas and dinok, between life and death. 克」,生命跟死亡之間! Oral/dialogic Subtitling asset T482 Do me this simple honor and I will fight at your 替我做這件簡單的事,我就跟你並肩作 Oral/dialogic 戰,當你的「葛拉–澤曼辛」,也就是你 004DD-DG.ils side as your Grah-Zeymahzin, your Ally, and Subtitling asset teach you my Thu'um. 的同盟,並教你我的吐姆。 T483 I began to explore what the dovah call "Alok00357-DG.ils Dilon," the ancient forbidden art that you call necromancy. T484 008A4-DG.ils Stay your weapons. I would speak with you, Qahnaarin. 我開始研究都瓦稱之為「阿洛克–狄龍」 Oral/dialogic 的古老禁忌之術。你們稱之為死靈法 Subtitling asset 術。 放下武器。我想跟你交談,加納林。 258 Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Audiovisual stimuli Tactile stimuli Contacting gameplay Contactless gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Translation strategies Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Transliteration Asset number String ID Source File Asset source text Asset target text Text type & Asset type T485 079F2-sr.ils Krif krin. Pruzah! 克瑞 克因 如紮! Oral/dialogic Subtitling asset T486 073C9-sr.ils He is too strong on the wing! Bring him to gol with Dragonrend! 牠的翅膀太強壯了!用龍魂撕裂將牠逼 下來! Oral/dialogic Subtitling asset T487 017F4-sr.ils Yes... one of his allies could tell us. Motmahus... But it will not be so easy to... convince one of them to betray him. 對……牠的某個盟友可以告訴我們。姆 馬胡斯󠄀……但想說服牠們背叛牠也並非 易事。 Oral/dialogic Subtitling asset T488 0BD73-sr.ils Perhaps the hofkahsejun - the palace in Whiterun... Dragonsreach. It was originally built to house a captive dovah. 也許霍夫卡瑟瓊—白漫城的宮殿……龍 Oral/dialogic Subtitling asset 臨堡。原本就是建來捕獲都瓦的。 259 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character idenification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Contactless gameplay Implicit information Character idenification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Translation strategies Transliteration Paraphrase: sense transfer Transliteration Transliteration Appendix B: Constructed language assets in Wild Hunt Table B1 Constructed language assets in Wild Hunt Asset String ID number Source File W1 1080919[0] Asset source text After a long battle against illness, yesterday saw the passing into the next life of C’enfanenh beloved grandfather, father and husband.<br><br>Elaine blath, Feainnewedd<br>Dearme aen a'caelme tedd<br>Eigean evelienn deireadh<br> Que'n esse, va en esseath<br> Feainnewedd, elaine blath! Text type & Asset type Asset target text 跟病魔奮戰已久後,昨天晚上我們親愛 的祖父、父親和丈夫森法奈離開了人 Narrative 世。<br><br>Elaine blath, In-game texture Feainnewedd<br>Dearme aen a'caelme embedded words tedd<br>Eigean evelienn deireadh<br> Que'n esse, va en esseath<br> Feainnewedd, elaine blath! W2 478888-[0] {Hael Ker'zaer!} [Long live the emperor!] {Hael Ker'zaer!} [皇帝萬歲!] Oral/dialogic Subtitling asset Voiceover asset W3 478892-[0] {A’anval neen orde!} [Attack at will!] {A’anval neen orde!} [格殺勿論!] Oral/dialogic Subtitling asset Voiceover asset W4 480542-[0] {Ceadmill aen hoael aep evell’caer.} [Welcome {Ceadmill aen hoael aep evell’caer.} [歡 to the arsehole of the World.] 迎來到這世界的屁洞。] W5 480546-[0] {Gloir aen Ker'zaer!} [Glory to the Emperor!] {Gloir aen Her'zaer!} [皇帝萬歲!] 260 Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset EN immersion components ZH-TW immersion components Visual stimuli Implicit information Character identification World construction Visual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked TL adjust Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Ess’creasa tilleadh aen deaghlach, n’ees hwre, aen wilde caer ess’iare tuvean…} [我應該待在家陪家人,而不是在這塊 蠻荒之地找死…] W6 {Ess’creasa tilleadh aen deaghlach, n’ees hwre, aen wilde caer ess’iare tuvean…} [Should be 513851-[0] home with my family, not here, seeking death in this barbarous land…] W7 513856-[0] {Tròcair…} [Mercy…] Spare me… Oral/dialogic {Tròcair…} [求你大發慈悲…] 饒了我… Subtitling asset Voiceover asset W8 513858-[0] {Neen ratreut!} [Do not retreat!] {Neen ratreut!} [不准撤退!] Oral/dialogic Subtitling asset Voiceover asset W9 513860-[0] {Esse'ortha!} [He's casting spells!] {Esse'ortha!} [他在施咒!] Oral/dialogic Subtitling asset Voiceover asset W10 513862-[0] {Aen Ard Feain!} [By the Great Sun!] {Aen Ard Feain!} [我向烈日發誓!] Oral/dialogic Subtitling asset Voiceover asset W11 {Esse’gràin an caer… Vooil, fàile lòn y {Esse’gràin an caer… Vooil, fàile lòn y 513889-[0] vear'thainn.} [I hate this land… Naught but filth, vear'thainn.} [我討厭這塊土地…髒的要 moldy food and rain.] 命、食物發霉,整天下雨。] W12 W13 1202320[bob] 1176189[bob] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Hael Geralt aep Rivia! 利維亞的傑洛特萬歲! -I-<br><br>Syanna gave me a card today with headless blood-stained people on it. I asked why she had drawn it. The princess answered that it was a scene from nightmares that have been -I-<br><br>席安娜今天給了我一幅畫, Narrative 畫的是滿是鮮血的斷頭屍體。我問她為 In-game texture 什麼要畫這種東西。 公主說那是一直纏 embedded words 繞在她夢境裡頭、揮之不去的夢魘。席 261 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Implicit information Character identification World construction Visual stimuli Implicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Calque Transliteration Asset String ID number Source File Text type & Asset type Asset source text Asset target text haunting her since she can remember. It is true that Syanna awakes each night with a scream unless she is sleeping in the same bed as Anarietta.<br><br>-II-<br><br>The girls quarreled today. Unfortunately, I must note that they did not behave in a manner becoming for young ladies: there were fisticuffs! Anna Henrietta was first to hit her sister, but Syanna didn't wait long to reply. Before I could break them apart, little Anarietta had lost two milk teeth, and she ran straight to her parents to complain. His Grace the Duke couldn't believe his ears when I told him what had happened. Syanna got the whole blame and was suitably punished. Anarietta then tried to ease the situation, but the Duke and Duchess were resolute.<br><br>-III-<br><br>Today for the first time I accompanied the girls to the Land of a Thousand Fables, where we spent half a day. First we played with Thumbelina and then with Redbeard, who was extremely gallant for a highwayman. I am thoroughly impressed by what the master Artorius Vigo has achieved. He has proved that he has no equal in magical mysteries. The girls said that if I wish to go there by myself, all I have to do is open the book Land of a Thousand Fables and say out loud the spell: Expecto ludum!<br><br>-IV-<br><br>Today, Syanna was tested by the mages sent by the Chapter. I don't know what conclusions they drew, but His Grace the Duke is clearly worried. I asked the Duke what awaits the princess. He didn't reply.<br><br>-V-<br><br>I tutored the girls in Nilfgaardian today. Syanna applies herself so, though she has great difficulty memorizing new vocabulary. Lady Anarietta seems more gifted in this regard, yet also prone to impish behavior. When she thought me out of earshot, she called me a 'bloede kusse.' She and Syanna laughed so hard they almost choked.<br> 安娜幾乎每天晚上都會尖叫醒來,只有 跟安莉葉塔一起睡時不會。<br><br>-II<br><br>姊妹倆今天起了口角。不幸她 們今天沒有表現出未來女王陛下的風 範,兩個人後來開始動了手。安娜_亨莉 葉塔先出手打了她姊姊,席安娜也全力 回擊。我好不容易把她們分開,安莉葉 塔少了兩顆牙齒。她跑去跟爸媽告狀。 公爵陛下不相信我說的故事。他把錯都 怪到席安娜頭上,而且發誓要嚴格懲罰 女兒⋯安莉葉塔在旁勸說減輕她姊姊的 懲罰,但公爵和公爵夫人心意已決。 <br><br>-III-<br><br>今天我第一次陪姊 妹倆到童話國度。我們在那裡待了半 天。我們先跟拇指姑娘玩了一會兒、接 著又碰上了巴巴羅殺,他雖然是個土 匪,卻充滿魅力呢。我向亞托列司_薇歌 大師致了敬。他在古代法術圈可是無人 能敵。姊妹倆告訴我如果我想自己去的 話,只需要打開《童話國度》然後大聲 說出咒語『童話現身!』<br><br>-IV-秘 密集會派來的法師今天到了,他們來調 查席安娜的。我不知道他們下了什麼結 論,但陛下現在似乎很不開心。我鼓起 勇氣問公爵他女兒會怎麼樣。他沒有回 答。<br><br>-V-<br><br>我今天教了姊 妹倆尼弗迦德語。席安娜自主學習,但 是她不太會背單字。安莉葉塔似乎比較 有天分,但是老愛惡作劇。她以為我聽 不到時,就會叫我『布雷庫斯󠄀』。她跟 席安娜兩人笑到快嗆到。 262 EN immersion components ZH-TW immersion components Translation strategies Asset String ID number Source File Asset source text Text type & Asset type Asset target text W14 513905-[0] Oral/dialogic {Gloir aen Ard Feain.} [Glory to the Great Sun.] {Gloir aen Ard Feain.} [光榮的烈日呀。] Subtitling asset Voiceover asset W15 513916-[0] {Aecáemm aen me!} [Follow me!] {Aecáemm aen me!} [跟我來!] Oral/dialogic Subtitling asset Voiceover asset W16 490920-[0] N'te mire daetre! (精靈語)鬼話連篇! Oral/dialogic Subtitling asset W17 513924-[0] {Ard Feain!} [Great Sun!] {Ard Feain!} [為了烈日而戰!] Oral/dialogic Subtitling asset Voiceover asset W18 514083-[0] {Ruit'reigmeid n'va aen tedd a'taeghane.} [Our cavalry will get stuck in this mud…] {Ruit'reigmeid n'va aen tedd a'taeghane.} [我們的騎兵會被困在泥巴裡…] Oral/dialogic Subtitling asset Voiceover asset W19 503741-[0] Tearde. (精靈語)幸會 Oral/dialogic Subtitling asset W20 514093-[0] {A'vean ker'zaer ess Deithwen Addan yn {A'vean ker'zaer ess Deithwen Addan yn Carn aep Morvudd!} [Our ruler is Deithwen Addan yn Carn aep Morvudd!} [我們的首領是戴斯󠄀 Carn aep Morvudd!] 文‧阿登‧因‧卡恩‧艾普‧莫伍德!] W21 514107-[0] {Adhart Nilfgaard!} [Forward, Nilfgaard!] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic {Adhart Nilfgaard!} [尼弗迦德,前進!] Subtitling asset Voiceover asset 263 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuliContacting gameplayExplicit informationCharacter ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuliContacting gameplayExplicit informationCharacter Translation strategies Retention unmarked Retention unmarked Contextualization by addition Retention unmarked Retention unmarked Contextualization by addition Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset Voiceover asset W22 514111-[0] {Gar'ean! Geas!} [Watch out! Spellcraft!] {Gar'ean! Geas!} [小心,是巫術!] W23 514115-[0] {Que ae’iarr her’zaer aep ann luith?} [What could the emperor want with such scum?] {Que ae’iarr her’zaer aep ann luith?} [皇帝 Oral/dialogic Subtitling asset 找這人渣幹嘛?] Voiceover asset W24 490709-[0] Que? (精靈語)幹嘛? Oral/dialogic Subtitling asset W25 514121-[0] {Esse'lath sei’fyll!} [Loose formation!] {Esse'lath sei’fyll!} [散開隊形!] Oral/dialogic Subtitling asset Voiceover asset W26 514238-[0] {Dyaebl aep arse…} [Bugger the devil…] {Dyaebl aep arse…} [王八蛋…] Oral/dialogic Subtitling asset Voiceover asset W27 514246-[0] {Hael aen se'ege!} [Onward to victory!] {Hael aen se'ege!} [邁向勝利之路!] Oral/dialogic Subtitling asset Voiceover asset W28 514248-[0] {Gloir aen Ard Feain!} [Glory to the Great Sun!] {Gloir aen Ard Feain!} [將榮耀獻給烈 日!] Oral/dialogic Subtitling asset Voiceover asset W29 490924-[0] Vatt’ghern. (精靈語)狩魔獵人。 Oral/dialogic Subtitling asset 264 EN immersion components identificationWorld construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components identificationWorld construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Contextualization by addition Retention unmarked Retention unmarked Retention unmarked Retention unmarked Contextualization by addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W30 514254-[0] {Va vort!} [Begone!] {Va vort!} [滾開!] Oral/dialogic Subtitling asset Voiceover asset W31 514258-[0] {Esse’ve tro’cayr a me!} [Have mercy!] {Esse’ve tro’cayr a me!} [大發慈悲啊!] Oral/dialogic Subtitling asset Voiceover asset W32 545965-[6] Thank you, Aen Saevherne. Va fail. 謝謝你。(精靈語)精靈女術士,再 會。 Oral/dialogic Subtitling asset W33 514264-[0] {Dal sei’fyll!} [Tighten the line!] {Dal sei’fyll!} [緊密隊形!] Oral/dialogic Subtitling asset Voiceover asset W34 514266-[0] {Yeá, awr!} [Yes, sir!] {Yeá, awr!} [遵命,先生!] Oral/dialogic Subtitling asset Voiceover asset W35 514268-[0] {Es Geas!} [A spell!] {Es Geas!} [是咒語!] Oral/dialogic Subtitling asset Voiceover asset W36 514276-[0] {Esse’ionndrainn aep me caer…} [I miss my home.] {Esse’ionndrainn aep me caer…} [我好想 Oral/dialogic Subtitling asset 家。] Voiceover asset W37 514320-[0] A d'yaebl aep arse… (精靈語)A d'yaebl aep arse… 265 Oral/dialogic Subtitling asset EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Translation strategies Retention unmarked Retention unmarked Contextualization by addition Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W38 526283-[0] Que'ss aen me dicette? (精靈語)Que'ss aen me dicette? Oral/dialogic Subtitling asset W39 555247-[0] {Dearme! } [Good night!] {Dearme! } [安息吧!] Oral/dialogic Subtitling asset Voiceover asset W40 555249-[0] {Vedrai! Enn'le! } [Comrades! Get him!] {Vedrai! Enn'le! } [各位,抓住他!] Oral/dialogic Subtitling asset Voiceover asset W41 555253-[0] {D'yaebl! } [Devil!] {D'yaebl! } [惡魔!] Oral/dialogic Subtitling asset Voiceover asset W42 555277-[0] {Glaeddyv vort. } [Throw down your blade!] {Glaeddyv vort. } [把劍丟開!] Oral/dialogic Subtitling asset Voiceover asset W43 555283-[0] {Caelm… } [Calmly, now…] {Caelm... } [冷靜點…] Oral/dialogic Subtitling asset Voiceover asset W44 555285-[0] {Gar'ean! } [Watch out!] {Gar'ean } [小心!] Oral/dialogic Subtitling asset Voiceover asset W45 555316-[0] {Elaine deireadh. } [A lovely end.] {Elain deireadh. } [真是美好的結局。] Oral/dialogic Subtitling asset Voiceover asset 266 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit informationPlot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Specification addition Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked TL adjust Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W46 555318-[0] {Spar'le! } [Shoot them!] {Spar'le! } [射他們!] Oral/dialogic Subtitling asset Voiceover asset W47 555322-[0] {Geas! } [Curse you!] {Geas! } [詛咒!] Oral/dialogic Subtitling asset Voiceover asset W48 555330-[0] {Bloede d'yaebl. } [Bloody devil.] {Bloede d'yael. } [混帳。] Oral/dialogic Subtitling asset Voiceover asset W49 592201-[0] {Hael. } [Greetings.] {Hael. } [你好。] Oral/dialogic Subtitling asset Voiceover asset W50 592203-[0] {Neen te mire daetre. } [Stop staring.] {Neen te mire daetre. } [看什麼看。] Oral/dialogic Subtitling asset Voiceover asset W51 592205-[0] {Gar'ean. } [Watch it.] {Gar'ean. } [小心。] Oral/dialogic Subtitling asset Voiceover asset W52 592207-[0] {Esse've iare moe'itë? } [Looking for trouble?] {Esse've iare moe'itë? } [找麻煩嗎?] Oral/dialogic Subtitling asset Voiceover asset W53 592209-[0] {N'ess aedragh a me. } [You'd best not provoke me.] {N'ess aedragh a me. } [最好別惹我。] Oral/dialogic Subtitling asset Voiceover asset 267 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File W54 Asset source text Dh’oine have captured Cerbin. They keep him on a leash, like a dog. Two bandits guard him constantly, so I cannot attack, or else they might hurt him... And I have no intention of negotiating with dh'oine.<br><br>But Cerbin has a good head on his shoulders. The dh'oine force him to drink alcohol, make him sing. He then insults 1076861-[0] them or calls out to us in Elder Speech. His voice carries over the swamps, so we hear every word. We know these humans' routine. We know when they change watches. What weapons they have. I take note of it all. When I know enough, I shall strike. Quickly. When they are not expecting and where it will hurt the most. Text type & Asset type Asset target text 人類把賽爾賓給抓了起來,把他當條 狗,用鍊子綁住。他身邊一直都有兩個 強盜在看守他,所以我不能出擊,不然 他們可能會傷害他…而且我一點也不想 跟人類協商。<br><br>但賽爾賓的頭還 在,他可聰明的了。人類逼他喝酒,逼 他唱歌。他會用古老語罵他們或向我們 求救。他的聲音傳遍沼澤,所以我們每 個字都聽到了。我們知道這些人類的時 程,知道他們哪時候換班,還知道他們 有什麼武器。收集夠情報之後,我就會 出擊。動作要快,殺個他們措手不及, 讓他們大敗。 Narrative In-game texture embedded words {A'vean ker'zaer ess Deithwen Addan yn Carn aep Morvudd! } [戴斯󠄀文.阿登. 因.卡恩.艾普.莫伍德是我們的領 袖!] Oral/dialogic Subtitling asset Voiceover asset W55 592225-[0] {A'vean ker'zaer ess Deithwen Addan yn Carn aep Morvudd! } [Deithwen Addan yn Carn aep Morvudd is our ruler!] W56 592227-[0] {Se'ege na tuvean. } [Victory or death.] {Se'ege na tuvean. } [不成功便成仁。] Oral/dialogic Subtitling asset Voiceover asset W57 592231-[0] {Va calm, Nordling. } [Calm down, Nordling.] {Va calm, Nordling. } [冷靜點,北方 人。] Oral/dialogic Subtitling asset Voiceover asset W58 592233-[0] {Aen Ard Feain! Esse've iare me vor tuvean. } [By the Great Sun! You seek death.] {Aen Ard Feain! Esse've iare me vor tuvean. } [太陽啊!