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Analysis: The Implications of Dialect in Dragon Quest IV
Analysis: The Implications of Dialect in Dragon Quest IV
May 18, 2009 | By Simon Carless

May 18, 2009 | By Simon Carless
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More: Console/PC



[In a new analysis piece, writer Daniel Johnson looks at the unique Dragon Quest IV translation on Nintendo DS to discuss the ways that in-game dialects affect play.]

After a short prologue, the first thing said to you in the new DS translation of Enix's classic JRPG Dragon Quest IV is the following request, made by a servant to the king;

"His Majesty is aboot tae make an announcement tae youse all. Simmer doon an' listen noo."

The almost uninterpretable utterance is then followed up by more slovenly spoken English, until you soon realize that everyone in this world responds to you in such a manner, even the king himself! Later on, in the following chapter, you'll progress to another one of Dragon Quest IV's quaint, little villages and the small township will again have their own oddities of spoken language.

Initially it took me some time to wrap my head around what exactly developer ArtePiazza were intending by littering obscure English nuances throughout each villager's dialogue. Each new location has their own flavour of spoken language, they effectively have their own individual dialects. I'm not too sure whether indeed dialects are actually at play here. There appears to be a lack of specialized vocab and grammar to justify the classification of dialect (therefore making it instead an accent).

On further investigation, the press release for this title proudly notes a selection of 13 unique dialects based on global communities. Within the thirteen dialects there are Russian, French, Bristol and Scottish variations among others. I'm personally hesitant, but let's run with this.

Negative Interpretations of Dialect

The inclusion of dialects in video games stirs about some interesting implications. By using dialects as the main form of communication, it validates dialects within the language that the game operates. In other words, Dragon Quest IV is declaring that the English language does indeed have dialects.

Depending on the player, this may or may not sit right with them, therefore impacting on their experience with the game, particularly so in a title where language is a critical component of play. As proven somewhat by this article on Dragon Quest V (which also features dialects in the same manner), some players might simply refuse to acknowledge, or even be aware that English (/language in question) does in fact have different dialects, hence creating a dissonance between player and game.

For me personally, as an Australian, I rarely think of English as a language with dialects, sure there are variations, but we rarely consider those variations significant enough to label distinctively as dialects. You Americans (yes, you Americans!) say that we [Aussies] have an accent, rather than speak a dialect; so even if we actually do speak dialects, both countries are less acquainted with the term and therefore don't think with this connotation.

Hence I spent a good half hour confused as to why everyone was speaking with a broken English tongue – it took me right out of the game. Dragon Quest IV was localized in Europe; a continent with many languages, so I suppose (and am taking the assumption that) when people from Europe play this title, they might have not encountered the same confusion, instead pick up on the dialects intrinsically.

Dialects also rarely have written forms, so rendering dialect as text demands that the writers (or in this case: localization team) construct their own written approximations based on the oral forms. This vocabulary is therefore specialized, and while an English reader can interpret the text as having similarities to accents, it's still difficult reading to digest. This makes the reading of text a burden for the player, as they need to constantly self-translate chunks of dialogue.

Furthermore, when interrogation of villagers is required to progress, the oddly spoken English can become more of a hindrance than a help. As to how this was handled in Japanese, I'm unsure, but one would suspect that dialects would have taken on an entirely different meaning, which we'll get to later.

Perhaps the largest issue with dialects is something that goes well beyond localization, and represents important differences between east and west. In western culture, dialects are often derogatorily viewed as strange divergences from the normally accepted English vernacular. They're associated with people from lower socio-economic backgrounds.

It seems clear that the inclusion of dialects in DQIV is there to colour each township with a distinct linguistic flavour - and the game is no doubt effective at doing so. In western culture though this also reduces the NPCs to a bunch of backwards-sounding, uneducated hicks. Dialects (or even just accents) have different connotations in different cultures (one would wonder if I'd be fretting so much over this issue if this were in a Japanese context).

Therefore when implementing dialects into games, cultural misunderstandings can become a natural occurrence, proving that games are unique to the cultures that interpret them. The Dragon Quest IV I'm playing is very different to the one being played in Japan. Such a seemingly negligible cultural nuance can blow open one's perception of the whole product.

One of the initial impressions I had while plodding through Dragon Quest IV's quest was that the by using “exotic” English dialects and situating itself in a series of small-time, country villages, the game was poking fun at people from less fortunate backgrounds. That is, I assuredly feel that Dragon Quest IV could be interpreted as racist – or at least derogatory to those which accents/dialects. I don't believe that such an innocent game would dare imply such things, but it's very easy to see how one could interpret this.

Ask yourself this question. Having read the above quote at the top of the article, what impression did it give you of the speaker? Probably not a very positive one, I suspect. It sounds uneducated and broken. Now imagine that everyone in a given area speaks with the same awkwardness and you begin to understand how one could infer a negative image of these cultures. Further still, never we forget that these dialects are based on actual global dialects. How then does a player from Russia, France, Bristol or Scotland interpret the text? I'd sure like to know.

