Title Representation of players’ choices leading to the story changes in the video game text and its rendition in translation: the case of the narrative video game “assassin’s creed valhalla” (2020) /
Translation of Title Žaidėjų pasirinkčių ir jų nulemtų pasakojimo pokyčių reprezentacija vaizdo žaidimo tekste ir jos perteikimas vertime: naratyvinio vaizdo žaidimo „Žudiko kredo: „Valhala“ (2020) atvejis.
Authors Szupszynska, Aneta
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Pages 72
Keywords [eng] video game localisation, interactive narrative, branching narrative structure
Abstract [eng] The subject of video games is innovative and relevant due to ever increasing interest among the players and the constant demand for better quality products. There is a dearth of research on how the narrative structures that are influenced by player choices, especially between English and Polish languages. This thesis aims to investigate how the Polish translation of “Assassin’s Creed: Valhalla” renders the players' possible choices in the game narrative and their consequences on the overall story, with emphasis on the structural, linguistic, and emotional alterations. The tasks set for the thesis were to identify major narrative instances where player choices impact the ending of the main story of the game; to investigate the branching narrative structure of the selected instances; to compare and assess the equivalence of the English and Polish versions of the narrative; The object of the research is the translation of interactive, branching narratives, i.e. the major player choices and their consequences, from English into Polish language The research material for this thesis consists of selected dialogue from the “Assassin’s Creed: Valhalla” (Ubisoft, 2020) video game, in its original English version and its translation into Polish language. The study is conducted through the perspective of theoretical insights found in Translation Studies (including Audiovisual Translation Studies), Narrative Studies and Game Studies. The analysis is qualitative in nature, examining how the dialogic consequences of major player choices are presented linguistically and tonally in the source and target languages of the video game.
Dissertation Institution Vilniaus universitetas.
Type Master thesis
Language English
Publication date 2025