你在尋死吧。] Oral/dialogic Subtitling asset Voiceover asset W59 592235-[0] {Va vort! } [Begone!] {Va vort! } [滾!] Oral/dialogic Subtitling asset Voiceover asset 268 EN immersion components Character identification World construction ZH-TW immersion components Character identification World construction Visual stimuli Explicit information Character identification World construction Visual stimuli Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Translation strategies Calque Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text W60 526067-[4] W61 Five weeks have now passed since I was hired by that "Prince Valgridovt of a far-off land" to help guide his family safely to Beauclair. At first I merely suspected it, but now I am certain: our ship is being followed.<br><br>We've charted a course for shore. The captain wants to replenish supplies in a small village called Ursten, and then sail up the Pontar. The masts of the ship which sails after us are constantly visible on the horizon.<br><br>The worst is upon us. We shall drown. The shore was within our reach when a horrible wind blew us back. The gale tossed our ship against the rocks. We're taking on water. The yard fell and crushed my legs. I don't know 1021750-[0] what will come to pass now. I have failed them, have failed the heirs to the royal dynasty whom I was charged to escort safely to Beauclair... The sealed letters were in the chest which the sailors tossed overboard when the ship began to sink.<br><br>If they ever wash ashore, if anyone ever finds them and this journal, know that they need to be given to a woman answering to the name Viki. She does not know the local tongue, but if you read the words "Viedhog latrut alame hoir," she will know what to do. I hope she has survived - luckily, she and the child sail in another ship. The elder insisted we travel separately. He was right. I don't know who chases us... I only know that I shall soon die... W62 Veloë! Take him from behind! 1056933-[4] Rhunu duku! Djabba djar! Akunda mundulus! Text type & Asset type EN immersion components World construction Audiovisual stimuli Implicit information Character identification World construction ZH-TW immersion components World construction Audiovisual stimuli Explicit information Character identification World construction 「遙遠國度來的拉格拉里王子」雇用我 把他的家族安全帶到鮑克蘭,今天已經 是第五天了。好像有人在跟蹤我們的 船,一開始我只是懷疑,但我現在相當 確定。<br><br>我們已經選好路徑準備 靠岸,船長想在一座叫做伍斯󠄀坦的小村 莊補點貨,接著再沿著龐塔爾河往上航 行。海的另一頭一直都有船在跟著我 們。<br><br>最慘的事情發生了,這下 肯定要溺死了。我們原本快要靠岸,卻 被強風往後吹。風把我們的船朝岩石 吹,船進水了。護欄倒下來壓斷了我的 腿。我不知道該怎麼辦才好。我辜負了 Narrative In-game texture 他們,辜負了皇家王朝的子嗣,沒能把 embedded words 他們安全護送到鮑克蘭⋯船開始下沈時, 水手把小寶箱丟下了船,彌封好的信就 在裡頭。<br><br>如果信件被沖上岸, 如果有人找到信,讀到這個日誌,請記 得把那些信交給一個叫「薇奇」的女 人。她不會說當地話,但如果你對她說 「Viedhog latrut alame hoir」,她就會知 道是怎麼回事了。幸好她跟她的孩子搭 了另一艘船,希望她活了下來。長者堅 持我們分頭行動,他說的果然沒錯。我 不知道是誰在追我們⋯我只知道我很快就 要死了⋯ Visual stimuli Implicit information Character identification World construction Visual stimuli Implicit information Character identification World construction Retention unmarked Rhunu duku! Djabba djar! Akunda mundulus! Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Retention unmarked Asset target text Oral/dialogic Subtitling asset Voiceover asset 快點!從後面攻擊他! 269 Oral/dialogic Subtitling asset Translation strategies Calque Asset String ID number Source File Asset source text Text type & Asset type Asset target text W63 {Gwynn haar, tve glaeddyven... Esseath aen 1027399-[0] vatt'ghern Geralt!}[White hair, two swords why, you're witcher Geralt!] {Gwynn haar, tve glaeddyven... Esseath aen vatt'ghern Geralt! } [白頭髮,兩把 劍... 你是狩魔獵人傑洛特!] Oral/dialogic Subtitling asset Voiceover asset W64 1027403-[0] {Glaeddyv vort! } [Drop your weapon!] {Glaeddyv vort! } [放下武器!] Oral/dialogic Subtitling asset Voiceover asset W65 1027405-[0] {Gar'ean, vatt'ghern. Va caelm. } [小心, 狩魔獵人。放尊重點。] Oral/dialogic Subtitling asset Voiceover asset W66 1029272-[0] {Ratreut!} [Retreat!] {Ratreut!} [撤退!] Oral/dialogic Subtitling asset Voiceover asset W67 1202322[bob] Bloede hanses… It's good you drove them off, witcher! W68 1029290-[0] {Aen Midaete ess'tuath esse aen Novigrad.} Oral/dialogic {Aen Midaete ess'tuath esse aen Novigrad.} [By [最遲在盛夏之前,我們就會攻下諾維格 Subtitling asset Midaete at the latest, Novigrad will be ours.] Voiceover asset 瑞。] W69 490922-[0] Que suecc's? W70 1029298-[0] {Gar'aen, evellienn!} [Everyone, watch out!] {Gar'ean, vatt'ghern. Va caelm. } [Careful, witcher. Behave.] 該死的商人工會⋯幸好你把他們趕走了, Oral/dialogic Subtitling asset 狩魔獵人! (精靈語)怎麼回事? Oral/dialogic Subtitling asset {Gar'aen, evellienn!} [大家小心!] Oral/dialogic Subtitling asset Voiceover asset 270 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Shift Retention unmarked Contextualization by addition Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset Voiceover asset W71 1029306-[0] {Ess'deireadh Nordling!} [This is your end, Nordling!] {Ess'deireadh Nordling!} [今天就是你的 末日,北方人!] W72 1029330-[0] {Evelienn dòchas aen ker'zaer. } [All our hope lies in the emperor.] {Evelienn dòchas aen ker'zaer. } [我們的希 Oral/dialogic Subtitling asset 望都寄託在皇帝身上了。] Voiceover asset W73 1029338-[0] {Ess'waen le'evend! } [I want him alive!] {Ess'waen le'evend! } [活捉他!] Oral/dialogic Subtitling asset Voiceover asset W74 1029340-[0] {A’anval! } [Attack!] {A’anval! } [攻擊!] Oral/dialogic Subtitling asset Voiceover asset W75 1029344-[0] {Tuvean y gloir! } [Death and glory!] {Tuvean y gloir! } [光榮戰死!] Oral/dialogic Subtitling asset Voiceover asset W76 1029346-[0] {Va vort. } [Go away.] {Va vort. } [走開。] Oral/dialogic Subtitling asset Voiceover asset W77 1037156-[0] {Quess'aen? } [What's new?] {Quess'aen? } [有新鮮事嗎?] Oral/dialogic Subtitling asset Voiceover asset W78 1040841-[0] Ess'tedd, esse creasa. Ess'tedd, esse creasa. [時候到了,該來就 Oral/dialogic Subtitling asset 是會來。] Voiceover asset 271 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Cáedmil. } [妳好。] Oral/dialogic Subtitling asset Voiceover asset 范格堡的葉奈法、白狼,你們好。 Oral/dialogic Subtitling asset Behold! For nigh is the Time of the Sword and Axe, the Age of the Wolven Blizzard. Nigh is the Time of the White Frost and White Light, the Time of Madness and Disdain, Tedd Deireádh the Final Age.<br><br>The World shall perish amidst ice and be reborn with the new sun. 1058784-[0] Reborn of the Elder Blood, of Hen Ichaer, of a planted seed. A seed that will not sprout but burst into flames!<br><br>Ess'tuath esse! So shall it be! Watch for the signs! And I say unto you what signs they shall be: first the earth will run with the blood of the Aen Seidhe, the Blood of the Elves… 看哪!劍斧紀元已經接近,又名狼之暴 風雪、白霜與白光的紀元。這是瘋狂與 失控的時間,泰德.戴爾瑞,最後紀 元。<br><br>世界將在冰霜中毀滅,伴 隨著新的太陽重生。長者之血、漢.伊 夏種下的種子將會重生。種子不會萌 芽、而會爆成火焰!<br><br>Ess'tuath esse!這是命運註定!注意跡象!我現 在就告訴你們,會有怎麼樣的跡象:首 先,是艾恩.西迪精靈之血將會血流成 河… Narrative In-game texture embedded words W82 1059707-[0] Ann Gal Scam'Hanach! Ann Gal Scam'Hanach! Oral/dialogic Subtitling asset W83 1063204-[0] Aen N'og Mab Taedh'morc Aen N'og Mab Taedh'morc Narrative In-game texture embedded words W84 (book is burned, only a few pages still intact)<br><br>Yviss,<br><br>Yviss, m'evelienn vente caelm en tell<br>Elaine 1063208-[0] Ettariel,<br>Aep cor me lode deith ess'viell<br>Yn blath que me darienn<br>Aen minne vain tegen a me<br>Yn toin av muireann (書被燒了,只有剩下幾頁) <br><br>Yviss,<br><br>Yviss, m'evelienn Narrative vente caelm en tell<br>Elaine In-game texture Ettariel,<br>Aep cor me lode deith embedded words ess'viell<br>Yn blath que me darienn<br>Aen minne vain tegen a W79 1018539-[4] {Cáedmil. } [Greetings.] W80 531984-[6] W81 Cáed'mil, Yennefer aep Vengerberg. Gwynbleidd. 272 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Visual stimuli Implicit information Character identification World construction Visual stimuli Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Visual stimuli Implicit information World construction Visual stimuli Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Translation strategies Retention unmarked Shift Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Text type & Asset type Asset source text Asset target text que dis eveigh e aep llea...<br><br><br>L'eassan Lamm faeinne renn, ess'ell,<br>Elaine Ettariel,<br>Aep cor aen tedd teviel e gwen<br>Yn blath que me darienn<br>Ess yn e evellien a me<br>Que shaent te caelm a'vean minne me striscea... me<br>Yn toin av muireann que dis eveigh e aep llea...<br><br><br>L'eassan Lamm faeinne renn, ess'ell,<br>Elaine Ettariel,<br>Aep cor aen tedd teviel e gwen<br>Yn blath que me darienn<br>Ess yn e evellien a me<br>Que shaent te caelm a'vean minne me striscea... W85 "Ladd nahw! Kill them! Litter the earth with 1065081-[0] their entrails!" W86 312072-[10] W87 <i>What's the difference between a Sage and a sorcerer? Same as between a campfire and a volcano, dear.</i><br>--Millegarda of Redania, lecturer at the Aretuza School of Sorceresses<br><br>The term "Sage" is a rather loose translation of the elven expression "Aen Saevherne". Humans often think it's a synonym for the word "sorcerer" -- but they are gravely mistaken. The enigmatic Aen Saevherne do of 1068523-[0] course use Power, and with great proficiency, but at the same time possess an impressive knowledge regarding not just magic, but also medicine, art and -- as I was told -- other Worlds, dimensions and time itself. <br><br> Even within the elven society, Sages form a separate, mysterious but also greatly respected caste. They follow their own moral code, the basic premise of which, it seems, is the well-being of their people. W88 1071760-[0] Crevan Espane aep Caomhan Macha and the witcher of Rivia. Ceádmil. {Esse claidheamh glaeddyv. } [Sheathe your sword.] 「Ladd nawh! 殺了他們!讓他們的五臟 Narrative In-game texture 六腑灑滿地!」 embedded words 柯曼.瑪卡的可里凡.艾司平和利維亞 的狩魔獵人,你們好。 Oral/dialogic Subtitling asset <i>賢者和術士有什麼差別?親愛的,就 像是營火和火山的差別。<i><br>──瑞 達尼亞的米莉加達,亞瑞圖札女術士學 校ˋ講師<br><br>「賢者」是精靈語中 「Aen Saevherne」的約略翻譯。人類常 以為這是「術士」的同義詞,但此言差 矣。神秘的 Aen Saevherne 當然會用法 Narrative In-game texture 術,也十分擅長,但是他們擅長的還有 embedded words 醫藥、藝術,還有──我聽說──其他的 世界、次元,還有時間本身。<br><br> 即使是在精靈的社會中,賢者也構成一 個獨立、神秘,但十分受敬重的階層。 他們跟隨自己的道德規範,這個規範似 乎是奠基在精靈族群的安定上。 {Esse claidheamh glaeddyv. } [把劍收起 來。] 273 Oral/dialogic Subtitling asset Voiceover asset EN immersion components ZH-TW immersion components Translation strategies Visual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Visual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Visual stimuli Explicit information Character identification World construction Visual stimuli Explicit information Character identification World construction Retention unmarked Audiovisual stimuli Contacting gameplay Explicit information Audiovisual stimuli Contacting gameplay Explicit information Retention unmarked Retention unmarked Shift Asset String ID number Source File Asset source text {Esse deireadh zèamach. } [This is your last warning.] Text type & Asset type Asset target text {Esse deireadh zèamach. } [這是你最後一 Oral/dialogic Subtitling asset 次警告。] Voiceover asset W89 1071762-[0] W90 1071764-[0] {Aan'dara tod. } [Put it away.] {Aan'dara tod. } [快收起來。] Oral/dialogic Subtitling asset Voiceover asset W91 1071766-[0] {Esse'earala. } [Last warning.] {Esse'earala. } [這是最後警告。] Oral/dialogic Subtitling asset Voiceover asset W92 1071773-[0] W93 1071775-[0] {Ess'diccette, caelm! } [I told you, calm down!] W94 1072365-[0] {Va dolmaach ess iom'tha. } [This behavior is inappopriate.] {Va dolmaach ess iom'tha. } [這行為不妥 Oral/dialogic Subtitling asset 當。] Voiceover asset {Ess'diccette, caelm! } [我告訴過你了, 快冷靜點!] Oral/dialogic Subtitling asset Voiceover asset {Quess'aen a va?} [What do you think you're doing?] {Quess'aen a va?} [你以為你在幹嘛?] Oral/dialogic Subtitling asset Voiceover asset W95 1072368-[0] {Esse tuv'en a va.} [And now I will kill you.] {Esse tuv'en a va.} [我要把你給宰了。] Oral/dialogic Subtitling asset Voiceover asset W96 1072395-[0] {Glaeddyv vort, Nordling.} [Away with your sword, Nordling.] {Glaeddyv vort, Nordling.} [把劍收起來, Oral/dialogic Subtitling asset 北方人。] Voiceover asset 274 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {[Aen Ard Feain! Ess'quad a me!} [我向烈 Oral/dialogic Subtitling asset 日發誓,你完蛋了!] Voiceover asset W97 1072397-[0] {Aen Ard Feain! Ess'quad a me!} [By the Great Sun, that does it!] W98 1072425-[0] Oral/dialogic {Ess'earala a va. Vedrai! Enn'le!} [I warned you. {Ess'earala a va. Vedrai! Enn'le!} [我警告 Subtitling asset Men! Grab him!] 過你了。來人啊!抓住他!] Voiceover asset W99 1072443-[0] {Esse ragha a va. Tuvean!} [You made your choice. Die!] {Esse ragha a va. Tuvean!} [你做出選擇 了,死吧!] {Esse'meal aen reusanth.} [Reasonable, thank you.] {Esse'meal aen reusanth.} [理性和平,謝 Oral/dialogic Subtitling asset 謝。] Voiceover asset W100 1072858-[0] Oral/dialogic Subtitling asset Voiceover asset W101 1072864-[0] {Esse'va dhut.} [Lucky you did that.] {Esse'va dhut.} [算你幸運。] Oral/dialogic Subtitling asset Voiceover asset W102 490918-[0] (精靈語)你好。 Oral/dialogic Subtitling asset Ceádmil. EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Contextualization by addition 盯好那些流浪者、獨自一人的旅客、喝 Keep an eye out for castaways. Lone travelers. 醉的士兵。把他們帶到地窖來找我。古 Drunk warriors. Bring them to me, to the cellar. W103 1075208-[0] The Ancient One craves blood.<br><br>Ph'nglui 老之人渴望鮮血。<br><br>Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn. fhtagn. Narrative In-game texture embedded words Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Retention unmarked W104 1075819-[0] Gvialen! Oral/dialogic Subtitling asset Audiovisual stimuli Implicit information Contacting gameplay Audiovisual stimuli Implicit information Contacting gameplay Retention unmarked Gvialen! 275 Asset String ID number Source File Asset source text W105 1075823-[0] Er'chyl vatt'ghern! Jester had one task. ONE. To write incantations on the ribbons used in creating the golem. And what did he do? Made a dog's dinner of it, of course - and as a result, instead of a guard we have a murderer walking our lab. And I asked, "Did you double check the incantations?" "Oh, aye, yessiree.""Are you sure?" "Sure as shooting, aye." And yet the results prove otherwise. To think that I could have had one of my students do W106 1076446-[0] it instead of that imbecile...<br><br>We've barricaded ourselves in, but he'll get us, it's only a matter of time. At least I can dull the horror of my last minutes with fisstech - prime quality stuff, at that. We would have garnered top coin for it... had Jester not been a complete, and probably illiterate, idiot. Well, guess I didn't have many years left in me anyways, and better to go out with a bang than to die slowly in a hospital. So I suppose it's <i>va faill</i>, cruel World! They say you can't catch an elf in the woods. Oh, you can, in fact. You just gotta try real hard. We've got living proof in our camp - a Scoia'tael archer. I thought we'd eliminated all those vermin after the last Nilfgaard war, but it seems we missed some.<br><br>I'd rather hang the W107 1076858-[0] long-ears right off. Well, maybe after a couple days of torture, but still, hanging's what he needs. Thing is, Cula says as long as we have him alive and in our camp, the other Squirrels won't attack us, outta fear we'll kill him before they can stop us.