Findings Concerning the Chrono Trigger SNES Release
1 2015-06-28T01:26:02-07:00 Dene Grigar ae403ae38ea2a2cccdec0313e11579da14c92f28 5497 16 This is the page for summarizing findings concerning the Chrono Trigger SNES Release plain 162782 2015-08-07T02:42:02-07:00 Madeleine Philbrook 793490c7e41f4e0efe523b50970c1632a02f214bPage
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”3 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise — still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”3 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise — still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise — still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise — still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise — still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise — still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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versionnumber | ov:versionnumber | 10 |
title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise -- still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape — the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title — a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations — including the censorship of explicit language and sexuality — ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months — relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation — it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 — arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger — although being censored, translated, recontextualized, and redesigned UI-wise -- still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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Version 8
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape -- the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title -- a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations -- including the censorship of explicit language and sexuality -- ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was Nintendo of America’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months -- relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation -- it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 -- arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki, “nationalitilessness” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger -- although being censored, translated, recontextualized, and redesigned UI-wise -- still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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Version 7
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versionnumber | ov:versionnumber | 7 |
title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape -- the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title -- a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America (NOA) dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations -- including the censorship of explicit language and sexuality -- ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan (NOJ) never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was NOA’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months -- relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation -- it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”2 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide. However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”4 -- arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki or “nationalitilessness,” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.4 Essentially, Chrono Trigger -- although being censored, translated, recontextualized, and redesigned UI-wise -- still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Schwartz, Steven A., and Janet Schwartz. The Parent's Guide to Video Games. Rocklin, CA: Prima Pub., 1994. Print. [2] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [3] Woolsey, Ted. "Ted Woolsey Interview: Episode 16." Interview by Chris Johnston and Greg. Player One Podcast. Player One Podcast, 02 Feb. 2007. Web. 19 July 2015. [4] Hans, Joel. "On 'Chrono Trigger', the Book." Cartridge Lit. Cartridge Lit, 15 Apr. 2014. Web. 28 July 2015. |
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Version 6
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title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape -- the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title -- a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America (NOA) dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations -- including the censorship of explicit language and sexuality -- ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan (NOJ) never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was NOA’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months -- relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation -- it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”4 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide.5 However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”6 -- arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki or “nationalitilessness,” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.6 Essentially, Chrono Trigger -- although being censored, translated, recontextualized, and redesigned UI-wise -- still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Oldenburg, Don. "How The Post Reported on Gender and Video Games in 1994: The Electronic Gender Gap." Washington Post. The Washington Post, 21 Mar. 2014. Web. 28 July 2015. [2] Near, Christopher E. "Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games." Sex Roles 68.3-4 (2013): 252-69. National Center for Biotechnology Information. Web. 27 July 2015. [3] "Chrono Trigger Party Sprites." Chrono Trigger Party Sprites. N.p., n.d. Web. 28 July 2015. |
