This thesis consolidates the available literature on game localisation into a single, ideal localisation process and compares this ideal process to the localisation of the Massive Multiplayer...Show moreThis thesis consolidates the available literature on game localisation into a single, ideal localisation process and compares this ideal process to the localisation of the Massive Multiplayer Online (MMO) game Final Fantasy XIV. The main purpose is to identify and discuss any MMO specific localisation issues. Information on the localisation process of Final Fantasy XIV was gained through an interview with the localisation staff, as well as previously available online material. The results show that the localisation of Final Fantasy XIV even exceeds the ideal localisation on several points, and indicates several MMO specific localisation issues: fluctuating team size, the need for uniformity of visual assets in all language versions, short localisation cycles, and how to incorporate player feedback. Furthermore, the analysis shows that the localised versions of the game have influenced the original version in several ways.Show less
This thesis looks at the possibility to use commercial off-the-shelf video games as an educational tool. By looking at educational video games, commercially made video games and different genres,...Show moreThis thesis looks at the possibility to use commercial off-the-shelf video games as an educational tool. By looking at educational video games, commercially made video games and different genres, this thesis hopes to provide some insight in what type of video game can be used as an educational tool.Show less
What makes EarthBound (1994) such a landmark game, is its position as one of the first video games that consciously used the communicative potential of the medium. It did this to reflect on the...Show moreWhat makes EarthBound (1994) such a landmark game, is its position as one of the first video games that consciously used the communicative potential of the medium. It did this to reflect on the conventions of the video game medium, specifically the Japanese Roleplaying Game (JRPG) genre. This thesis analyzes EarthBound’s satire and situates it into a concrete paradigm, namely that of postmodernism.Show less