<br><br>I listened to his advice - and so far I don't regret it. Used to be an arrow'd come flying Text type & Asset type Asset target text EN immersion components Character identification Plot construction Audiovisual stimuli Implicit information Contacting gameplay Character identification Plot construction ZH-TW immersion components Character identification Plot construction Audiovisual stimuli Implicit information Contacting gameplay Character identification Plot construction Narrative In-game texture embedded words Visual stimuli Implicit information World construction Visual stimuli Explicit information World construction Specification addition Narrative In-game texture embedded words Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Retention unmarked Oral/dialogic Subtitling asset Er'chyl vatt'ghern… 那小丑就只有一個工作,就一個而已。 在用來創造魔像的緞帶上寫下咒文。結 果咧,他做了什麼好事?亂寫一通,想 當然耳,結果我們的實驗室裡冒出來了 個殺人機器。我問他:「你確認過咒文 了嗎?」「是的,先生。」「你確定 嗎?」「確定得不得了。」結果根本不 是這麼一回事。我大可找個學生做,結 果竟然找了那個廢物...<br><br>我們把 自己關在房間裡頭,但他肯定會逮到我 們,只是時間問題。至少我可以用麻藥 粉讓我的最後時光不那麼害怕,這還是 頂級品質的咧。我們原本可以賺大錢... 如果那不識字的小丑沒那麼笨的話。我 猜我沒剩下幾個年頭可活裡,那乾脆轟 轟烈烈的離開人世,至少比老死在醫院 還好吧。<i>Va fail</i>,再見了,這殘 忍的世界! 聽說在森林裡抓不到精靈。才怪,其實 抓得到呢,只是需要多努力點罷了。我 們的營區裡就有個活生生的例子,是個 松鼠黨的弓箭手。我以為最後一次尼弗 迦德戰爭時,我們已經把這些害蟲全都 清除乾淨了,看來還有些漏網之魚。 <br><br>我恨不得把那長耳朵的直接吊 死。不對,要先折磨個幾天,然後再吊 死。不過,古拉說只要他還活著,人在 我們的營區裡,其他松鼠就不會攻擊我 們,深怕在他們阻止我們之前,我們就 把他殺了。<br><br>我聽了他的建議, 276 Translation strategies TL adjust Asset String ID number Source File Text type & Asset type Asset source text Asset target text towards your arse every two steps, now it's dead quiet. That elf stays calm, doesn't eat much, and when you get some vodka in him, he even sings in that language of theirs, pretty good, too. "Bl’oede dh’oine, aespere evellienn,” or something like that. Must be about flowers, sunshine - they love that shite. 到現在還沒什麼好後悔的。以前每走兩 步就有支箭朝你的屁股飛過來,現在這 裡一片死寂。那精靈不太掙扎,也不吃 東西,把他灌點伏特加,他甚至還會用 他們的語言唱歌,還很好聽的咧。 「Bl'oede dh'oine, aespere evellienn」大概 是這樣吧。大概是跟什麼花朵陽光有 關,他們最愛這些鬼玩意。 <i>N'arache aen woed endicen [Let sleeping arachasae lie].</i><br>– Elven proverb<br><br>Powerful pincers, a maw filled with razor-sharp teeth and venom glands packed W108 1077284-[0] with deadly toxins – these constitute the arachas' deadly arsenal. Since people and farm animals make up an important part of these creatures' diet, contracts on arachasae in turn constitute an important source of witcher coin.<br> <i>Traveling</i><br><br>N'aen aespar a me – Don't shoot me.<br>M'aespar que va'en, ell'ea? – Are you going to shoot me, or what?<br>Caelm, evellienn! – Calm down, everyone!<br>Gar'ean! N'te va! – Watch out! Don't go in there!<br>Glaeddyv vort! – Drop your sword!<br><br><i>On a romantic outing</i><br><br>Ess've vort shaente aen… – W109 1077518-[0] Sing me a song about...<br> Va'en aesledde, ell'ea? – We'll go for a sleigh ride, all right?<br>Elaine tedd a'taeghane – Lovely weather we're having.<br>Caen me a'baethe? – Give me a kiss?<br>N'te dice'en – Don't say anything. <br><br><i>Shopping</i><br><br>Mir'me vara – Show me your goods.<br>Naev'de aen tvedeane – Ten a dozen. <i>N’arache aen woed endicen [別喚醒睡 著的蟹蜘蛛]。</i><br>–精靈諺語 <br><br>強力的鉗子、長滿尖牙的嘴、 Narrative 滿是劇毒的毒腺–蟹蜘蛛的致命武器非常 In-game texture 多。人類與農田動物是這種生物的重要 embedded words 食物,所以獵捕蟹蜘蛛的工作也是狩魔 獵人的重要收入來源。<br> <i>旅行</i><br><br>N'aen aespar a me – 不要射我。<br>M'aespar que va'en, ell'ea? – 你是要不要射我?<br>Caelm, evellienn! – 大家冷靜!<br>Gar'ean! N'te va! – 小心!不要進去!<br>Glaeddyv vort! – 把劍拋開!<br><br><i>浪漫約會 </i><br><br>Ess've vort shaente aen… – 唱首…的歌給我聽。<br> Va'en aesledde, ell'ea? – 我們去玩雪橇吧,好嗎? <br>Elaine tedd a'taeghane – 今天天氣真 好。<br>Caen me a'baethe? – 親我一下? <br>N'te dice'en – 別說話。<br><br><i> 購物</i><br><br>Mir'me vara – 給我看看 你在賣些什麼。<br>Naev'de aen tvedeane – 十元一打。 古代語詞彙表<br><br>諸多作者合著。 A work by many authors.<br><br>Aard – <br><br>Aard – 高山,多山的<br>Aark – mountain, mountainous, upper<br>Aark – 浮冰<br>Addan – 跳舞<br>Aen – 從,去 W110 1077521-[0] floe<br>Addan – dancing<br>Aen – from, to<br>Aep – of, in<br>Arse – rump<br>Beanna <br>Aep – 我<br>Arse – 後臀<br>Beanna – woman<br>Blath – flower<br>Bleidd – – 女人<br>Blath – 花<br>Bleidd – 狼 277 EN immersion components ZH-TW immersion components Translation strategies Visual stimuli Explicit information World construction Visual stimuli Explicit information World construction Retention unmarked Narrative In-game texture embedded words Visual stimuli Explicit information World construction Visual stimuli Explicit information World construction Retention unmarked Narrative In-game texture embedded words Visual stimuli Explicit information World construction Visual stimuli Explicit information World construction Retention unmarked mistranslation Asset String ID number Source File Asset source text Text type & Asset type Asset target text wolf<br>Bloed – blood<br>Bloede – bloody (also used in oaths)<br>Caer – castle, keep<br>Caerme – fate, destiny<br>Ceádmil – greetings<br>Deith – flame<br>Deireadh – end<br>Dh’oine – human<br>Dhu – black<br>Dice – to speak<br>Elaine – beautiful<br>Evall – horse<br>Foilé – mad<br>Gláeddyv – sword<br>Gvalch’ca – shefalcon<br>Hen – old, elder<br>Ichaer – blood<br>Muire – sea<br>Modron – mother<br>Morvud – enemy<br>Neén – no<br>Seidhe – elf<br>Sor’ca – sister<br>Tedd – time<br>Tor – tower<br>Va fail – farewell<br>Vatt’ghern – witcher<br>Woed – forest<br>Zireael – swallow <br>Bloed – 血<br>Bloede – 鮮血的(也 用在誓言中)<br>Caer – 城堡、堡壘 <br>Caerme – 命運<br>Ceádmil – 打招呼 <br>Deith – 火焰<br>Deireadh – 白色 <br>Dh'oine – 人類<br>Dhu – 黑色 <br>Dice – 說<br>Elaine – 漂亮<br>Evall – 馬<br>Foilé – 生氣<br>Gláeddyv – 劍 <br>Gvalch'ca – 隼<br>Hen – 老的 <br>Ichaer – 血<br>Muire – 海 <br>Modron – 母親<br>Morvud – 敵人 <br>Neén – 不<br>Seidhe – 精靈 <br>Sor'ca – 姊妹<br>Tedd – 時間 <br>Tor – 高塔<br>Va fail – 再會 <br>Vatt'ghern – 狩魔獵人<br>Woed – 森 林<br>Zireael – 燕子 <i>Ne t'aervenne comm Nordling!(別像 <i>Ne t'aervenne comm Nordling! [Don't you behave like a Nordling!]</i><br>--Nilfgaardian 個北方佬一樣!)</i><br>—尼弗迦德俗 expression<br><br>"Nordling" is an umbrella 話<br><br>「北方佬」是所有北方各國 term for all inhabitants of the Northern Realms, 的人的統稱,通常是尼弗迦德人會用的 Narrative used mostly by Nilfgaardians and, more rarely, 詞,偶爾史凱利傑人會用。這個詞非常 In-game texture W111 1078325-[0] the people of Skellige. It is a highly offensive 不禮貌,背後暗示著懶惰、奸詐、野蠻 embedded words name, which implies laziness, treachery, barbarity and excessive lust. I would like to say 與過高的性慾。我很想說我們不該有這 that we do not deserve such a damning reputation 樣的刻板印象──但我的原則是盡量不說 謊。 -- however, I generally try not to lie. W112 592402-[4] You are stubborn, dh'oine. W113 1080601-[0] Darl'len, Aen Seidhe! Neen evelienn Scoia’tael marw. Cáemm aep W114 1080602-[0] woedd, holl Aen Seidhe. Darganfod an uniade ninnau. Ymladda dh’oine. Ess'tedd, esse creasa. W115 517520-[6] Ceádmil, Aen Saevherne. 你很頑固,人類。 Oral/dialogic Subtitling asset Darl'len, Aen Seidhe! Narrative In-game texture embedded words Neen evelienn Scoia’tael marw. Cáemm Narrative aep woedd, holl Aen Seidhe. Darganfod an In-game texture uniade ninnau. Ymladda dh’oine. Ess'tedd, embedded words esse creasa. Oral/dialogic (精靈語)精靈女術士,你好。 Subtitling asset 278 EN immersion components ZH-TW immersion components Translation strategies Visual stimuli Explicit information World construction Visual stimuli Explicit information World construction Audiovisual stimuli Implicit information Character identification Plot construction Visual stimuli Implicit information World construction Audiovisual stimuli Explicit information Character identification Plot construction Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Retention unmarked Audiovisual stimuli Contacting gameplay Audiovisual stimuli Contacting gameplay Contextualization by addition Retention unmarked Calque Retention unmarked Asset String ID number Source File Asset source text Hael Her'zaer! E'er y gloir. Ard Feain ess na'ar! <br><br>Don't understand what you just read? No wonder - it's in Nilfgaardian! And soon half W116 1080897-[0] the World will be speaking this mysterious tongue! So you'd best start learning it now - and yours truly can help you with that, for a very modest fee.<br><br>–Ernest of Vicovaro W117 555324-[0] {Bloeeeeeed! } [Blooood!] W118 1040836-[0] Bloede dh'oine… W119 490914-[0] W120 1162005[patch1] Text type & Asset type Asset target text Hael Her'zaer! E'er y gloir. Ard Feain ess na'ar! <br><br>看不懂嗎?當然了,這是 尼弗迦德語!不久後世界上一半的地方 Narrative In-game texture 都會說這種神秘語言了!建議您現在就 embedded words 開始學習,在下可以以低廉價格當您的 家教。<br>—維可瓦洛的恩司特 {Bloeeeeeed! } [血!] Oral/dialogic Subtitling asset Voiceover asset Bloede dh'oine… Oral/dialogic Subtitling asset A'Chionn Radovid aen a'caelme tedd ess'saovine! (精靈語)聽說拉多維德在策劃陰謀! Janne,<br><br>Dean Marcellus has made it clear that as a specialist in postconjunctive species I am to provide you with all the help necessary in preparing for the trip you are planning. Maybe I will start with a warning: it's pure madness. Assuming that you survive teleportation -- and opening a stable portal several dozen meters above the ground is, as you know, highly risky -you will then be torn to shreds. As much as Vampires Superiores are actually rational creatures with developed cognitive and analytical functions, other species may be less open to attempts to make contact.<br><br>If by chance you do live to have an audience with this Unseen Elder, do the following immediately: genuflect, 珍恩:<br><br>因為我是天球交會後物 種的專家,馬賽拉斯󠄀院長指派我盡力協 助你規劃這一趟旅程。首先我該給你一 個警告:這計劃簡直太瘋狂了。即使你 活過傳送過程——如你所知,在離地好 幾十公尺的地方打開穩定的傳送門風險 非常高——你也很快會被撕得粉身碎 骨。雖然高等吸血鬼是理性的生物,具 有高度發展的認知與分析能力,但其他 物種對你可能不會有如此包容的態度。 <br><br>如果你十分幸運,真的見到了 這位暗影長者,請你立刻下跪,用他們 語言打招呼:「eclthi, lautni ama」,然 後獻出我隨信附上的哈克蘭霰石水晶作 279 Oral/dialogic Subtitling asset Narrative In-game texture embedded words EN immersion components Implicit information Character identification World construction ZH-TW immersion components Explicit information Character identification World construction Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Audiovisual stimuli Explicit information Contacting gameplay Character identification World construction Audiovisual stimuli Implicit information Contacting gameplay Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Explicit information Contacting gameplay Character identification World construction Audiovisual stimuli Implicit information Contacting gameplay Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Contextualization by addition Retention unmarked Asset String ID number Source File Text type & Asset type Asset source text Asset target text say words of greeting in their language -- "eclthi, lautni ama" -- and place on the ground the attached Haakland aragonite crystal as a gift. Then, and only then, is there the slightest chance that you will be heard. But, by the gods, speak quickly and don't waste your words.<br><br>Jochen Brandt 為禮物。完成以上步驟,你才稍稍有一 點機會能與暗影長者說到話。但千萬千 萬長話短說,別講廢話。<br><br>-喬辰‧ 布蘭特 Tomas Moreau, professor<br>Ellas k'havani allder aen Dol Naev'de, ellas allder n'corrason. Glorsann a'Aelirenn. 托瑪斯󠄀‧莫呂教授<br>「Ellas k'havani allder aen Dol Naev'de, ellas allder n'corrason. Glorsann a'Aelirenn.」 Narrative Subtitling asset W122 490912-[0] N'elaine tedd a'taeghane. (精靈語)別再下雨了。 Oral/dialogic Subtitling asset W123 546802-[2] {Coltais grìffean ess'a'anval. } [They say the griffin attacked again.] {Coltais grìffean ess'a'anval. } [獅鷲獸又 開始攻擊人了。] Oral/dialogic Subtitling asset Voiceover asset W124 546803-[2] {Aep thorp? } [In the village?] {Aep thorp? } [在村莊裡嗎?] Oral/dialogic Subtitling asset Voiceover asset W125 553820-[2] {Esse go'deff? Math. Tha seo tuveaann esse'cuir aep klu. Evan, sàbh a me. } [That hurts? Good. The necrosis has stopped at your knee. Evan, saw, please.] {Esse go'deff? Math. Tha seo tuveaann esse'cuir aep klu. Evan, sàbh a me. } [痛 嗎?很好,看來細胞壞死的情況只有到 膝蓋。伊凡 ,請給我鋸子。] Oral/dialogic Subtitling asset Voiceover asset W126 553821-[2] {Aen sàbh?!} Gheh-- Aaargh! [A saw?!] {Aen sàbh?! } [鋸子?!] Oral/dialogic Subtitling asset Voiceover asset W127 553822-[2] {Que esse'bar aen cas? Aep beseta? } [How would you prefer I remove your leg? With tweezers?] {Que esse'bar aen cas? Aep beseta? } [要不 Oral/dialogic Subtitling asset 然你要我怎麼幫你截肢?用鑷子?] Voiceover asset W121 1206645[patch1] 280 EN immersion components Visual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Visual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Contextualization by addition Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type W128 554445-[2] {Leig leam, sheyss! } Aaaaargh! [Stop, dammit!] W129 554447-[2] {Evan, vedrai. Esse'cuir an prop ar'ne {Evan, vedrai. Esse'cuir an prop ar'ne teanga esse'nag. } [Evan, hold him. And gag him lest he teanga esse'nag. } [伊凡,抓住他,塞住 bite off his tongue.] 他的嘴,免得他咬掉自己的舌頭。] W130 561458-[2] {Neen, aep straede. Mar'sandean carbad. } [No, on the road. A merchant's wagon.] {Neen, aep straede. Mar'sandean carbad. } Oral/dialogic [不,是在路上,這次是攻擊了商人的馬 Subtitling asset Voiceover asset 車。] W131 561460-[2] {Ess'dice fir'inn. Nord ess ulf'heidan an moeras. } [It's true what they said at home. The North is nothing but swamps and monsters.] {Ess'dice fir'inn. Nord ess ulf'heidan an Oral/dialogic moeras. } [家鄉的人說得果然沒錯,北方 Subtitling asset Voiceover asset 什麼沒有,沼澤和怪物最多。] W132 561462-[2] {Esse'droog moeras, esse'tuv'en ulf'heidan. Mire, deich eate'n n've en esseath, esseath òrdan que'cail me caer. } [We will drain the swamps and kill the monsters. Ten years - less even, and it will be like home, you will see.] {Esse'droog moeras, esse'tuv'en ulf'heidan. Mire, deich eate'n n've en esseath, esseath òrdan que'cail me caer. } [放心,只要我們 Oral/dialogic 把沼澤的水抽乾,把那些怪物都殺死, Subtitling asset Voiceover asset 跟你說,不用十年,這裡就會變得和我 們家鄉一樣。] W133 562830-[2] {Ess've vairich? Corpail'ear Cerid ess marv. } [Did you hear? Corporal Cerid is dead.] {Ess've vairich, corpail'ear Cerid ess marv? } [你聽說了嗎?傑里德下士死 了。] W134 562831-[2] {Cerid? Cerid Stàilinn Ceann? N'ees theenk a faigh aep evellien Nordling badass cò tuve'an esan. } [Cerid? Steelskull Cerid? I did not think there was a Nordling capable.] {Cerid? Cerid Stàilinn Ceann? N'ees theenk a faigh aep eveliien Norlding badass cò Oral/dialogic tuve'an esan. } [傑里德?是那個鐵血教頭 Subtitling asset 傑里德?我以為北方人沒一個能打得贏 Voiceover asset 他。] Asset target text {Aaaaargh!!! Leig leam, sheyss! } [啊啊 啊!!!住手,該死的!] 281 Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies TL adjust Retention unmarked Retention unmarked Retention unmarked Retention unmarked TL adjust Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W135 562832-[2] {An n'faigh. } [There wasn't.] Oral/dialogic {An n'faigh. } [他不是被北方人殺死的。] Subtitling asset Voiceover asset W136 563115-[2] {Ess soond jakkten. } [Good hunting to you.] {Ess soond jakkten. } [祝你獵獸順利。] W137 563228-[2] {Ess’va dicette, esan morv aep pest. Es heet. Dhu gucagan yn niss, yn niss.}[The word is disease took him. A fever. Black boils in his armpits, his armpits.] {Ess'va dicette, esan morv aep pest. Es heet. Dhu gucagan yn niss, yn niss. } [聽說 Oral/dialogic Subtitling asset 他是生病死的,除了發燒,腋下還長了 Voiceover asset 一些黑色的沸泡。] W138 563230-[2] {N’ess dicette hy’in! Phoilitigeac ess feargach.}[Do not speak of this. It's unpopular with the political officers.] {N'ess dicette hy'in! Phoilitigeac ess feargach. } [不過可別四處宣揚,那些政 治官員對這種事很敏感。] W139 592059-[2] {Yeá. Faill vear'thainn. } [Of course. It's drizzlin' {Yeá. Faill vear'thainn. } [果然,又下雨 again.] 