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Version 5
resource | rdf:resource | https://scalar.usc.edu/works/chronicles/findings-concerning-the-chrono-trigger-snes-release.5 |
versionnumber | ov:versionnumber | 5 |
title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape -- the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title -- a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America (NOA) dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations -- including the censorship of explicit language and sexuality -- ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan (NOJ) never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was NOA’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months -- relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation -- it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”4 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide.5 However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”6 -- arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki or “nationalitilessness,” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.6 Essentially, Chrono Trigger -- although being censored, translated, recontextualized, and redesigned UI-wise -- still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Oldenburg, Don. "How The Post Reported on Gender and Video Games in 1994: The Electronic Gender Gap." Washington Post. The Washington Post, 21 Mar. 2014. Web. 28 July 2015. [2] Near, Christopher E. "Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games." Sex Roles 68.3-4 (2013): 252-69. National Center for Biotechnology Information. Web. 27 July 2015. [3] "Chrono Trigger Party Sprites." Chrono Trigger Party Sprites. N.p., n.d. Web. 28 July 2015. |
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continue to content id | scalar:continue_to_content_id | 162782 |
was attributed to | prov:wasAttributedTo | https://scalar.usc.edu/works/chronicles/users/5411 |
created | dcterms:created | 2015-07-28T14:22:08-07:00 |
type | rdf:type | http://scalar.usc.edu/2012/01/scalar-ns#Version |
Version 4
resource | rdf:resource | https://scalar.usc.edu/works/chronicles/findings-concerning-the-chrono-trigger-snes-release.4 |
versionnumber | ov:versionnumber | 4 |
title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
content | sioc:content | Chrono Trigger was released on the Super Nintendo Entertainment System (SNES) at the end of the console’s lifespan, showcasing the very best of what the technology had to offer. Just a year before, in 1994, a historical change altered the video game localization landscape -- the beginning of the Entertainment Software Rating Board (ESRB) and its enforcement of age-assigned ratings for video games. This organization was created by the Entertainment Software Association (then known as the Interactive Digital Software Association), and at the time of Chrono Trigger’s debut, branded the experience as a “K-A” (Kids to Adults) title -- a rating category that has since been revised as an “E” (Everyone) rating by the ESRB. Even before this judgement, Nintendo of America (NOA) dominated the North American video game market, establishing a set of policies and guidelines during the eighties and nineties that, in large part, shaped the industry standard for “family friendly” titles. This series of regulations -- including the censorship of explicit language and sexuality -- ultimately stripped localized games of original cultural material. Oftentimes, the most excessive and arduous revisions occurred during localization of an imported Japanese title; Nintendo of Japan (NOJ) never exercised such content regulations (except for rigid exclusion of nudity and sex), and only as recently as 2002 have Japanese video games been subjected to the Computer Entertainment Rating Organization (CERO). In the end, it was NOA’s set of strict guidelines that made the largest impact on Chrono Trigger’s localization and release in the North American region:1 Nintendo of America’s Video Game Content Guidelines (circa 1994)Following these rules, video game translator Ted Woolsey conceptualized an English script for Chrono Trigger in less than two months -- relying upon marketing materials and localized commercials as a means of gaining more context.2 Looking back on the experience, Woolsey muses that: "it would have been great to have two months, two and a half months to really work on that stuff. I think at the time, as one Japanese person explained to me, they were toys for kids and chill out; let's get this thing out the door. When in fact they were really art objects, cinematic stories for adults. These role playing games skewed older."2Unfortunately, the practice of video game localization was still in its infancy, and was almost exclusively a rushed and under-budgeted process. Coupling this with a restricted amount of processing capacity to house textual content featured in consoles at the time and the fact that any language that utilizes a non-Western alphabet creates more issues with user-interface design and script translation -- it was not surprising that the environment proved to be conducive for inaccurate localizations.3 Not only were these crutches in place, but the sheer extent of Chrono Trigger’s multi-branching storyline and host of up to six interchangeable party members (each with unique and fleshed out dialogue