Games Localization: Cultural Points
By Ultan O'Broin-Oracle on Feb 07, 2011
Great article about localization considerations, this time in the games space. Well worth checking out. It's rare to see such all-encompassing articles about localization considerations aimed at designers. That's a shame. The industry assumes all these things are known, yet the evidence from practice is that they're not and also need constant reinforcement.
We're not quite in the games space in enterprise applications yet, but we're getting there, and gamification is a hot UX topic. In the enterprise apps arena, there may be a role for games in the training space, in CRM through building relationships and contacts, gathering sales and marketing data, answering service requests, and so on. Or in HCM, for talent development or recruitment purposes. No end of possibilities.
Other thoughts can be gleaned from this appslab post Why Gaming is the Future of Everything. Beyond the obvious considerations, check out the cultural aspects of games localization too. For example, Zygna's offerings, which you might have played on Facebook: Zynga, which can lay claim to the two most popular social games on Facebook - FarmVille and CityVille - has recently localized both games for international audiences, and while CityVille has seen only localization for European languages, FarmVille has been localized for China, which involved rebuilding the game from the ground up.
This localization process involved taking into account cultural considerations including changing the color palette to be brighter and increasing the size of the farm plots, to appeal to Chinese aesthetics and cultural experience. All the more reason to conduct research in your target markets, worldwide.