了。] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset Ard Feainn! Just what we needed… a witcher with stones of granite! 烈日呀!上天救了我們一命⋯我們正需要 Oral/dialogic Subtitling asset 個有膽量的狩魔獵人呢! W141 592072-[2] {Aen Ard Feain! } [By the Great Sun!] {Aen Ard Feain! } [以烈日之名!] Oral/dialogic Subtitling asset Voiceover asset W142 592086-[2] {Larwm! Aaaaaaa!}[Help! Aaaaaa!] {Larwm! Aaaaaaa! } [救命!啊!] Oral/dialogic Subtitling asset Voiceover asset W140 1151846[bob] 282 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Shift Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset Voiceover asset W143 592104-[2] {Glòir aen Ker'zaer! } [Glory to the Emperor!] {Glòir aen Ker'zaer! } [榮耀歸皇帝!] W144 592119-[2] {Ech, elaine tedd a'taeghane... Aep Aevon y Alba... } [Ahh, the Alba must look lovely this time of year...] {Ech, elaine tedd a'taeghane... Aep Aevon y Oral/dialogic Subtitling asset Alba... } [哎,阿爾巴這時候一定很美...] Voiceover asset W145 592123-[2] {Ess se'ege aen a'vean! } [Victory is within us!] {Ess se'ege aen a'vean! } [勝利操之在 握!] W146 592133-[2] {Glòir aen Ard Feain! } [Glory to the Great Sun!] {Glòir aen Ard Feain! } [榮耀歸偉大的太 Oral/dialogic Subtitling asset 陽!] Voiceover asset Oral/dialogic Subtitling asset Voiceover asset {Squaess, que? } [抱歉,什麼?] Oral/dialogic Subtitling asset Voiceover asset (精靈語)私梟… Oral/dialogic Subtitling asset W149 1049561-[2] {Va caelm! } [Calm down!] {Va caelm! } [冷靜點!] Oral/dialogic Subtitling asset Voiceover asset W150 1049567-[2] {Glaeddyv vort. } [Set your sword down.] {Glaeddyv vort. } [把劍放下來。] Oral/dialogic Subtitling asset Voiceover asset W147 1049551-[2] {Squaess, que? } [I'm sorry, what?] W148 490719-[0] Hav'caaren… 283 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Contextualization by addition Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W151 1049574-[2] {Hael Ker'zaer. } [Long live the emperor.] {Hael Ker'zaer. } [皇帝萬歲。] Oral/dialogic Subtitling asset Voiceover asset W152 1049576-[2] {N'ees tedd a thu. } [I've no time for you.] {N'ees tedd a thu. } [我沒時間理你。] Oral/dialogic Subtitling asset Voiceover asset W153 1049578-[2] {Bu'rac. } [Bumpkin.] {Bu'rac. } [鄉巴佬。] Oral/dialogic Subtitling asset Voiceover asset W154 1049580-[2] {Gàrdan! } [Guards!] {Gàrdan! } [守衛!] Oral/dialogic Subtitling asset Voiceover asset {Ess tolla'va, hoersoon?! Esse'faigh va arbaith W155 1051306-[2] hwer... } [Are you bored, whoresons?! I'll find you something to do...] {Ess tolla'va, hoersoon?! Esse'faigh va Oral/dialogic arbaith hwer... } [混帳,無聊了是不是? Subtitling asset Voiceover asset 我可以給你們找事做沒關係...] {Iarr'va beannen aep Temeria? } [你們想找 Oral/dialogic Subtitling asset 泰莫利亞的農村妹妹是不是?] Voiceover asset W156 1051310-[2] {Iarr'va beannen aep Temeria? } [You crave Temerian peasant wenches, eh?] W157 1051312-[2] {Rach, sheyss! Yn, twe! } [More, shitfaces! One, {Rach, sheyss! Yn, twe! } [再來!一、 two!] 二!] W158 1051314-[2] Oral/dialogic {Ess fad air va aep boaeran! Begript?! } [You're {Ess fad air va aep boaeran! Begript?! } [不 Subtitling asset to stay away from the hayseeds! Understood?!] 准接近那些鄉巴佬!懂嗎?!] Voiceover asset 284 Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File W159 1051316-[2] Asset source text {Lager hoal! Ess'dice, lager! } [Arses lower! Lower, I say!] Text type & Asset type Asset target text {Lager hoal! Ess'dice, lager! } [屁股給我 低一點!低一點!] Oral/dialogic Subtitling asset Voiceover asset {Dure pump, hoalan aep ker'zaeran zaighde'ran {Dure pump, hoalan aep ker'zaeran Oral/dialogic W160 1051318-[2] snasta aarde. } [An imperial soldier's arse should zaighde'ran snasta aarde. } [皇家軍隊兵每 Subtitling asset be flat to the ground with each push-up.] 做一次伏地挺身,屁股要跟地面平行!] Voiceover asset W161 1071821-[2] {Quess'aen a va?! } [What are you doing?!] {Quess'aen a va?! } [你在幹嘛?] Oral/dialogic Subtitling asset Voiceover asset W162 1071823-[2] {Veldi math.}[Very well.] You asked for it. {Veldi math. } [很好,這是你自找的。] Oral/dialogic Subtitling asset Voiceover asset W163 1072778-[2] {Math. } [Better.] {Math. } [好多了。] Oral/dialogic Subtitling asset Voiceover asset W164 1072782-[2] {Ess'reusanth. } [Wise.] {Ess'reusanth. } [聰明。] Oral/dialogic Subtitling asset Voiceover asset W165 592066-[2] {Bloede Nordling. } [死北方人。]. Oral/dialogic Subtitling asset Voiceover asset {Ess bloede joc? } [你是在開玩笑嗎?] Oral/dialogic Subtitling asset Voiceover asset {Bloede Nordling. } [Bloody Nordling]. W166 1049549-[2] {Ess bloede joc?}[Is this some bloody jest?] 285 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W167 1049565-[2] {Que suecc's? } [What's going on?] {Que suecc's? } [你好嗎?] Oral/dialogic Subtitling asset Voiceover asset W168 592061-[2] {E'er y glòir. } [Honor and glory.] {E'er y glòir. } [榮耀與光榮。] Oral/dialogic Subtitling asset Voiceover asset W169 592064-[2] {Que? } [What?] {Que? } [什麼?] Oral/dialogic Subtitling asset Voiceover asset W170 1175240[bob] 那些⋯該死的強盜商人工會已經支配這片 That… bloede hanse had terrorized this land too Oral/dialogic 土地太久了。謝謝你的幫忙,狩魔獵 long. Thank you for your aid, vatt'ghern. Subtitling asset 人。 {N'een! } [不!] Oral/dialogic Subtitling asset Voiceover asset W172 1049545-[2] {Heer? } [Sir?] {Heer? } [先生?] Oral/dialogic Subtitling asset Voiceover asset W173 1051308-[2] {Esse pump! Yn, twe! } [Push-ups! Now!] Oral/dialogic {Esse pump! Yn, twe! } [伏地挺身預備!] Subtitling asset Voiceover asset W174 1051320-[2] {Yn, twe, yn, twe! } [One, two, one, two!] Oral/dialogic {Yn, twe, yn, twe! } [一、二、一、二!] Subtitling asset Voiceover asset W171 592115-[2] {N'een! } [ No!] 286 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Shift Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset Voiceover asset W175 569510-[3] {Vissean ess'va aen Novigrad?}[Have the envoys {Vissean ess'va aen Novigrad? } [使者從 returned from Novigrad?] 諾維格瑞回來了嗎?] W176 569511-[3] {Yeá… An neen. Raadsliden ae'enect, es Tunn esse saor an neenphàir.}[Yes, empty-handed. The ealdormen decreed the city shall remain independent and neutral.] {Yeá... An neen. Raadsliden ae'enect, es Tunn esse saor an neenphàir. } [回來了… 但是一無所獲。參事決議全城應保持獨 立和中立。] Oral/dialogic Subtitling asset Voiceover asset W177 569512-[3] {Ess'va dearf?}[Are you certain?] {Ess'va dearf? } [你確定嗎?] Oral/dialogic Subtitling asset Voiceover asset W178 569513-[3] {Esse ma a strigean aep Foltest aen {Esse ma a strigean aep Foltest aen carnnan. } carnnan. } [或許他要去解決地下墓窖的 [Perhaps he's to clear the catacombs - strigas left 怪物。從弗爾泰斯󠄀特時代起,那裡就一 over from Foltest's days.] 直有吸血妖鳥。] W179 569515-[3] {Caen vyos? Ae'vyos que'ess imbael. Essa ssant. Ess'va Nordling.}[Perhaps. Who knows how many he sired. Lecherous, he was. Typical Nordling.] {Caen vyos? Ae'vyos que'ess imbael. Essa ssant. Ess'va Nordling. } [可能吧,誰知道 Oral/dialogic Subtitling asset 他究竟播了多少種…大家都說他好色至 Voiceover asset 極。真是典型的北方人。] W180 569998-[3] {Esse'sidh avside aep feansa neen math theenk. Neen cofhurtail an ennv pa vall. } [Straddling the fence - foolish idea. Not only uncomfortable, but one is liable to fall.] {Esse'sidh avside aep feansa neen math theenk. Neen cofhurtail an ennv pa vall. } Oral/dialogic [見風轉舵的作法實在太愚蠢了,不僅拙 Subtitling asset Voiceover asset 劣,也很容易失足。] W181 570000-[3] Oral/dialogic {Ess vraag, que'ss side…}[Question is, to which {Ess vraag, que'ss side... } [只是不知道要 Subtitling asset side…] 轉向哪一邊…] Voiceover asset W182 570001-[3] {Dùth. Visse var Attre ess pa'as aep.}[The right one. Ambassador var Attre will make certain.] {Dùth. Visse var Attre ess pa'as aep. } [當 然是轉向正確的一邊,亞卓使節會處理 這件事。] 287 Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type W183 570177-[3] {Ym'grymie aep Aard Ker'zaer, Deithwen Addan yn Carn aep Morvudd, Emhyr var Emreis!}[Bow before His Imperial Majesty, The White Flame Dancing on the Graves of his Foes, Emhyr var Emreis!] {Ym'grymie aep Aard Ker'zaer, Deithwen Oral/dialogic Addan yn Carn aep Morvudd, Emhyr var Emreis!<br>} [大帝陛下,在其敵人墳上 Subtitling asset Voiceover asset 飛舞之白焰,恩希爾.恩瑞斯󠄀大帝!] W184 570207-[3] {Areir aep tho orde... } [As Your Majesty wished…] {Areir aep tho orde... } [承陛下所願…] W185 570209-[3] {Evelienn namyn vatt’ghern va vort.}[All except {Evelienn namyn vatt'ghern va vort. } [全 the witcher will leave.] 部的人都出去,狩魔獵人留下。] W186 570796-[3] {Evelienn. Katte áth, tve gláeddyven. Essa vatt’ghern.}[Wholly. Cat eyes, two swords - a witcher.] {Evelienn. Katte áth, tve gláeddyven. Essa vatt'ghern. } [百分之百確定,像貓一般銳 Oral/dialogic Subtitling asset 利的眼睛,帶著兩把劍…就是狩魔獵 Voiceover asset 人。] W187 570811-[3] {Allaidh. } [Barbarians.] {Allaidh. } [淨是些野蠻人。] W188 575870-[3] {Tedd a'taeghane, en'ca land n'ees a evelloë saor. Aep Toussaint…}[These days it's unwise for small realms to remain fully independent. Take Toussaint…] {Tedd a'taeghane, en'ca land n'ees a evelloë saor. Aep Toussaint... } [現在這種情況, Oral/dialogic Subtitling asset 小國想搞獨立實在不怎麼明智,像是陶 Voiceover asset 森特…] W189 582405-[3] Oral/dialogic {Gàrracaer ess mëot leeg caer. } [The garden was {Gàrracaer ess mëot leeg caer. } [這花園照 Subtitling asset to be empty.] 理來說不該有人。] Voiceover asset W190 582407-[3] {A'ess, Aard Ker'zaer. N'evellien am {A'ess, Aard Ker'zaer. N'evellien am caed…} [It caed…} [ 陛下說得沒錯,任何人都不 was, Your Imperial Majesty. No one was to…] 該…] Asset target text Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset 288 Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset Voiceover asset {Ax. } [斧頭。] W191 582414-[3] {Ax. } [Axe.] W192 1050605-[3] {Esse clytie... Hyn vrae breinne gardd? } [These {Esse clytie... Hyn vrae breinne gardd? } [這些花圃…這也叫皇家花園嗎?] flower beds… they call this the royal garden?] Oral/dialogic Subtitling asset Voiceover asset {En celfyd daen garddvrae esse plenten aep Oral/dialogic {En celfyd daen garddvrae esse plenten aep W193 1050607-[3] Nord, marche. } [Seems the horticultural arts are Nord, marche. } [看來北邊的園藝技術還 Subtitling asset still in their infancy in the North.] Voiceover asset 有得發展。] {Ymherodr caisse hvandre slafie aep caer'den duges Vicovaro. Glaenne esse plasse.}[The W194 1050609-[3] emperor will soon bring in a hundred slaves from the duchess of Vicovaro's court. They'll tidy the palace up.] W195 1050611-[3] {Hvandr gallu esse nac'gvasse.}[A hundred might not suffice.] {Ymherodr caisse hvandre slafie aep caer'den duges Vicovaro. Glaenne esse Oral/dialogic plasse. } [大帝很快就會從維可瓦洛女爵 Subtitling asset 宮殿帶回一百名奴隸,到時候他們就會 Voiceover asset 把皇宮刷乾淨了。] {Hvandr gallu esse nac'gvasse... } [說不定 Oral/dialogic Subtitling asset 一百個奴隸還不夠啊…] Voiceover asset {En celfyd daen sychiad hefyd, cassve caen W196 1050634-[3] gvelede tu meve. } [The cleaning arts as well, judging by what I've seen inside.] {En celfyd daen sychiad hefyd, cassve caen Oral/dialogic gvelede tu meve. } [清掃技術也一樣,裡 Subtitling asset Voiceover asset 面真是髒死了。] W197 447749-[4] Tan, marvorae, cynnaeu! (咒語)Tan、Marvoraec、Cynnaeu! Oral/dialogic Subtitling asset W198 487144-[4] Went like this: "Va fail, elaine, ceàdmil folie! Glaeddyv dorne aep t'enaid, bunn'droh ithne i'yachus." 大概是這樣:「Va fail, elaine, ceàdmil folie! Glaeddyv dorne aep t'enaid, bunn'droh ithne i'yachus」。 Oral/dialogic Subtitling asset 289 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W199 491076-[4] Faeren, angau. (咒語)Faeren, angau. Oral/dialogic Subtitling asset W200 491085-[3] Caesle, angaef. (咒語)Caesle, angaef. Oral/dialogic Subtitling asset W201 499133-[4] Icht'am'Azrain. Icht'am'Azrain。 Oral/dialogic Subtitling asset W202 504650-[4] Yn all’an daonna ar ais… (咒語)Yn all’an daonna ar ais… Oral/dialogic Subtitling asset Warfare did not appeal to me. My vathair, however - meaning, my father… 戰爭可不吸引我。但我爹⋯我父親⋯ Oral/dialogic Subtitling asset 許多人認為「艾恩.賽赫涅」就是指賢 者…其實不過是古代語當中的術士。不 過要是把賢者當成一般的法師,就像是 把嘴裡叼根菸、新入伍的大兵跟狩魔獵 人相提並論,只因為兩者手裡都握了把 劍。<br><br>賢者會使用魔法沒錯,而 且他的技巧比人類法師更加純熟、強 大。不過,精靈賢者的地位和聲譽之所 以崇高,並非是因為魔法技術,而是因 為他們擁有一項稀有的能力。<br>在精 靈賢者眼裡沒有秘密,他們可以同時看 到過去、現在、未來。精靈賢者精通所 有魔法領域,也在所有學術境界達到頂 尖。只有他們懂得長者之血和勞拉.朵 蘭的基因的本質,而且懂得如何利用。 Narrative In-game texture embedded words W203 1175242[bob] Many think “Aen Saevherne“ - meaning Sage - is simply the Elder Speech term for sorcerer. Yet to equate a Sage with a common practitioner of magic is akin to considering a newly-drafted private, hay sticking out of his breeches, a witcher's equal simply because both wield swords.<br><br>A Sage wields magic, true, and does so with greater skill than even the most W204 1058798-[0] accomplished of human mages. The great renown and regard in which they are held, however, comes not from this skill but from the other, truly rare abilities they possess.<br><br>Nothing is secret for an elven Sage. They see both past and future as easily as the present. They have mastery over all the arcana of magic as well as every domain of scholarship. They are the only ones who 290 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Implicit information World construction Visual stimuli Implicit information World construction Translation strategies Specification addition Specification addition Retention unmarked Specification addition Deliberate use of regional expressions Transliteration Asset String ID number Source File Asset source text understand the nature and operation of the socalled Elder Blood and the gene of Lara Dorren and they guard this knowledge jealously.<br><br>How numerous are the elven Sages? In all my life I have met only one, Ida Emean of the Blue Mountains. She might possibly be the last representative of this mysterious caste. It is true I have encountered mention a male elf who might also belong to it, but as of this writing I have been unable to confirm this. Text type & Asset type Asset target text EN immersion components ZH-TW immersion components Translation strategies 他們必死守護這些知識,絕對不外流。 <br><br>究竟有多少精靈賢者?我這輩 子只碰過一位,就是藍山的艾達.艾 敏。她很可能是這個神秘階級的最後一 位代表。我的確有聽說過有人提起一位 男性精靈賢者,但本書出版時我仍無法 證實這項消息。 W205 554449-[4] Shaar'az! Shaar'az! Oral/dialogic Subtitling asset W206 554450-[4] {Tabha'ar doin'ne. Ni linn yih'amar. } [Tend to them. We've no time to lose.] {Tabha'ar doin'ne. Ni linn yih'amar. } [快 解決他們,我們時間有限。] Oral/dialogic Subtitling asset Voiceover asset W207 554451-[3] {Raenn. } [Go.] {Raenn. } [快去。] Oral/dialogic Subtitling asset Voiceover asset W208 554452-[4] Shaent tah'vir! Shaent tah'vir! Oral/dialogic Subtitling asset W209 554637-[4] Da'arian annoi! Da'arian annoi! Oral/dialogic Subtitling asset W210 555149-[4] Marh'vae! Marh'vae! Oral/dialogic Subtitling asset 291 Visual stimuli Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Visual stimuli Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File W211 555150-[4] W212 555151-[4] Asset source text Salah vatt'ghern! Bloede varh'he! Text type & Asset type Asset target text Salah vatt'ghern! Bloede varh'he! Oral/dialogic Subtitling asset Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Oral/dialogic Subtitling asset Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction W213 558043-[4] Bhain'ne calar! Bhain'ne calar! Oral/dialogic Subtitling asset W214 553819-[4] Lillad geach! …Uuugh! Lillad geach-- 伊拉特及奇!可惡... !伊拉特... 啊! Oral/dialogic Subtitling asset W215 490717-[0] Aen'drean va, eveigh Aine! (精靈語)請保護我,不朽之光… Oral/dialogic Subtitling asset W216 590061-[4] Gvella, glan! (咒語)Gvella、glan! Oral/dialogic Subtitling asset W217 590837-[4] Egvane navr. (咒語)Egvane navr。 