Positive Interpretations of Dialect

The interesting thing about dialects is that like language they're containers of culture. Our cultural norms are embedded within our language, dialects too contain specialized vocabulary, grammar, phrases and language techniques unique to a culture that shares the language of many cultures. In order to prove my point, here's a cliched examples of culture in language and dialect;

In English we only have a handful of words used to classify snow. In languages used by the Eskimos though, there are many variations of snow depending on the hardness or softness. This additional vocabulary is required to operate in freezing-cold living conditions (building igloos, walking on stable ground) and hence representative of that culture.

Games such as Dragon Quest therefore have the potential to familiarize and hence teach these cultural norms to the player, giving them a knowledge that extends beyond the game itself. There are a few instances in which NPCs will spout out an unfamiliar word here or there but ultimately it's quite rare.

I suspect that this is due to the Japanese-English translation; where perhaps many of the dialect specific words as written in Japanese couldn't find an appropriate translation with the same level of significance in the narrative, in the respective English dialect. This hypothesis makes reasonable sense, after all, dialect quibbles aside, Dragon Quest IV has quite a good localization. Unfortunately, the potential here is lost in translation, but worth noting nonetheless.

The other main strength of Dragon Quest IV using dialects is the fact that it does acknowledge different cultures, and does so through the wise use of language. Very few games use language (besides crusty German accents) to express cultural divergence, and the ones that do (the Zelda series for instance) ensure that the linguistic differences are rather subtle, such as address or fixed phrases (rally-ho!).

While the application in Dragon Quest IV can be misinterpreted as derogatory towards some cultures or simply misunderstood by the player, including dialects only makes the player more conscious of multilingualism and multiculturalism in games, and indeed that's a strength.

I think that no matter which medium we're discussing, incorporation of dialects is tricky business. One suggestion for a western target audience would be to dig underneath the connotations of dialect and weave this to a narrative advantage. This was done successfully, and to much acclaim in the book A Concise Chinese-English Dictionary for Lovers by Xiaolu Guo.

This novel took the form of the diary of a young Chinese girl living abroad in England. Her diary was written entirely in Chinglish, that is English affected by Chinese grammar and speaking patterns. The use of Chinglish allows the reader to understand, and in the end form an appreciation, even admiration for someone living in a foreign context and struggling with a language that they're still coming to grips with.

It's a psychological battle to live in an unfamiliar place, let alone live in an unfamiliar language, and the use of broken English depicts that mental frustration to express oneself with a cold accuracy, ensuring the book is undertoned with a gritty realism. Her English does improve, and you see the natural progression from Chinglish to “proper” English transitioning through the tale.

In this instance, the weaknesses that westerners see in dialects was exploited and used to create sympathy of the lead character and her challenging world. A powerful way in which dialects can be utilized in media.

Conclusion

It isn't my intention to scrutinize Dragon Quest for all its missteps in handling dialects. Rather, using DQIV as a case study allows us to understand the challenges of adapting dialects into video games amidst a series of cultural connotations.

On one hand dialects can be detrimental to the concept of “fun” and deconstructive to play, but on the other, it has the potential to nurture cross-language and cross-cultural understanding in a very intelligent manner.

[Daniel Johnson spends too many late nights conversing Mandarin to friends in Shanghai. He studies language and culture, and shares most of his video game musings on his blog at danielprimed.com]


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Comments


Andrew Dovichi
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Interesting analysis of the game, I happen to be playing it right now (near the end of chapter 4, a lot of french being used) so I know what you're talking about. The dialect used at the start caught me off guard a bit because they seem to have taken it further than they usually do in the Dragon Quest games, but it grew on me quickly and now I don't really have any trouble understanding what is going on.



Dragon Quest has always used dialect as a way to further characterize, the tough and brutish characters always seem to talk in a style you quoted at the start of the article while the sexy "puff-puff" girls have always spoken with a french dialect (language of love, non?). I think this is one of the little things that has always endured me towards the DQ games, much more than a certain 'other' Square-Enix series whose idea of linguistic characterization peaks at adding mild curse words in every sentence to a black characters speech patterns.

Douglas Kinloch
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Interesting, the phrase at the start is fairly standard Scots, not a dialect but a language recognised by the Scottish Government and European Union.



It may have been updated a wee it but it would be recognisable to the court of King James VI of Scotland, commissioner of the famous Bible translation that bears his name (and who became James I of England) and Robert Burns. Not to mention Billy Conolly. A broad cultural range, I grant you :)

Geoff Schardein
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I finished the game and while the dialects at first caused me to slow down to better understand what was being said I believe it does add character to the game. We forget that in a world where there is no mass communication just going from one region to another region could subject a person to an entirely different dialect. Had a standard accepted English translation been used I would actually think it would take away from the flavor of the game. Of course to really make it real you could add a ""I don't know what you mean." kind of option and get a rephrase that was more standard. That however, would double the complexity at the least, of the translation, and might take away more than it added. Personally I can't wait for the next Dragon Quest installment to be translated and released to the US.