scripts), truly made the process even more complicating. “There weren't a lot of people resources to throw on this,” Woolsey attests, “I think it's different today. Today there are teams of people that do these, but basically I had to do all of it and try to keep all the different storylines in my head as best I could.”4 Due to these circumstances, full localization of Chrono Trigger (which entails the added alteration of video game graphics, audio, and potentially voiceover) was not seen as financially viable, and as such was never undertaken. This left intact much of the Japanese culture imbued within the game, which took on the form of anime-style artwork and expressions, as well as cultural themes of collectivism, pluralism, and deicide.5 However, Chrono Trigger also reflects a multicultural world distinct from traditional Japanese culture, populated by “one global monorace, spanning all the way from prehistory to the dismal future of 2300 A.D.”6 -- arguably one that is primarily Western-like in its qualities. It is this 「無国籍」 mukokuseki or “nationalitilessness,” in the form of a “mono race,” that was desired by the “Dream Team.” This concept “helped to both make characters more ‘relatable’ to Western audiences and prevent anything that might be seen as racially insensitive,” ultimately encouraging localization and international mass production.6 Essentially, Chrono Trigger -- although being censored, translated, recontextualized, and redesigned UI-wise -- still articulates much of what we consider original Japanese culture. As such, studying these themes more closely is paramount to our understanding of how this Japanese cultural material is expressed in North America, and reveals to us the various discrepancies between these cultures, their histories, and their distinct gaming ecologies during the late nineties. Works Cited: [1] Oldenburg, Don. "How The Post Reported on Gender and Video Games in 1994: The Electronic Gender Gap." Washington Post. The Washington Post, 21 Mar. 2014. Web. 28 July 2015. [2] Near, Christopher E. "Selling Gender: Associations of Box Art Representation of Female Characters With Sales for Teen- and Mature-rated Video Games." Sex Roles 68.3-4 (2013): 252-69. National Center for Biotechnology Information. Web. 27 July 2015. [3] "Chrono Trigger Party Sprites." Chrono Trigger Party Sprites. N.p., n.d. Web. 28 July 2015. |
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continue to content id | scalar:continue_to_content_id | 162782 |
was attributed to | prov:wasAttributedTo | https://scalar.usc.edu/works/chronicles/users/5411 |
created | dcterms:created | 2015-07-28T14:20:06-07:00 |
type | rdf:type | http://scalar.usc.edu/2012/01/scalar-ns#Version |
Version 3
resource | rdf:resource | https://scalar.usc.edu/works/chronicles/findings-concerning-the-chrono-trigger-snes-release.3 |
versionnumber | ov:versionnumber | 3 |
title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
default view | scalar:defaultView | plain |
continue to content id | scalar:continue_to_content_id | 162782 |
was attributed to | prov:wasAttributedTo | https://scalar.usc.edu/works/chronicles/users/5411 |
created | dcterms:created | 2015-07-28T03:33:40-07:00 |
type | rdf:type | http://scalar.usc.edu/2012/01/scalar-ns#Version |
Version 2
resource | rdf:resource | https://scalar.usc.edu/works/chronicles/findings-concerning-the-chrono-trigger-snes-release.2 |
versionnumber | ov:versionnumber | 2 |
title | dcterms:title | Findings Concerning the Chrono Trigger SNES Release |
description | dcterms:description | This is the page for summarizing findings concerning the Chrono Trigger SNES Release |
default view | scalar:defaultView | plain |
continue to content id | scalar:continue_to_content_id | 116771 |
was attributed to | prov:wasAttributedTo | https://scalar.usc.edu/works/chronicles/users/5411 |
created | dcterms:created | 2015-07-07T11:24:12-07:00 |
type | rdf:type | http://scalar.usc.edu/2012/01/scalar-ns#Version |
Version 1
resource | rdf:resource | https://scalar.usc.edu/works/chronicles/findings-concerning-the-chrono-trigger-snes-release.1 |
versionnumber | ov:versionnumber | 1 |
title | dcterms:title | Essays about Malloy's Uncle Roger |
description | dcterms:description | This is the page for essays by scholars about Judy Malloy's Uncle Roger |
content | sioc:content | This page contains two critical essays by Dene Grigar about Judy Malloy's Uncle Roger. The first, entitled "Exhibiting Uncle Roger: Challenges of Presentation,"is derived from a part of the presentation Grigar gave at the Electronic Literature Organization 2013 Conference in Paris, on September 26. The paper, which includes much additional information, was published a year later as "Curating Electronic Literature as Critical and Scholarly Practice" in Digital Humanities Quarterly. The second, "The Structure of Uncle Roger," was published originally for the Pathfinders blog in September 2013. In both cases, the essays have been republished as close to the original versions as possible; however, as I dug deeper into researching the work, I was able to gather more details about it. This means that the version of the first article in this book has more exacting information than the article published in the journal. |
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continue to content id | scalar:continue_to_content_id | 116771 |
was attributed to | prov:wasAttributedTo | https://scalar.usc.edu/works/chronicles/users/3849 |
created | dcterms:created | 2015-06-28T01:26:02-07:00 |
type | rdf:type | http://scalar.usc.edu/2012/01/scalar-ns#Version |