Oral/dialogic Subtitling asset 292 EN immersion components Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification World construction ZH-TW immersion components Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Transliteration Contextualization by addition Specification addition Specification addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W218 591730-[4] {Faeve'te, larenna luned. } [I await you, Daughter of the Gull.] {Faeve'te, larenna luned. } [海鷗的女兒, Oral/dialogic Subtitling asset 我等著妳。] Voiceover asset W219 591732-[4] {Arvegh t'va gláeddyv. } [Follow the sign of your sword.] {Arvegh t'va gláeddyv. } [跟隨寶劍的指 示。] Oral/dialogic Subtitling asset Voiceover asset W220 595856-[4] {N'ess a tearth. }[Don't be afraid.] {N'ess a tearth. } [別害怕。] Oral/dialogic Subtitling asset Voiceover asset Like in that elven tale about the frog and the lark. 好像精靈童話裡的青蛙和雲雀呀, 「inchu, inchu, beag broggha…」,「一 W221 1000659-[4] "Inchu, inchu, beag broggha…" "Inch by inch, little frog…" Heeheehee. 步又一步,小青蛙…」嘻嘻嘻。 Oral/dialogic Subtitling asset W222 1000967-[4] Byc'hane, gvyn, caeffyl! (咒語)Byc'hane、gvyn、caeffyl! Oral/dialogic Subtitling asset W223 1007412-[4] Blota himmel! Blota mylla! Blota himmel!Blota mylla! Oral/dialogic Subtitling asset W224 1016307-[4] {Woh erre sinde? Waen iche hene? } [Who are you? What am I doing here?] W225 1007603-[4] Skugga! Svarm! Vattna halla! {Woh erre sinde? Waen iche hene? } [你是 Oral/dialogic Subtitling asset 誰?我怎麼會在這裡?] Voiceover asset Skugga!Svarm!Vattna halla! 293 Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W226 1018055-[4] Blota himmel, blota mylla, braka och blixtar! Blota himmel,blota mylla,braka och blixtar!! Oral/dialogic Subtitling asset W227 1018536-[4] {Larenna luned. } [Daughter of the Gull.] {Larenna luned. } [海鷗的女兒。] Oral/dialogic Subtitling asset Voiceover asset W228 1018651-[4] {Esai isse. } [They're here already.] {Esai isse. } [他們來了。] Oral/dialogic Subtitling asset Voiceover asset W229 1029067-[4] {Vatt'ghern? } [A witcher?] {Vatt'ghern? } [狩魔獵人?] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset W230 1029070-[4] {Neen… Aaa… Waen nee… } [No… Aaahh… I {Neen… Aaa… Waen nee… } [不要… don't want to…] 啊…我不想…] W231 1029121-[4] {Moedron… Tuvean ess'cáemm aep me…} [Mother… death comes for me…] {Moedron… Tuvean ess'cáemm aep me… } [母親…死神來找我了…] Oral/dialogic Subtitling asset Voiceover asset W232 1029123-[4] {Iss'kund… aegeef a me es bloeede iss'kund } [Medicine… Give me the damn medicine…] {Iss'kund… aegeef a me es bloeede iss'kund } [藥…把藥給我…] Oral/dialogic Subtitling asset Voiceover asset {Gryggh… Larwm! Aenye!… Radowid ess a'vean… *Cough* Larwm! } [Gruggh… To W233 1029137-[4] arms! Fire… Radovid's at the gates… *Cough* To arms!] {Gryggh… Larwm! Aenye!… Radowid ess a'vean… *Cough* Larwm! } [呃…拿起武 Oral/dialogic Subtitling asset 器!開火…拉多維德在門邊…咳,拿起 Voiceover asset 武器!] 294 EN immersion components Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Visual stimuli Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text {Ha… ha… al'mall es joc… al'mall es bloede W234 1029138-[4] joc } [Ha ha… it's all a joke… one big bloody joke…] W235 1029139-[4] {*Cough*… Gláeddyv… Thomh gláeddyv a me! } [*Cough* Sword… Give me my sword!] Text type & Asset type Asset target text {Ha… ha… al'mall es joc… al'mall es Oral/dialogic bloede joc } [哈哈…這全是玩笑…只是個 Subtitling asset Voiceover asset 天大的玩笑…] {*Cough*… Gláeddyv… Thomh gláeddyv Oral/dialogic Subtitling asset a me! } [咳,劍…把我的劍給我!] Voiceover asset {Neen… Redania me heer ne'slaan… On'gaan W236 1029165-[4] me! On'gaan! } [No… Redania won't get me here… Let me go! Let me go!] {Neen… Redania me heer ne'slaan… Oral/dialogic On'gaan me! On'gaan! } [不…瑞達尼亞人 Subtitling asset Voiceover asset 逮不到我…讓我走!讓我走!] {Zireael, ní forde sol'eséir ean.}[Swallow, the obvious route is not always the best.] {Zireael, ní forde sol'eséir ean. } [燕子啊, Oral/dialogic Subtitling asset 顯而易見的道路不一定是最好的。] Voiceover asset W237 1034691-[4] W238 1180958[bob] {Hwer Beauclair, y hwer Nilfgaard.} [Beauclair and Nilfgaard - what's to compare?] {Hwer Beauclair, y hwer Nilfgaard.} [鮑克 Oral/dialogic Subtitling asset 蘭與尼弗迦德?有什麼好比的?] Voiceover asset W239 1180864[bob] Tah ree rah… {Que?} [What?] 啦啦啦⋯ {Que?} [幹嘛?] Oral/dialogic Subtitling asset Voiceover asset {Aim'sille Kelpie. } [去找凱爾派。] Oral/dialogic Subtitling asset Voiceover asset W240 1037138-[4] {Aim'sille Kelpie. } [Find Kelpie.] W241 1051324-[4] {Aen Ard Feain! Ess'ann tu kan... } [Great Sun! I {Aen Ard Feain! Ess'ann tu kan... } [烈日 almost fainted...] 啊!我都要昏倒了...] 295 Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Ess'zien mìloinn camraid... Esse versla'va aep W242 1051326-[4] kamndant? } [You don't look well, friend… Maybe you should report to the commander?] {Ess'zien mìloinn camraid... Esse versla'va Oral/dialogic aep kamndant? } [兄弟,你看起來氣色不 Subtitling asset Voiceover asset 太好... 要不要跟指揮官報告?] {Neen, neen, esse'fairich feer. Tom aep anear W243 1051328-[4] voer. } [No, no, it's passed. An aftershock from today's rations, I wager.] {Neen, neen, esse'fairich feer. Tom aep anear voer. } [沒有,沒有,一下就好 了,我想是今天伙食太難吃。] W244 1051331-[4] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic {A zaagsel ess'blas a morv mol. Aint. } [Rubbish {A zaagsel ess'blas a morv mol. Aint. } [垃 Subtitling asset spiced with dead mole. Delicious.] 圾炒死地鼠,太好吃了。] Voiceover asset {Aen lazare'et... Est, est, gerookte hama y Oral/dialogic {Aen lazare'et... Est, est, gerookte hama y W245 1051333-[4] gwen'aran } [In the lazaret… they get naught but gwen'aran } [傳染病院裡啊,他們吃的都 Subtitling asset smoked hams and white bread.] Voiceover asset 是煙燻火腿和白麵包。] W246 1051335-[4] {Eh, alz esse'pesta... } [Ahh, to fall ill..] {Eh, alz esse'pesta... } [唉,能生病就好 了。] Oral/dialogic Subtitling asset Voiceover asset {N'esse iss'kund heer schooiran mar va . Feer ess {N'esse iss'kund heer schooiran mar va . Oral/dialogic Feer ess fallain. } [我們這些小兵進不了傳 Subtitling asset W247 1051337-[4] fallain. } [They don't treat roughnecks like us there. You're better off staying healthy.] Voiceover asset 染病院的,你還是好好照顧身體吧。] {Y brath'va que theenk'a yna feldwebel a me W248 1051339-[4] reigmeid? } [One lieutenant in my company, know what he thought up?] {Y brath'va que theenk'a yna feldwebel a me reigmeid? } [我們連上一個軍官啊, 知道他出什麼餿主意嗎?] Oral/dialogic Subtitling asset Voiceover asset {Ess reic'a palle aep pestaë, que gaehb'va an W249 1051341-[4] lazare'et... } [He started selling the pallets of the ill taken to the lazaret...] {Ess reic'a palle aep pestaë, que gaehb'va an lazare'et... } [他開始賣那些生病被送 去傳染病院的人的床墊...] Oral/dialogic Subtitling asset Voiceover asset 296 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text W250 1051343-[4] {Que ess'asana? } [What did you do with him?] Text type & Asset type Asset target text {Que ess'asana? } [你怎麼處置?] Oral/dialogic Subtitling asset Voiceover asset {Essa va rechter. Arbaith arver'swa het vermogen {Essa va rechter. Arbaith arver'swa het Oral/dialogic aep gevecht'seen heden. } [Court martial. For vermogen aep gevecht'seen heden. } [軍法 Subtitling asset W251 1051345-[4] activities compromising the unit's combat Voiceover asset 審判,危害部隊作戰能力。] readiness.] W252 1051347-[4] {Rechta - tuvean. } [Verdict - death.] W253 1051349-[4] {Ques'ann alz esse aep Geso? } [What will you do when you return to Geso?] Oral/dialogic {Rechta - tuvean. } [審判結果──死刑。] Subtitling asset Voiceover asset {Ques'ann alz esse aep Geso? } [你回到格 Oral/dialogic Subtitling asset 索要做什麼?] Voiceover asset {An tus y caith a sine anart yn esse tu’bath. } [To {An tus y caith a sine anart yn esse Oral/dialogic W254 1051351-[4] start with I'll cast aside these rancid rags and take tu’bath. } [第一件事就是脫掉這身臭酸的 Subtitling asset a bath.] Voiceover asset 衣服,好好洗個澡。] {Thaë esse ‘ith soorkool aen shaap, alz {Thaë esse ‘ith soorkool aen shaap, alz deinyg Oral/dialogic W255 1051353-[4] aep ithean… } [Then I'll have a bowl of lamb and deinyg aep ithean… } [然後吃一大碗羊肉 Subtitling asset sauerkraut, and once I'm full to bursting…] Voiceover asset 配酸菜,吃到撐為止。] {Esse’lamh me vrouw y va aep slaapcaer. } [I'll W256 1051355-[4] take my wife in my arms and carry her to the alcove.] {Esse’lamh me vrouw y va aep slaapcaer. } Oral/dialogic Subtitling asset [然後把老婆抱起來,抱進房間裡...] Voiceover asset W257 1051357-[4] {Y thaë? } [And then?] {Y thaë? } [然後呢?] Oral/dialogic Subtitling asset Voiceover asset 297 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File W258 1051359-[4] Asset source text Text type & Asset type Asset target text Oral/dialogic {Y thaë, n'esse va notach. } [The rest is not your {Y thaë, n'esse va notach. } [接下來就不干 Subtitling asset concern.] 你的事了。] Voiceover asset {A me weddin ess yn eate, ess fathair n'áth. } W259 1051361-[4] [The child is a year old already, yet he's never seen his father.] {A me weddin ess yn eate, ess fathair n'áth. } [孩子都一歲了,沒見過爸爸。] Oral/dialogic Subtitling asset Voiceover asset W260 1051363-[4] {Neen zorgh, alz áthe esse erkene. } [Don't fret. When he does, he's sure to recognize you.] {Neen zorgh, alz áthe esse erkene. } [別擔 Oral/dialogic Subtitling asset 心,他看到你一定會認出來的。] Voiceover asset W261 1051365-[4] {Alz neen áthe me? } [And what if he never does… see me?] {Alz neen áthe me? } [如果他永遠看不到 Oral/dialogic Subtitling asset 我怎麼辦?] Voiceover asset {Eh, ess’vil neu’ceen. Caen a yn W262 1051367-[4] boaer’beana… } [Ugh, I could use a poke. Maybe one of the peasant wenches…?] {Eh, ess’vil neu’ceen. Caen a yn boaer’beana… } [咳,我太久沒女人陪 了。也許農村那些婆娘...?] Oral/dialogic Subtitling asset Voiceover asset {N’esse weerstan? Tha allaidhe beannan esse vershilt aep n’esse draga baard. } [Are you so W263 1051369-[4] desperate? The only difference between the barbarian women and men is that the former lack beards.] {N’esse weerstan? Tha allaidhe beannan esse vershilt aep n’esse draga baard. } [你 那麼猴急嗎?那些野蠻人啊,女人跟男 人只差在沒鬍子!] Oral/dialogic Subtitling asset Voiceover asset W264 1051371-[4] {Feadhainn.} [Most of them…] {Feadhainn.} [大部分沒鬍子...] Oral/dialogic Subtitling asset Voiceover asset {Vraag’va, alz esse pest aep an sheyse? } W265 1051379-[4] [Listen, that shite - what if we were to… infect ourselves?] {Vraag’va, alz esse pest aep an sheyse? } [欸,那怪病──我們有辦法自己染上 嗎?] Oral/dialogic Subtitling asset Voiceover asset 298 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Coltais a yn reigmeid esse feldwebel, an Oral/dialogic {Coltais a yn reigmeid esse feldwebel, an reic W266 1051381-[4] palle aep pestaë... } [They say a lieutenant in one reic palle aep pestaë... } [聽說有個連的軍 Subtitling asset of the companies is selling infected pallets....] Voiceover asset 官在賣病人睡過的床墊...] {Que ess garantie aep pest? } [Are they W267 1051383-[4] expensive? And can he guarantee we will catch it?] {Que ess garantie aep pest? } [貴不貴?保 Oral/dialogic Subtitling asset 證染病嗎?] Voiceover asset Oral/dialogic Subtitling asset Voiceover asset W268 1051385-[4] {Thaess aep, que'ss va! } [Quiet, someone's coming!] {Thaess aep, que'ss va! } [安靜,有人來 了!] W269 1051388-[4] {Y esse’'vluchten aep heer? } [What if we were to slip away?] {Y esse’'vluchten aep heer? } [我們偷偷逃 Oral/dialogic Subtitling asset 走呢?] Voiceover asset {Hwer esse vluchten’va? Esse aen hoael aep W270 1051390-[4] evell’caer. } [And go where? We're in the arseend of nowhere.] {Hwer esse vluchten’va? Esse aen hoael Oral/dialogic aep evell’caer. } [逃去哪裡?這地方鳥不 Subtitling asset Voiceover asset 生蛋的。] W271 1051392-[4] {Externe kamp ge'erillan esse’rach va y beannan {Externe kamp ge'erillan esse’rach va y esse tuvea… } [Venture out of the camp and beannan esse tuvea… } [離開軍營,游擊 either guerillas will capture you or peasants will 隊想抓你、村民想殺你...] skewer you…] W272 1051394-[4] {Caen’va aep Pontar y esthuary...} [We could sail down the Pontar to its mouth…] {Caen’va aep Pontar y esthuary...} [我們可 Oral/dialogic Subtitling asset 以坐船沿著龐塔爾河到出海口...] Voiceover asset W273 1051396-[4] {Gar'ean. Que'ss va a'ri.}[Careful. Someone's come round again.] {Gar’ean. Que'ss va a’ri. } [小心,又有人 Oral/dialogic Subtitling asset 來了。] Voiceover asset 299 Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W274 1051398-[4] {Cot'caer, eabarë straede y ragah blàr... } Oral/dialogic {Cot'caer, eabarë straede y ragah blàr... } [Filthy [髒兮兮的破房子、泥濘的道路、長滿雜 Subtitling asset hovels, sodden roads and weed-ridden fields...] Voiceover asset 草的農田...] W275 1051400-[4] {Esse mòran arbaith hwer. Oh, mòran. } [A lot of {Esse mòran arbaith hwer. Oh, mòran. } [我們要做的事情很多,非常多。] work awaits us here. A whole lot.] Oral/dialogic Subtitling asset Voiceover asset {Fhearë evellienn pràbar esse'fògair. Y esse'àraich a'vean klaaran. } [It would be better W276 1051402-[4] to drive this rabble off. Bring in our own settlers.] {Fhearë evellienn pràbar esse'fògair. Y esse'àraich a'vean klaaran. } [把這群烏合 之眾趕走還比較好,讓我們自己人來開 墾。] {Ess a leith deilbh. An tùs phem'va Redania fògair aep Pontarr. } [There are plans in place to W277 1051404-[4] do just that. But first we must drive the Redanians off, away from the Pontar.] {Ess a leith deilbh. An tùs phem'va Redania fògair aep Pontarr. } [已經有這樣的計畫 Oral/dialogic Subtitling asset 了,可是我們先得把瑞達尼亞人趕離龐 Voiceover asset 塔爾河。] {Yn brath'va que ge'tan foilé Franz von Suppe? } {Yn brath'va que ge'tan foilé Franz von Suppe? } [你知道那瘋子弗朗茲‧馮‧蘇波 W278 1051407-[4] [Do you know what that madman Franz von Suppe did?] 幹了什麼事嗎?] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset {Aep ceathrad evallan va'a Pontar, deithe phea thorpan, toog prìsonan... } [He led forty riders W279 1051409-[4] across the Pontar, burned a few villages, took prisoners...] {Aep ceathrad evallan va'a Pontar, deithe phea thorpan, toog prìsonan... } [他帶著四 Oral/dialogic Subtitling asset 十個騎兵度過龐塔爾河,燒掉了幾個村 Voiceover asset 子,俘虜了幾個人...] {Thaë luath d'lùth balla aep Oxenfurt... Yn neen'loos va'mi aep a'vean hàr } [Then they W280 1051411-[4] galloped right past the walls of Oxenfurt on the way back… and made it home without a single casualty!] {Ech… Ruit'reigmeidë misneach. N'ess saoil, ess'fuirick aep Ker'zaer... } [Ehh, the cavalry W281 1051413-[4] reckless as ever. But who can blame them? How long can we sit here, await the emperor's decision…?] {Thaë luath d'lùth balla aep Oxenfurt... Yn neen'loos va'mi aep a'vean hàr } [回來的時 Oral/dialogic Subtitling asset 候還經過奧森弗特的城牆前示威... 結果 Voiceover asset 平安回來,沒有死傷!] {Sigh, ruit'reigmeidë misneach. N'ess saoil, ess'fuirich aep Ker'zaer... } [唉,騎兵隊就 Oral/dialogic Subtitling asset 是魯莽,可是誰能怪他們呢?我們還要 Voiceover asset 在這裡等皇帝的決定等多久?] 300 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked TL adjust Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Du, brath'va var'oom licht ruit'reigmeid verdenë {Du, brath'va var'oom licht ruit'reigmeid Oral/dialogic W282 1051415-[4] ainm licht? } [Hey, do you know what makes the verdenë ainm licht? } [嘿,你知道弗登輕 Subtitling asset Verden light cavalry "light"?] Voiceover asset 騎兵隊什麼最輕嗎?] W283 1051417-[4] {Eeee, var'oom? } [Uhhh… what?] {Eeee, var'oom? } [呃... 什麼最輕?] Oral/dialogic Subtitling asset Voiceover asset W284 1051898-[4] {Brath'va que ess aard'hav an evellienn? } [Do you know the worst in all this?] {Brath'va que ess aard'hav an evellienn? } [你知道最慘的是什麼嗎?] Oral/dialogic Subtitling asset Voiceover asset W285 1051900-[4] {Pest? Ge'erillan aep Temeria? H'acras? } [The pox? Temerian guerillas? Going hungry?] {Pest? Ge'erillan aep Temeria? H'acras? } [生病?泰莫利亞游擊隊?沒飯吃?] Oral/dialogic Subtitling asset Voiceover asset {Bloede neen'vae. Ess'stob hwer mar bodan am {Bloede neen'vae. Ess'stob hwer mar bodan Oral/dialogic Subtitling asset W286 1051902-[4] còmhlan bainnse. } [The blasted idleness. We sit am còmhlan bainnse. } [最慘的是沒事 here like lumps on a log.] Voiceover asset 做。我們在這裡閒得都要長香菇了。] {Ese'theenk aep Ker'zaer leig dhearmad a me. } W287 1051904-[4] [It seems to me even the emperor's forgotten we exist.] {Ese'theenk aep Ker'zaer leig dhearmad a me. } [好像皇帝都忘了我們的存在一 樣。] {Uhwyr nevydd aen'en reigmeide en Byways W288 1053790-[4] encerdalad? } [Any word of the patrol that went to Byways?] {Uhwyr nevydd aen'en reigmeide en Oral/dialogic Byways encerdalad? } [去拜維斯󠄀的巡邏隊 Subtitling asset Voiceover asset 有消息嗎?] {Neen. Yn ess'voolaen so va'ess que slecht. } W289 1053792-[4] [No. And something tells me when we get it, it will be bad.] {Neen. Yn ess'voolaen so va'ess que slecht. } [沒有,我有預感即使收到了也 是壞消息。] 301 Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File W290 1182330[bob] W291 1053794-[4] Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset Voiceover asset {Esse liuet fear aep caer…} [So far from home…] {Esse liuet fear aep caer...} [離家真遠⋯] {Esse'iare a va. } [We should send a search party.] {Esse'iare a va. } [我們應該派搜救隊去搜 Oral/dialogic Subtitling asset 索。] Voiceover asset {Ceanndant ess'voerboten. Esse'diccet o {Ceanndant ess'voerboten. Esse'diccet o colled Oral/dialogic W292 1053796-[4] rheagor gverin. } [The commander forbids it. He colled rheagor gverin. } [指揮官不准,他 Subtitling asset said we cannot risk losing more men.] Voiceover asset 說我們不能再冒折損人力的險。] {Yn lle rhive en gvobr. Aure am gvybode aep W293 1053798-[4] reigmeid. } [Instead, he has posted a bounty. Gold for information about the patrol.] {Yn lle rhive en gvobr. Aure am gvybode aep reigmeid. } [他給了一筆懸賞,賞金 給提供巡邏隊消息的人。] Oral/dialogic Subtitling asset Voiceover asset {Esse'gràin bloede moeras... Mire, n'esse {Esse’gràin bloede moeras... Mire, n'esse creasa creasa aep caer. } [我最討厭這片沼澤了... Oral/dialogic Subtitling asset W294 1053800-[4] aep caer. } [I hate these bloody swamps… You 等著瞧吧,我們肯定沒有人會活著回 will see, not one of us will return home alive.] Voiceover asset 去。] {Daede sian caente, Aen Seidhe en'allane ael W295 1053970-[4] coeden… } [The day will come when the Hill Folk emerge from the woods…] {Daede sian caente, Aen Seidhe en'allane Oral/dialogic ael coeden… } [總有一天山中野人會從森 Subtitling asset Voiceover asset 林裡出現…] {Daede caente, en'blathannae gvedilie dinae den {Daede caente, en'blathannae gvedilie Oral/dialogic dinae den dh'oine… } [總有一天花兒會在 Subtitling asset W296 1053972-[4] dh'oine… } [The day will come when flowers grow midst human cities in ruin…] Voiceover asset 人類城市中盛開…] {An Hen Dicen sainne en Anfare Morhen an W297 1053974-[4] Glaes Mynyde… } [And Elder Speech will ring from the Great Sea to the Blue Mountains…] {An Hen Dicen sainne en Anfare Morhen Oral/dialogic an Glaes Mynyde… } [從偉大海洋到藍山 Subtitling asset Voiceover asset 都會迴盪著古代語…] 302 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File W298 1054282-[4] Asset source text {Mòran taing, vatt'ghern. } [We thank you, witcher!] Text type & Asset type Asset target text {Mòran taing, vatt'ghern. } [感謝你,狩魔 Oral/dialogic Subtitling asset 獵人!] Voiceover asset W299 1068214-[4] {Aep me! Cyrche! } [To me! They're attacking!] {Aep me! Cyrche! } [來人哪!有人攻 擊!] Oral/dialogic Subtitling asset Voiceover asset W300 1068380-[4] {Neen... Tròcair!!! } [No… I beg you!] {Neen... Tròcair!!! } [求求你…. 不要!] Oral/dialogic Subtitling asset Voiceover asset W301 1068391-[4] {Mòran taing. N'ees dhearmad a va-- } [Thank you. I shall not forget you d--] {Laddhe en! Peiwch a gadvael iddo aen W302 1073029-[4] car'harion! } [Kill him! Do not let him near the prisoners!] {Mòran taing. N'ees dhearmad a va-- } [謝 Oral/dialogic Subtitling asset 謝,我永遠不會忘記你的大恩大──] Voiceover asset {Laddhe en! Peiwch a gadvael iddo aen car'harion! } [殺了他!別讓他接近囚 犯!] {Ver d’eer en zer Kaer'zer! } [為了榮耀而 Oral/dialogic Subtitling asset 戰!守護大帝!] Voiceover asset W303 1074442-[4] {Ver d’eer en zer Kaer'zer! } [For Honor! For The Emperor!] W304 1029069-[4] {Go'deff me… Go'deff me sehr… } [It hurts… It {Go'deff me… Go'deff me sehr… } [好 hurts so bad…] 痛…真的好痛…] W305 1029124-[4] {Vùtter… } [Water…] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset {Vùtter… } [水…] 303 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File W306 1029164-[4] Asset source text Text type & Asset type Asset target text Oral/dialogic {Neen, neen, neen, neen, neen, neen, neen, neen, {Neen, neen, neen, neen, neen, neen, neen, Subtitling asset neen! } [No, no, no, no, no, no, no, no, no, no!] neen, neen! } [不要不要不要不要…!] Voiceover asset W307 1051419-[4] {Ess'vluchten licht. } [They're light on courage.] {Ess'vluchten licht. } [膽子最輕,跑得特 Oral/dialogic Subtitling asset 別快。] Voiceover asset W308 1068357-[4] {Hvren… } [Fuck...] {Hvren… } [幹...] Oral/dialogic Subtitling asset Voiceover asset W309 1072311-[4] {Esse pund… } [I am going to vomit…] {Esse pund… } [我要吐了…] Oral/dialogic Subtitling asset Voiceover asset W310 1072323-[4] {Sheyssere. } [Shit.] {Sheyssere. } [該死。] Oral/dialogic Subtitling asset Voiceover asset W311 464411-[8] Va fail! (古代語)再見了! Oral/dialogic Subtitling asset W312 478916-[5] Celain, celain, deffraen! Celain, celain, deffraen! Oral/dialogic Subtitling asset W313 478924-[5] Celain, celain, davedar! (咒語)Celain, celain, davedar! Oral/dialogic Subtitling asset 304 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Contextualization by addition Retention unmarked Specification addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text I thank you, witcher, for your aid, for recovering 狩魔獵人,謝謝你幫我找回祖產。感激 my patrimony. Ard dank! 你! Oral/dialogic Subtitling asset Me a'baeth aep arse. (古代語)吃屎吧你。 Oral/dialogic Subtitling asset {Va calm, Nordling!} [Calm down, Nordling!] {Va calm, Nordling!} [冷靜點,北方 人!] Oral/dialogic Subtitling asset Voiceover asset W317 1008186-[5] Eys'u failte beydem aen eich'te llyvaid. Eys'u failte beydem aen eich'te llyvaid。 Oral/dialogic Subtitling asset W318 1017544-[5] Esad eich crydae rhythaun! Esad eich crydae rhythaun! Oral/dialogic Subtitling asset W319 1018034-[5] Cáemm d'jinn, vryff cais'te aem gyhar! Cáemm d'jinn,vryff cais'te aem gyhar! Oral/dialogic Subtitling asset W320 1018036-[5] Cais'te aet disgleir! Gveryd me cassel! Cais'te aet disgleir!Gveryd me cassel! Oral/dialogic Subtitling asset W321 1040251-[5] Palynthe orval agavhar! (咒語)Palynthe orval agavhar! Oral/dialogic Subtitling asset W314 1175248[bob] W315 466087-[8] W316 1182378[bob] 305 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Shift Contextualization by addition Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W322 1040261-[5] Gryv'vir c'lathu aryghsterle! (咒語)Gryv'vir c'lathu aryghsterle! Oral/dialogic Subtitling asset W323 1040263-[5] Bavumar, agveaste cypfyanswm! (咒語)Bavumar, agveaste cypfyanswm! Oral/dialogic Subtitling asset W324 1040282-[5] Eine glav'echen virti adem! Eine glav'echen virti adem! Oral/dialogic Subtitling asset W325 535609-[8] (古代語)再見了。 Oral/dialogic Subtitling asset W326 1042416-[5] Osva'yl yfferen advygiât! (咒語)Osva'yl yfferen advygiât! Oral/dialogic Subtitling asset W327 1044214-[5] Aburraghi v'arathern… (咒語)Aburraghi v'arathern… Oral/dialogic Subtitling asset Va fail. W328 517601-[6] Va fail, elaine - cáed'mil, folie! Glaeddyv dorne aep t'enaid, bunn'droh ithne i'yachus. Va fail, elaine - cáed'mil, folie! Glaeddyv Oral/dialogic dorne aep t'enaid, bunn'droh ithne i'yachus. Subtitling asset W329 522113-[6] Praevein, arwein, cyrraen… Praevein, arwein, cyrraen… Oral/dialogic Subtitling asset 306 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuliContacting gameplayImplicit informationCharacter identificationWorld construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Implicit information Character identification Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuliContacting gameplayImplicit informationCharacter identificationWorld construction Audiovisual stimuli Contacting gameplay Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Translation strategies Specification addition Specification addition Retention unmarked Contextualization by addition Specification addition Specification addition Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W330 532759-[6] Cáed'mil, bloede dh'oine… Hocus-pocus… Abracadabra… Arse blathanna… Cáed'mil, bloede dh'oine… Hocus-pocus… Oral/dialogic Abracadabra… Arse blathanna… Subtitling asset W331 535277-[6] Oesi, caefyn! Oesi, caefyn! W332 536229-[6] 「Va fail, elaine - cáed'mil, folie! Glaeddyv "Va fail, elaine - cáed'mil, folie! Glaeddyv dorne Oral/dialogic dorne aep t'enaid, bunn'droh ithne aep t'enaid, bunn'droh ithne i'yachus." Subtitling asset i'yachus」 W333 570863-[6] Coalle… Coalle… Caniatad… Coalle... Coalle... Caniatad… Oral/dialogic Subtitling asset W334 570865-[6] Nevid, cyvir! Coalle, coalle caniatad! Nevid, cyvir! Coalle, coalle caniatad! Oral/dialogic Subtitling asset W335 1072717-[6] Caniatad… Nevid… Cyvir… (咒語)Caniatad… Nevid… Cyvir… Oral/dialogic Subtitling asset W336 1072719-[6] Coalle… Ariva… Aendir… (咒語)Coalle… Ariva… Aendir… Oral/dialogic Subtitling asset W337 1072723-[6] Nevid! Ariva! Aendir! (咒語)Nevid! Ariva! Aendir! Oral/dialogic Subtitling asset W338 1072725-[6] Caniatad! Taron Anede! Dis! (咒語)Caniatad! Taron Anede! Dis! Oral/dialogic Subtitling asset W339 543483-[8] (咒語)Elli Abadabra Sani! Oral/dialogic Subtitling asset Elli Abadabra Sani! Oral/dialogic Subtitling asset 307 EN immersion components Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information ZH-TW immersion components Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked TL adjust Retention unmarked Retention unmarked Specification addition Specification addition Specification addition Specification addition Specificationaddition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W340 543485-[8] Tetrah... Tetragh... Tetraglarie! (咒語)Tetrah…Tetragh… Tetraglarie! Oral/dialogic Subtitling asset W341 575674-[8] Azar! Anatha! Vellos! (咒語)Azar!Anatha!Vellos! Oral/dialogic Subtitling asset W342 1062924-[8] Anair, anadar, vallanda! (咒語)Anair, anadar, vallanda! Oral/dialogic Subtitling asset {Unds sinvir in riven! Arpha in barodd! } [The W343 1074993-[8] hounds have sensed someone! Weapons at the ready!] {Unds sinvir in riven! Arpha in barodd! } [獵犬感應到有人了!拿好武器!] Oral/dialogic Subtitling asset Voiceover asset {Mae rhyvin in lenu! Unds sinhviro ie folt! } W344 1074995-[8] [Someone draws near! The hounds have sensed them!] {Mae rhyvin in lenu! Unds sinhviro ie folt! } [有人靠近了!獵犬感應到了!] Oral/dialogic Subtitling asset Voiceover asset W345 1075002-[8] {Laet ihew! } [Kill them!] {Laet ihew! } [殺了他們!] Oral/dialogic Subtitling asset Voiceover asset W346 1077974-[8] Gvaed, gvaed uncym, cym’morth! (咒語)Gvaed, gvaed uncym, cym’morth! Oral/dialogic Subtitling asset W347 1074999-[8] {Enkillio. } [They've withdrawn.] {Enkillio. } [他們撤退了。] Oral/dialogic Subtitling asset Voiceover asset W348 550242-[9] (咒語)Greame et dwyr! Rhobeir'me gelle a failte! Oral/dialogic Subtitling asset Greame et dwyr! Rhobeir'me gelle a failte! 308 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction Translation strategies Specification addition Specification addition Specification addition Retention unmarked Retention unmarked Retention unmarked Specification addition Retention unmarked Specification addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W349 550334-[9] Greame et dwyr! Deagnis cair-lle ess pyr'shena a Greame et dwyr! Deagnis cair-lle ess et cleytte! pyr'shena a et cleytte! W350 312005-[10] {Ledwedd varlledu cyall, no ghar. } [Paintings should convey emotion, not words.] {Ledwedd varlledu cyall, no ghar. } [畫作 Oral/dialogic Subtitling asset 應該要傳達情緒,而不是字句。] Voiceover asset {Emw a ledwedd... es dallistro thrbíoch, que {Emw a ledwedd... Es dallistro thrbíoch, déacum'le elaine. } [To title a painting… is to que déacum'le elaine. } [幫畫命名…就會 W351 312007-[10] destroy the multiplicity of meanings that render it 破壞了美感呈現的多重意義。] beautiful.] W352 454824-[10] {Que aynimm rhovir'le? } [What will you title it?] Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset Voiceover asset {Que aynimm rhovir'le? } [你打算怎麼命 Oral/dialogic Subtitling asset 名?] Voiceover asset W353 312001-[10] {No rhovir'le. } [I will not.] {No rhovir'le. } [我不打算命名。] Oral/dialogic Subtitling asset Voiceover asset W354 517311-[11] Geata'ar ligen! Geata'ar ligen! Oral/dialogic Subtitling asset W355 551868-[11] Agored, teirgane agored! Agored, teirgane agored! Oral/dialogic Subtitling asset W356 556373-[11] Oral/dialogic Aen skip esse krach! Ratreut! } [The ship's about {Aen skip esse krach! Ratreut! } [船快解體 Subtitling asset to fall apart! We must retreat!] 了!我們必須撤退!] Voiceover asset W357 556374-[11] {Ess orde a me! Adhart! } [I give the orders! Onward!] {Ess orde a me! Adhart! } [我才是發號施 Oral/dialogic Subtitling asset 令的人!前進!] Voiceover asset 309 EN immersion components Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction ZH-TW immersion components Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Tve tuveë, yn sehr ràno. Als esse'lamh esan… } {Tve tuveë, yn sehr ràno. Als esse'lamh esan... } [兩人死亡、一人重傷。如果我 W358 556376-[11] [Two dead, one heavily wounded. If we carry him to--] 們抬他到…] {N'ess tedd. Ver'spreiden evellienn. Que esse'iare beanna esse kraihen dri bethaalen. } [No time. W359 556377-[11] Spread out. Triple pay to the one who finds the woman!] W360 556499-[11] {Esse'tilleadh, theervil esse'caen. } [We should turn back while we can.] Oral/dialogic Subtitling asset Voiceover asset {N'ess tedd. Ver'spreiden evellienn. Que Oral/dialogic esse'iare beanna esse kraihen dri bethaalen. } [沒有時間了。分散開來,找 Subtitling asset Voiceover asset 到那女人的人可以獲得三倍酬勞!] {Esse'tilleadh, theervil esse'caen. } [我們應 Oral/dialogic Subtitling asset 該趁還有機會的時候回頭。] Voiceover asset {Dat esse'croigh a va voot breuk aen orde? Ess {Dat esse'croigh a va voot breuk aen orde? Oral/dialogic W361 556500-[11] ae’iarr--} [To be hanged for disobeying orders? I Ess ae’iarr... } [然後因違抗命令而被絞死 Subtitling asset would rather--] Voiceover asset 嗎?那我寧願…] W362 556501-[11] {Gar'ean! Havfrue! } [Watch out! Sirens!] Oral/dialogic {Gar'ean! Havfrue! } [小心!是女海妖!] Subtitling asset Voiceover asset {N'esse mar a tha. A'ess ver'spreiden aep {N'esse mar a tha. A'ess ver'spreiden aep evellien evellien Inis. Caen Skellig'ea esse'dekk Oral/dialogic Inis. Caen Skellig'ea esse'dekk hwre. } [Not hwre. } [這可不妙。我們現在全都分散在 Subtitling asset W363 556513-[11] good. We are dispersed over the isle… There 島上了。可能還有史凱利傑人潛伏在這 Voiceover asset could still be Skelligers lurking.] 裡 。] W364 556514-[11] {Ker'zaer esse'vyos que getan. } [The emperor knows what he's doing.] {Ker'zaer esse'vyos que getan. } [皇帝很清 Oral/dialogic Subtitling asset 楚自己在做什麼。] Voiceover asset 310 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W365 556520-[11] {Aen iarean nyald aep kroofeir… } [Like searching for a needle in a haystack…] {Aen iarean nyald aep kroofeir… } [根本 是大海撈針。] Oral/dialogic Subtitling asset Voiceover asset W366 556524-[11] {A bloedde pest. Quess'aen? } [Shit… What is that?] {A bloedde pest. Quess'aen? } [可惡,那 是什麼?] Oral/dialogic Subtitling asset Voiceover asset {Geasë inisan… } [受詛咒的群島。] Oral/dialogic Subtitling asset Voiceover asset W367 556525-[11] {Geasë inisan… } [Cursed isles…] W368 556528-[11] Oral/dialogic {Ess'sheysse aep leith orde. } [I say plough these {Ess'sheysse aep leith orde. } [不要管那種 Subtitling asset orders.] 命令了。] Voiceover asset W369 556529-[11] {Thaess aep… Esse'iare a va y esse'croigh. } [Quiet… Before they hear us, and we hang.] {Thaess aep… Esse'iare a va y esse'croigh. } [別說了,被人聽到的話, 小心被處絞刑。] Oral/dialogic Subtitling asset Voiceover asset W370 558389-[11] {Ess onderorde aep prionnsa var Attre? } [Have you served under Duke var Attre before?] {Ess onderorde aep prionnsa var Attre? } [有在亞卓公爵旗下服役過嗎?] Oral/dialogic Subtitling asset Voiceover asset 311 EN immersion components Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction ZH-TW immersion components Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text {Mhm. Aen peanasa triall aep Angra yn hwre, W371 558390-[11] aep oostcòmhrag. } [Mhm. Penal expedition in Angor, and now, on the eastern front.] W372 558391-[11] Text type & Asset type Asset target text {Mhm. Aen peanasa triall aep Angra yn hwre, aep oostcòmhrag. } [有,安戈討伐 戰役,還有現在的東部戰線那裡。] Oral/dialogic Subtitling asset Voiceover asset {Ma morvudd esse trom'caith. Oral/dialogic {Ma morvudd esse trom'caith. Truinn'armach. } Truinn'armach. } [敵軍必定會配帶著全身 Subtitling asset [The enemy will be heavily armored. Full plate.] Voiceover asset 重甲上陣。] {Esse'aer qinnte. Il'edrith foghnè ess {Esse'aer qinnte. Il'edrith foghnè ess onbekend. onbekend. Esse'kraihen nhetwerk yn Oral/dialogic Esse'kraihen nhetwerk yn dwimeritium bomaeb a dwimeritium bomaeb a va. } [一定會的, Subtitling asset W373 558393-[11] va. } [A certainty. Unknown form of magic. 只是魔法屬性不明。就用網子跟反魔法 Voiceover asset You'll receive nets and dimeritium bombs.] 金屬炸彈招待他們吧。 ] W374 558397-[11] {Innleadair korps ess'deireadh sonde. } [The engineers have finished their survey.] {Innleadair korps ess'deireadh sonde. } [工 Oral/dialogic Subtitling asset 程師完成勘查了。] Voiceover asset W375 558402-[11] {N'esse va lamh voorsnit? } [Shall we not take the irons?] {N'esse va lamh voorsnit? } [不用帶鐵鍊 和枷鎖嗎?] W376 558403-[11] {Neen. Ker'zaer n'iarr hevangen. } [No. The emperor wants no prisoners.] {Neen. Ker'zaer n'iarr hevangen. } [不用, Oral/dialogic Subtitling asset 皇帝說不用抓戰俘。] Voiceover asset Oral/dialogic Subtitling asset Voiceover asset {Yn yea. Ess nor zeist, que Temerian, {Yn yea. Ess nor zeist, que Temerian, que'ss que'ss ess'va lamh aep Hamm. } [很好,抓 Oral/dialogic Subtitling asset W377 558826-[11] ess'va lamh aep Hamm. } [Good. They'd just be 來只是找麻煩,就像當初在漢姆抓到的 trouble, like those Temerians we took at Hamm.] Voiceover asset 那些泰莫利亞人一樣。] 312 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Hoog aep dei'bai esse fem heamh, an que yn a W378 558899-[11] tre cairt. } [Maximum depth of the bay - five fathoms. But only over one third of its area.] {Hoog aep dei'bai esse fem heamh, an que yn a tre cairt. } [海灣最深的地方有 5 英 噚,但全灣只有三分之一的地方有到達 這個深度。] Oral/dialogic Subtitling asset Voiceover asset W379 558901-[11] {Tanalach… } [Shallow…] {Tanalach… } [真淺。] Oral/dialogic Subtitling asset Voiceover asset {N'esse evellien. Esse klipaen yn {N'esse evellien. Esse klipaen yn zandbankean zandbankean am meadhan aep de'bai. am meadhan aep de'bai. Hwre, hwre... Yn Hwre, hwre... Yn hwre. } [而且海灣中間 W380 558903-[11] hwre. } [That's not all. Rocks and sandbars in the 還有石塊與沙洲,分別在這裡、這裡, center. Here, here… and here.] 還有這裡。] Oral/dialogic Subtitling asset Voiceover asset {Anns a'ques vlaggeskipaen esse balla aep har. Òrde-zreth cruinn yn cnàmhan aespar. } [The W381 558905-[11] flagships must stay close to shore. Ring formation, continuous bombardment.] {Anns a'ques vlaggeskipaen esse balla aep Oral/dialogic har. Òrde-zreth cruinn yn cnàmhan aespar. } [旗艦隊必須緊靠岸邊。採取環 Subtitling asset Voiceover asset 狀陣式,並持續進行轟炸行動。] W382 558907-[11] {Yeá, awr! } [Yes, sir!] {Yeá, awr! } [是,長官。] Oral/dialogic Subtitling asset Voiceover asset {Esse'va veloë aep mass. Que'ss a il'edrithean? } {Esse'va veloë aep mass. Que'ss a Oral/dialogic il'edrithean? } [很好,這樣他們會沉得更 Subtitling asset W383 558983-[11] [Good. The faster they will sink. What about mages?] Voiceover asset 快。而他們會派出法師嗎?] 313 EN immersion components Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction ZH-TW immersion components Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Erkene. Ess marca deich eate’n fem evalla, ro W384 559012-[11] va'ess du jinearalt. } [Yes. Rode ten years in the Fifth Cavalry before they made him a general.] {Erkene. Ess marca deich eate’n fem evalla, ro va'ess du jinearalt. } [厲害,他在 Oral/dialogic Subtitling asset 第五騎兵團服役十年之後才被升為將 Voiceover asset 軍。] {Yea. N'esse vind orde aep ardadel, que orloog va'viss aep skool. } [Good. I dislike taking orders W385 559014-[11] from aristos. Most know war only from the books they read at the officers' academy.] {Yea. N'esse vind orde aep ardadel, que orloog va'viss aep skool. } [很好,我不喜 Oral/dialogic Subtitling asset 歡聽那些貴族的命令。他們對戰爭的認 Voiceover asset 知大多是從軍官學校的書裡讀來的。] W386 560557-[11] {Que'ss fa'dhe vae seann? } [Were they ever ransomed?] {Que'ss fa'dhe vae seann? } [後來有人來 贖他們嗎?] Oral/dialogic Subtitling asset Voiceover asset W387 560559-[11] {Neen. Ess'va nach doo. } [No. Ended in a ditch.] {Neen. Ess'va nach doo. } [沒有,通通扔 Oral/dialogic Subtitling asset 到亂葬崗去了。] Voiceover asset W388 562140-[11] Watch this. Arha'an lumar! 看好了。Arha'an lumar! Oral/dialogic Subtitling asset Oral/dialogic Subtitling asset W389 1062819[11] Wait! Gvares, tavel! 等等!(咒語)Gvares, tavel! W390 1063067[11] {Aen verelith cyrre naid. } [I give you my heart.] {Aen verelith cyrre naid. } [我把我的心給 Oral/dialogic Subtitling asset 你。] Voiceover asset W391 1063069[11] {Ader eich blaen eide ‘me. } [But I shall take your head.] {Ader eich blaen eide ‘me. } [但我要帶走 Oral/dialogic Subtitling asset 你的頭。] Voiceover asset 314 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction World construction Audiovisual stimuli Explicit information Character identification ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Explicit information Character identification Plot construction World construction Audiovisual stimuli Explicit information Character identification Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Eisio! Galle vuanedd! } [是冰!放慢速 度!] Oral/dialogic Subtitling asset Voiceover asset W393 556375-[11] {Verloos? } [Losses?] {Verloos? } [傷亡情況?] Oral/dialogic Subtitling asset Voiceover asset W394 558928-[11] {Nor gláeddyv. } [A sword will do.] {Nor gláeddyv. } [用劍就夠了。] Oral/dialogic Subtitling asset Voiceover asset W395 559010-[11] {Esse erkene? } [He any good?] {Esse erkene? } [他厲害嗎?] Oral/dialogic Subtitling asset Voiceover asset "Dubhenn haern am glâdeal, morc'h am fhean aiesin." (古代語)「Dubhenn haern am glâdeal,morc'h am fhean aiesin。」 Oral/dialogic Subtitling asset {Quess'aen a va?!} [What are you doing?!] {Quess'aen a va?!} [你在幹嘛?] Oral/dialogic Subtitling asset Voiceover asset W392 1063092[11] W396 584867-[12] W397 1182336[bob] 1182354W398 [bob] {Eisio! Galle vuanedd! } [Ice! Reduce speed!] {Ess'deireadh toussentie re'ian! Ban-Diùc {Ess'deireadh toussentie re'ian! Ban-Diùc ess ess tuvean a che'ann fachne!} [這是哪門子 Oral/dialogic tuvean a che'ann fachne!} [So much for order in Subtitling asset 的陶森特法治!女爵竟然被自己的姐姐 Toussaint! The duchess killed by her own sister!] Voiceover asset 給殺了!] 315 EN immersion components Plot construction World construction Audiovisual stimuli Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Plot construction World construction Audiovisual stimuli Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction World construction Audiovisual stimuli Implicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W399 1182356[bob] {Tha ess ismear, thea draes ess shuas… Quess'aen seo?!} [Here a drunk man, there a woman half undressed … And they call this order?!] W400 1182358[bob] {Que'ss foerann... N'esse faigh gedréog.} {Que'ss foerann… N'esse faigh gedréog.} [What [這片土地真奇怪⋯所見之處所有人都喝 a land… Not a sober man in sight.] 醉了。] 1182360W401 [bob] {Tha ess ismear, thea draes ess shuas... Oral/dialogic Quess'aen seo?!} [這裡有個醉漢、那裡有 Subtitling asset Voiceover asset 個上空的女人⋯這叫秩序良好?] Oral/dialogic Subtitling asset Voiceover asset {Esse'va que va te'roill! Ban-Diùc ess marv, maetà esse'va lùt'dhmor.} [They got what was coming to them! Perhaps now, with the duchess dead, they will finally get their act in order.] {Esse'va que va te'roill! Ban-Diùc ess marv, mae-tà esse'va lùt'dhmor.} [他們是自作自 Oral/dialogic Subtitling asset 受!現在女爵死了,說不定他們總算會 Voiceover asset 振作起來了。] W402 1182364[bob] {Gàrdan!} [Guards!] {Gàrdan!} [守衛!] Oral/dialogic Subtitling asset Voiceover asset W403 1182380[bob] {Va vort!} [Get out of my way!] {Va vort!} [別擋我的路!] Oral/dialogic Subtitling asset Voiceover asset W404 1182386[bob] {Fion, maerche! Toussaint!} [Wine, women! Toussaint!] {Fion, maerche! Toussaint!} [葡萄酒!女 Oral/dialogic Subtitling asset 人!陶森特!] Voiceover asset W405 1182392[bob] {Vatt'ghern?} [Witcher?] {Vatt'ghern?} [狩魔獵人?] Oral/dialogic Subtitling asset Voiceover asset W406 1103965[DLCep1] Oudoianu feus! Soba camisa iada! Soba camisa aberaasas! (咒語)Oudoianu feus! Soba camisa iada! Soba camisa aberaasas! Oral/dialogic Subtitling asset 316 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text 1182394W407 [bob] {Essa sgalic y sjunge! Y que?! Àit Bèist caen serac me he'vud…} [There was to be food and drink! And what is there instead?! Some beast awaiting to gnaw your face off…] {Essa sgalic y sjunge! Y que?! Àit Bèist caen serac me he'vud…} [聽說這裡有得吃 Oral/dialogic Subtitling asset 有得喝!結果呢!有個怪獸等著把你給 Voiceover asset 吞下肚⋯] 1182396W408 [bob] {Ess’dice, "Sàilre a Toussaint, ceap fion, maerche in'de." Esse, sheyss, aen-dalu!} ["Sail to Toussaint," they said. "Cheap wine, comely lasses." Thanks a fucking lot…] {Ess’dice: „Sàilre a Toussaint, ceap fion, Oral/dialogic maerche in'de.” Esse, sheyss, aen-dalu!} [大家都叫我搭船到陶森特,酒便宜、姑 Subtitling asset Voiceover asset 娘又漂亮。真感謝那些王八蛋⋯] W409 1182400[bob] {Ard squesse a me!} [Very, very, very sorry!] {Ard squesse a me!} [非常非常非常抱 歉!] Oral/dialogic Subtitling asset Voiceover asset W410 1182406[bob] {Que'sse bàithse geabh!} [Did I ever choose a good port!] {Que'sse bàithse geabh!} [我選這港口還 真是選對了!] Oral/dialogic Subtitling asset Voiceover asset W411 1182372[bob] Oral/dialogic {Esse'pheòr, hwone, bloede, sàilre…} [I wonder {Esse'pheòr, hwone, bloeede, sàilre…} [不 Subtitling asset when the blazes we will sail out…] 知道我們哪時候會出航⋯] Voiceover asset W412 1113003[DLCep1] Nerha hel sata hle! W413 1113018[DLCep1] Oral/dialogic {Semahab tefan ish azer!} [May your loins grow {Semahab tefan ish azer!} [咒你老二生瘡 Subtitling asset foul with rot!] 爛掉!] Voiceover asset W414 1113031[DLCep1] Oral/dialogic {Khotarat teh sahleb razzif!} [A desert gale rend {Khotarat teh sahleb razzif!} [咒你被沙漠 Subtitling asset your flesh!] 之風割傷!] Voiceover asset Oral/dialogic Subtitling asset (咒語)Nerha hel sata hle! 317 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset Voiceover asset W415 1113033[DLCep1] {Shema harh teh avtah!} [The sun bleach your bones!] {Shema harh teh awtah!} [咒你被太陽曬 到只剩乾屍!] W416 1113035[DLCep1] {Teh hajeth hledyn demya heyeh.} [Your life ends now.] {Teh hajeth hledyn demya heyeh.} [你活不 Oral/dialogic Subtitling asset 過今天了。] Voiceover asset W417 1113037[DLCep1] {Sola ish delyah teh!} [Pray to your gods!] {Sola ish delyah teh!} [向你的天神祈禱 吧!] W418 1113039[DLCep1] {Sakhara teh! Sakhara!} [A curse upon you! A curse!] {Sakhara teh! Sakhara!} [咒你不得好死! Oral/dialogic Subtitling asset 不得好死!] Voiceover asset W419 1113110[DLCep1] Nahaz a'zaza! (咒語)Nahaz a'zaza! Oral/dialogic Subtitling asset W420 1113119[DLCep1] {Teh nethen shlahab!} [You reek, paleface!] {Teh nethen shlahab!} [你真臭,白臉 的!] Oral/dialogic Subtitling asset Voiceover asset W421 1113121[DLCep1] {Heze kei toa ish.} [Let us end this.] {Heze kei toa ish.} [來做個了結吧。] Oral/dialogic Subtitling asset Voiceover asset W422 1113123[DLCep1] {lmerte mustak teh!} [Death comes for you!] {lmerte mustak teh!} [死神來找你了!] Oral/dialogic Subtitling asset Voiceover asset 318 Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W423 1189327[bob] You need to concentrate, now. Repeat after me - 現在你要集中精神,跟我一起說。(咒 Munna gan dehrau, munna finerat. 語)Munna gan dehrau, munna finerat。 W424 1189366[bob] Munna gan dehrau, munna finerat. (咒語)Munna gan dehrau, munna finerat。 Oral/dialogic Subtitling asset W425 1192220[bob] Akhan daal! (咒語)Akhan daal! Oral/dialogic Subtitling asset W426 1195586[bob] Elekheshebh, sarabah durendum! (咒語)Elekheshebh, sarabah durendum! Oral/dialogic Subtitling asset W427 1195588[bob] Kalabathi sta! (咒語)Kalabathi sta! Oral/dialogic Subtitling asset W428 1199032[bob] Sabeshkehee, beshkehee, kha! (咒語)Sabeshkhe, beshkhe, kha! Oral/dialogic Subtitling asset W429 1182366[bob] {Squesse.} [Excuse me.] {Squesse.} [抱歉。] Oral/dialogic Subtitling asset Voiceover asset W430 1182368[bob] {Que suecc's?} [What's going on?] {Que suecc's?} [怎麼回事?] Oral/dialogic Subtitling asset Voiceover asset {Il'edrith?!} [Magic?!] {Il'edrith?!} [魔法?] Oral/dialogic Subtitling asset Voiceover asset W431 513920-[0] 319 Oral/dialogic Subtitling asset EN immersion components Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Specification addition Specification addition Specification addition Specification addition Specification addition Specification addition Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W432 513893-[0] {E'er y gloir!} [Honor and glory.] {E'er y gloir!} [光榮威武。] Oral/dialogic Subtitling asset Voiceover asset W433 514109-[0] {Orde!} [Yes, sir!] {Orde!} [遵命,長官!] Oral/dialogic Subtitling asset Voiceover asset W434 514103-[0] {Neen…} [No…] Mercy! {Neen…} [不…]饒了我! Oral/dialogic Subtitling asset Voiceover asset W435 514252-[0] {Que?} [What?] {Que?} [幹嘛?] Oral/dialogic Subtitling asset Voiceover asset W436 524237-[0] {Pest. } [Blast it.] {Pest. } [可惡。] Oral/dialogic Subtitling asset Voiceover asset W437 525266-[0] Que suecc's? (精靈語)Que suecc's? Oral/dialogic Subtitling asset W438 526269-[0] Please. N'te dice'en. 拜託。(精靈語)N'te dice'en。 Oral/dialogic Subtitling asset W439 555251-[0] {Veloë! } [Quickly!] {Veloë!} [動作快!] Oral/dialogic Subtitling asset Voiceover asset 320 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Specification addition Specification addition Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W440 555255-[0] {Neén! } [No!] {Neén! } [不!] Oral/dialogic Subtitling asset Voiceover asset W441 555281-[0] {Vellienn! } [Together!] {Vellienn! } [一起上!] Oral/dialogic Subtitling asset Voiceover asset W442 555320-[0] {Que?! } [What?!] {Que?! } [幹嘛?] Oral/dialogic Subtitling asset Voiceover asset W443 592215-[0] {N'ess hen, ess gwynn. } [Not old, yet gray.] {N'ess hen, ess gwynn. } [年紀不大,頭髮 Oral/dialogic Subtitling asset 卻白了。] Voiceover asset W444 592229-[0] {Tì'lsoë eveigh. } [Always faithful.] {Tì'lsoë eveigh. } [永遠忠誠。] Oral/dialogic Subtitling asset Voiceover asset W445 1029079-[0] {E'er y gloir!} [Honor and glory!] {E'er y gloir!} [為了榮耀而戰!] Oral/dialogic Subtitling asset Voiceover asset W446 1029284-[0] {Ti'lsoë eveigh.} [Always faithful.] {Ti'lsoë eveigh.} [衷心永不渝。] Oral/dialogic Subtitling asset Voiceover asset W447 1029292-[0] {Enn'le!} [Get him!] {Enn'le!} [攻擊他!] Oral/dialogic Subtitling asset Voiceover asset W448 1029295-[0] {Evelienn! Veloë!} [All together! Quickly!] Oral/dialogic {Evellienn! Veloë!} [一起上!動作快!] Subtitling asset Voiceover asset 321 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W449 1029296-[0] {Veloë!} [Quickly!] {Veloë!} [快點!] Oral/dialogic Subtitling asset Voiceover asset W450 1046529-[0] {Yeá! } [Yes!] {Yeá } [耶!] Oral/dialogic Subtitling asset Voiceover asset W451 1046531-[0] {Que suecc's? } [How are things?] {Que suecc's? } [一切可好?] Oral/dialogic Subtitling asset Voiceover asset W452 1053075-[0] {Cáemm… } [Come…] {Cáemm… } [來吧…] Oral/dialogic Subtitling asset Voiceover asset Sad as it is, to many in our time the word "elf" is a synonym for pauper, bandit or layabout. "Sheelf" is used in many circles to denote a prostitute or woman of loose morals. The adjective "elven," in turn, describes damaged, needlessly complicated or useless goods. Statistics, for their part, show that one in three elves living in Redanian has spent time in prison, and a full one half of them have been fined at least once. The W453 1058761-[0] average lifespan of elves, though still thrice that of humans, grows shorter each year.<br><br>Given the above it is easy to forget that elves - or Aen Seidhe, as they fashion themselves - were once a proud race that ruled the lands stretching from the banks of the Great Sea in the west to the Blue Mountains in the east, and from the Dragon Mountains in the North to the Mahakam range in the south. The ruins of 對我們這年代的許多人來說,很不幸地 「精靈」是貧民、強盜或流浪漢的代名 詞。有些圈子則用「女精靈」來代稱道 德感鬆散的妓女或女性。假如物品受 損、過度複雜或是沒有用處,也會被稱 為「精靈的」。就數據來說,居住在瑞 達尼亞的精靈有三分之一都坐過牢,而 且二分之一的精靈都曾繳過罰款。雖然 Narrative In-game texture 精靈的平均壽命還是人類的三倍,但現 embedded words 在每年都在縮短。<br><br>在這種情況 下,我們很容易忘記以前的精靈(自稱 艾恩.西迪)統領了天下大地,西至無 盡之洋的海岸,東至藍山,北至巨龍山 脈,南至瑪哈坎山脈。散佈世界各地的 精靈城市遺跡都是過去這片光榮景象的 證據(cp. 「精靈帝國的遺跡」,艾德. 322 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Visual stimuli Explicit information World construction Visual stimuli Explicit information World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Transliteration Asset String ID number Source File Text type & Asset type Asset source text Asset target text their cities scattered throughout the known World bear witness to their former might (cp. “Monumenta Elforum” by Istredd of Aedd Gynvael).<br>Many of the most outstanding mages, artists and poets of recorded history have been of this race. And we have elves to thank for dozens of ingenuous items we rely on each day, from screw pumps to cosmetics.<br>Those elves who dwell amongst men have largely forgotten their history and culture - the sole sliver of elven identity left in them being a burning hatred for men, the so-called<i>dh’oine</i>. The elves of Dol Blathanna, that puppet vassal of Nilfgaard, and of the wild highlands of the Blue Mountains have retained much of the old knowledge and culture, though they, too, are condemned to perish. This death sentence was handed to them by biology - for men, though short-lived, are several times more fertile than elves. Thus, while the Aen Seidhe's numbers continue to dwindle, ours grow at an alarming and ever-increasing rate.<br>Some elves believe that the tide of events can be turned, that they can put a stop to human exapnsion and oppression. They look to their mythical cousins for salvation - to the Aen Elle, the Alder Folk. The Aen Elle are said to dwell in another World or possibly in another plane to which they traveled during the mythic Age of Migration, and from which they at times journey to visit our World. Legend claims a gate between the Worlds could be opened, allowing the Aen Elle to ride to their downtrodden brethren's rescue. These are, however, mere fables, naïve fairy tales this race condemned to extinction uses to provide itself small comfort in these, their last, sad moments. 吉納維爾的伊斯󠄀垂德著)。<br>此種族 也出了許多史上數一數二傑出的法師、 藝術師和詩人。我們每天使用的許多工 具也是他們的發明,諸如螺桿泵和化妝 品。<br>居住在人類社會的精靈經常忘 記自己的歷史和文化,唯一遺留下來的 身分證明就是對於人類的憎恨,也就是 他們口中的<i>杜恩</i>。尼弗迦德的傀 儡附庸國,多爾.布雷坦納國裡的精 靈,以及藍山高地荒野的精靈留下了許 多古老的知識與文化,但他們也註定消 逝。他們的生理機制判了精靈死刑,因 為人類的壽命雖然比精靈短,但是受孕 機率卻比精靈高上好幾倍。因此,艾 恩.西迪族的數量持續減少,我們人類 成長的速率卻是史無前例、快得危險。 <br>有些精靈認為這種趨勢可以被反 轉,有辦法阻止人類欺壓精靈的行為。 艾恩.西迪族向他們的神秘表親,「古 老種族」艾恩.艾爾族求救。據說艾 恩.艾爾族居住在另一個世界,可能是 另一個界層。他們是在傳說中的遷徙世 紀移居過去的,偶爾會來到我們的世 界。根據傳說記載,可能有方法可以在 不同世界間開啟通道,讓艾恩.艾爾族 前來拯救他們被欺負的弟兄。不過,這 些只是天真的精靈神話罷了,算是一個 即將滅跡的種族用來安慰自己的小小方 法吧。 W454 1027397-[0] {Vort! } [Desist!] Oral/dialogic Subtitling asset Voiceover asset {Vort! } [投降吧!] 323 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text Oral/dialogic Subtitling asset W455 490715-[0] Neén… W456 513918-[0] {Ver'spreiden evellienn!} [We must spread out!] {Ver'spreiden evellienn!} [散開!] W457 514123-[0] {Neen!} [No!] W458 524255-[0] Oral/dialogic {A’anval, gloir aen Ard Feain! } [Fight, believers {A’anval, gloir aen Ard Feain! } [烈日的信 Subtitling asset in the Great Sun!] 徒啊,戰鬥吧!] Voiceover asset W459 524257-[0] {Ess'va aen me! } [Come to me!] {Ess'va aen me! } [來我身邊!] Oral/dialogic Subtitling asset Voiceover asset W460 524259-[0] {Neen ratreut! } [Do not dare fall back!] {Neen ratreut! } [不准後退!] Oral/dialogic Subtitling asset Voiceover asset W461 524261-[0] {Gar'ean evelienn! Il'edrith! } [Watch out, everyone! Magic!] {Gar'ean evelienn! Il'edrith! } [大家小心! Oral/dialogic Subtitling asset 是魔法!] Voiceover asset W462 525554-[0] Neén! (精靈語)不! (精靈語)不… Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset {Neen!} [不!] Oral/dialogic Subtitling asset 324 EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Contextualization by addition Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Contextualization by addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W463 525559-[0] Gar'ean! (精靈語)小心! Oral/dialogic Subtitling asset W464 525571-[0] Elaine deireadh… (精靈語)Elaine deireadh… Oral/dialogic Subtitling asset W465 526297-[0] Squaess'me. (精靈語)抱歉。 Oral/dialogic Subtitling asset W466 526299-[0] Glaeddyv vort. (精靈語)把劍放下。 Oral/dialogic Subtitling asset W467 526305-[0] Aen Seidhe! 艾恩.西迪! Oral/dialogic Subtitling asset W468 526364-[0] Squesse. 抱歉。 Oral/dialogic Subtitling asset W469 526366-[0] Que?! 幹嘛? Oral/dialogic Subtitling asset W470 490926-[0] Gar'ean. (精靈語)小心。 Oral/dialogic Subtitling asset 325 EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Contextualization by addition Specification addition Contextualization by addition Contextualization by addition Transliteration TL Adjust Shift Shift Contextualization by addition Asset String ID number Source File W471 491109-[0] Asset source text Va caelm, vatt’ghern, va caelm! W472 1039952-[0] Que suecc's? [How are things?] Text type & Asset type Asset target text (精靈語)冷靜點,狩魔獵人,冷靜! Oral/dialogic Subtitling asset Que suecc's? [如何?] Oral/dialogic Subtitling asset Voiceover asset W473 491111-[0] N'aen, no, pl… Please. (精靈語)不要,拜…拜託。 Oral/dialogic Subtitling asset W474 491113-[0] Minne ess Aenye, ne tuv'en que'ss! (精靈語)不朽之光啊,請保佑我們! Oral/dialogic Subtitling asset W475 491115-[0] Mir'me vara. (精靈語)價格太高了。 Oral/dialogic Subtitling asset W476 491230-[0] Que? (精靈語)什麼? Oral/dialogic Subtitling asset W477 491234-[0] N'elaine! (精靈語)討厭! Oral/dialogic Subtitling asset W478 570855-[6] Nevid, cyvir! (咒語)Nevid, cyvir! Oral/dialogic Subtitling asset 326 EN immersion components Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Implicit information Character identification Plot construction Translation strategies Contextualization by addition Retention unmarked Contextualization by addition Contextualization by addition Contextualization by addition Contextualization by addition Contextualization by addition Specification addition Asset String ID number Source File Asset source text Text type & Asset type Asset target text W479 1049555-[2] {Yeá? } [Yes?] {Yeá? } [怎麼了?] Oral/dialogic Subtitling asset Voiceover asset W480 1018697-[0] Enn'le! (精靈語)阻止他! Oral/dialogic Subtitling asset W481 491347-[0] Elaine vara. (精靈語)真是好東西。 Oral/dialogic Subtitling asset W482 503743-[0] A'baeth me aep arse. (精靈語)去你的。 Oral/dialogic Subtitling asset W483 506493-[0] Shaente a'vean a'taeghane? (精靈語)可以唱首歌嗎? Oral/dialogic Subtitling asset W484 1180938[bob] {Ehh… Squess me.} [Errr. I beg your pardon.] Oral/dialogic {Ehh… Squess me.} [唉,請您原諒我。] Subtitling asset Voiceover asset W485 1180922[bob] {Que?} [Yes?] {Que?} [怎麼了?] Oral/dialogic Subtitling asset Voiceover asset W486 1180920[bob] {Ceádmil!} [Greetings!] {Ceádmil!} [你好!] Oral/dialogic Subtitling asset Voiceover asset 327 EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Implicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification Plot construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Contextualization by addition Contextualization by addition Contextualization by addition Contextualization by addition Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text {Àite fúlnes bloedde, n'esse fion…} [這地 Oral/dialogic Subtitling asset 方都是血臭味,沒有葡萄酒香⋯] Voiceover asset W487 1180869[bob] {Àite fúlnes bloedde, n'esse fion…} [This place stinks of blood, not wine…] W488 1180812[bob] {Okho, co-éineach en lagan - Vatt’ghern de Oral/dialogic {Okho, co-éineach en lagan - Vatt’ghern de Nord.} [Whoa-ho, a one-man disciplinary squad Nord.} [哇,碰到一人糾察隊了,是北方 Subtitling asset - a witcher from the North.] Voiceover asset 來的狩魔獵人呢。] W489 1180814[bob] {A bheil jakkten Bèist a-mhàin?} [You mean to hunt the Beast on your own?] {A bheil jakkten Bèist a-mhàin?} [你打算 自己去狩獵惡獸?] Oral/dialogic Subtitling asset Voiceover asset W490 1180818[bob] You promised to rid us of the Beast, and you kept your word. {Hael, Geralt!} [Long live Geralt!] 你答應要替我們解決惡獸,而你真的信 守承諾了。 {Hael, Geralt!} [傑洛特萬 歲!] Oral/dialogic Subtitling asset Voiceover asset W491 1180834[bob] {Du fehainn beatha an-seo esse… difranh?} [Do {Du fehainn beatha an-seo esse… difranh?} Oral/dialogic [你是不是也覺得這裡的生活有點⋯不太 Subtitling asset you also feel that life here is somehow… different?] Voiceover asset 一樣?] 1180836W492 [bob] {A àite diùcad heàrrlois dear-ceòlh - eluaim {A àite diùcad heàrrlois dear-ceòlh - eluaim de de dòirt fion.} [在這公國時時刻刻都可以 Oral/dialogic dòirt fion.} [In this duchy, one always hears one Subtitling asset 聽到一種美妙音樂,就是倒葡萄酒的聲 kind of music - the sound of wine being poured.] Voiceover asset 音!] W493 1180838[bob] {A’anval bhampair! Me bràtheir n'esse {A’anval bhampair! Me bràtheir n'esse creide Oral/dialogic que'ss féin-fidir an-seo.} [A vampire attack! My creide que'ss féin-fidir an-seo.} [有吸血鬼 Subtitling asset brother will never believe it when I tell him.] 襲擊人類!我兄弟聽了肯定不會相信。] Voiceover asset W494 1180844[bob] Larwm! Larwm! [Alarm! Alarm!] Larwm! Larwm! [警戒!警戒!] 328 Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File 1180856W495 [bob] 1180858W496 [bob] Asset source text Text type & Asset type Asset target text {N'ees behéfth ne bhampair ne sas {N'ees behéfth ne bhampair ne sas mallaich! mallaich! Esse deireadh tadhail an-seo.} Esse deireadh tadhail an-seo.} [Curses, vampires [又是詛咒、又是吸血鬼,我來這兒可不 - I did not sign up for any of this! This is my last 是要對付這種鬼東西!我以後不會再來 time here.] 了。] {An tus Bèist, thaë a’anval bhampair… {An tus Bèist, thaë a’anval bhampair… Sluagh- Sluagh-diccette a Toussaint ealdor fion y diccette a Toussaint ealdor fion y altaich!} [First altaich!} [先是惡獸,接著又有吸血鬼襲 the Beast, then the vampire attack… And they 擊⋯大家還說來到陶森特只要喝酒放鬆就 said Toussaint would be but wine and respite!] 好了哩!] Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset W497 1180860[DLC14] {Garean!} [Watch out!] W498 1180867[bob] Oral/dialogic {Brr, gabh sgranthil ploeige…} [Brrr, this place {Brr, gabh sgranthil ploeige…} [噁,這地 Subtitling asset gives me the willies…] 方讓我起雞皮疙瘩⋯] Voiceover asset 1180875W499 [bob] {Garean!} [小心點!] {Am biodh sinnea n'esse ùisig beatha, nuair vrouw neen àit.} [It would be a shame not to make the most of the wife being a long ride away!] {Am biodh sinnea n'esse ùisig beatha, nuair Oral/dialogic vrouw neen àit.} [老婆遠在天邊,不趁此 Subtitling asset Voiceover asset 良機還待何時?] W500 1180877[bob] {Que tachair aen Toussaint, fan aen Toussaint.} [What occurs in Toussaint, stays in Toussaint.] {Que tachair aen Toussaint, fan aen Oral/dialogic Toussaint.} [在陶森特發生的事,就只是 Subtitling asset Voiceover asset 陶森特的事。] W501 1180893[bob] {Ese'theenk aep nas spèalaig na cuidai…} [Seems more a muddler than one to help…] {Ese'theenk aep nas spèalaig na cuidai…} [比起幫忙,看來更會找麻煩⋯] W502 1180896[bob] {Ban-Diùc Anna Henrietta òrdai an duine…} [The one Duchess Anna Henrietta sent for…] {Ban-Diùc Anna Henrietta òrdai an Oral/dialogic duine…} [是安娜‧亨莉葉塔女爵找來的人 Subtitling asset Voiceover asset ⋯] 329 Oral/dialogic Subtitling asset Voiceover asset EN immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File 1180898W503 [bob] Asset source text Text type & Asset type Asset target text {Ru'ire de Peyrac-Peyran esse marv. Ess'me aisgairm dansa ess aep ambasaid.} [Sir de PeyracPeyran is dead. Yet it seems just yesterday I danced with him at the embassy ball.] {Ru'ire de Peyrac-Peyran esse marv. Ess'me ais-gairm dansa ess aep ambasaid.} Oral/dialogic [佩拉佩蘭先生死了。感覺跟他在使館舞 Subtitling asset Voiceover asset 廳跳舞還是昨天的事。] W504 1180910[bob] {Y Iarla Notturna esse marv. A-réir snoig leiadah…} [And Countess Notturna, dead as well. Such a noble woman…] {Y Iarla Notturna esse marv. A-réir snoig leiadah…} [諾杜娜伯爵夫人也死了,那 麼高貴的女性⋯] Oral/dialogic Subtitling asset Voiceover asset W505 1180914[bob] {Eis na dùrchaden, airit ru'ire Ravix!} [Accept my most heartfelt best wishes, honorable Sir Ravix!!] {Eis na dùrchaden, airit ru'ire Ravix!} [請 接受我最衷心的感謝,英勇的拉維克斯󠄀 先生!] Oral/dialogic Subtitling asset Voiceover asset W506 1180916[bob] {Aen Ard Feain daerr Ban-Diùc Anna Henrietten {Aen Ard Feain daerr Ban-Diùc Anna Henrietten anam…} [烈日將會守護安娜‧ anam…} [The Great Sun watch over Duchess Anna Henrietta's soul…] 亨莉葉塔女爵的靈魂⋯] Oral/dialogic Subtitling asset Voiceover asset W507 1180926[bob] Oral/dialogic {Esse’ionndrainn aep me weddin…} [I miss my {Esse’ionndrainn aep me weddin…} [我想 Subtitling asset children…] 念我的孩子⋯] Voiceover asset W508 1180928[bob] {Ess'deireadh tùrnment y ess’creasa vor caer.} [This tourney must end, so we can go home.] {Ess'deireadh tùrnment y ess’creasa vor caer.} [比武大賽該結束了,這樣我們才 能回家。] Oral/dialogic Subtitling asset Voiceover asset W509 1180942[bob] {A-réir brùi… A-réir fireann.} [Why, you are brutal… You are manly.] {A-réir brùi… A-réir fireann.} [你還真野 蠻⋯真有男子氣概。] Oral/dialogic Subtitling asset Voiceover asset W510 1180948[bob] {Ioman diùcad esse cintaich de impireachd.} [This whole duchy is an offense to the Empire's majesty.] {Ioman diùcad esse cintaich de impireachd.} [這整座公國都是對帝國的 侮辱。] Oral/dialogic Subtitling asset Voiceover asset 330 EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Translation strategies Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Retention unmarked Asset String ID number Source File Asset source text Text type & Asset type Asset target text W511 1180950[bob] Ismear y cea'dsaa… Toussaint esse ard {Ismear y cea'dsaa… Toussaint esse ard drùisdhai.} [Drunkenness and degeneracy… Toussaint drùis-dhai.} [酒醉與墮落⋯陶森特真是座 is one vast bordello.] 極樂天堂。] W512 1180956[bob] {Ech, alz esse'fan heer gu brài…} [Ehh, if I could only stay here forever…] {Ech, alz esse'fan heer gu brài…} [唉,如 Oral/dialogic Subtitling asset 果我能永遠待在這裡就好了⋯] Voiceover asset W513 1182328[bob] {Ech, Toussentien esse liuet ferranch…} [Ehh, these Toussaintlies really rile me…] {Ech, Toussentien esse liuet ferranch…} [唉,我開始受不了這些陶森特人了⋯] 331 Oral/dialogic Subtitling asset Voiceover asset Oral/dialogic Subtitling asset Voiceover asset EN immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction ZH-TW immersion components Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Audiovisual stimuli Contacting gameplay Explicit information Character identification World construction Translation strategies Retention unmarked TL adjust Retention unmarked Retention unmarked