David Swift
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I'm English and I read the first sentence as clearly Scots-influenced, if not standard Scots. I can't speak for everyone in the UK but it certainly seems like we're exposed to a lot more accents and dialects growing up; as a child half the programmes on TV were from Canada, the US and Australia. Most of the popular soaps and sitcoms feature characters with regional accents. Perhaps that's why I'm slightly shocked that you'd struggle so much with this "broken english".



I disagree quite strongly with the notion that "dialects can be detrimental to the concept of “fun”" and argue that natural-sounding dialects make a place more real, more grounded in reality. Even if that reality is an alternate reality. I'm also a little sick of games that give everyone American accents because, apparently, publishers think the average gamer is too stupid to understand other accents. I worry that's a self-fulfilling prophecy!

Thomas Langston
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I'm more than slightly shocked with with many of the proposed difficulties with accents or dialects. The assertion that a sizable population of the audience would have issue with the idea of the English language containing dialects seems absurd. Historically it has been part and parcel of every language, why would English language be different? In a globally interconnected modern world where cultures blend daily it appears plain as day as different languages swap vocabulary.



The additional issue of handling accents in text is masterfully handled in many novels and it only makes sense to borrow that for games. Yes, there is a trade off for ease of understanding the message, but the return of flavor and color to the language makes it worthwhile.



The idea of the use of accents being derogatory is a further stretch. This isn't a modern day setting, we don't expect all our protagonists to use perfect mid-Atlantic English. Even if it were, the only thing that is offensive is the assumptions that a dialect implies someone is uneducated and that indicating someone is from rural background is derogatory. Is the inclusion of accents in fiction racist? Hardly. The idea that the cultural heritage of a group indicates their intelligence or value is what is racist.

Josh Wilson
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Interesting article. A couple of comments and questions (I haven’t played it):



When you refer to Russian/French etc. speaking with a “dialect,” do you mean speaking English with an accent, or do you mean that their particular manner of speaking is considered a dialect within the game? A dialect is a variety of a language with different rules and only applies to a the codified varieties of the language spoken by native speakers. So those Indians who speak English as their native language speak a dialect of English called “Indian English,” but French speakers who learn English in school don’t speak a dialect of English, they speak English with a French accent. Australian, American, and British are just a few of the multitude of dialects of English that includes Nigerian, Kenya, and Singaporean varieties.



I live in Japan and there are quite a few regional dialects here that are easily identifiable with the Japanese writing system. Along with that, stereotyping doesn’t have the same kind of negative connotation as it does in the west, so it would be acceptable to have characters with an outlandish American or French accent. So I would expect that the disorienting English dialects result from the challenge of localizing something that worked seamlessly in Japanese.



As has been alluded to in the article and other comments, it seems the chief problem with the dialects is rendering them in written English. Reading an unusual script requires a lot effort of the player that doesn’t seem to be part of game play; it would be the same if the screen were unnecessarily dark. If the dialects were rendered (well) as spoken language -without being too eccentric- the problem may not be so severe.



Just an aside: the idea that "Eskimos" have more words for snow is an urban legend. List up the number of ways to describe snow in English and you’ll get 50 descriptive terms quite easily (fluffy, crunchy, crisp, blanketing, slushy, etc.).

Matt Marquez
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"Having read the above quote at the top of the article, what impression did it give you of the speaker? Probably not a very positive one, I suspect."

I thought it was someone from Medieval Times! That's not a negative thing. It adds to the game's atmosphere, although not being exposed to the different ways of talking in the UK it did take me out of the game when I came up across words like "och", which I still have no idea what it means or sounds like.

Still, it's adds a lot to the experience and I enjoy that feature. You're right, not many games try to expose those parts of the world or time so this is pretty cool.

While I'm not exposed to many dialects and accents of the English I'm familiar with, I live in an area where people from other countries where English is not the native language and that's pretty cool.

Ben Harper
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While I'm generally for adding depth and flavor to a game by characterizing different ways that characters (or in this case, communities) communicate, I perceive that there is a fine line between "nice added depth" and "detrimental to immersion" as pertains to the amount and sorts of accent/dialectical choices used. For instance, the word "ye" is very easy to understand. It is a relatively universally understood variant on what we now say as "you." The French "non" at the end of a sentence is another excellent example of good dialect usage. But when I read "simmer doon" I imagined not Scottish but rather Canadian, and the "noo" basically didn't make any sense for entirely too long (less than a second, but that's plenty of time to pull me out of the game). Having a background in Asian languages, I also read "tae" as being most likely an asian term, not English, and so it gave me pause. (I would either pronounce it "ta-eh" or "tay" – rhymes with "day" – both of which, I'm sure, are terribly inaccurate to what is intended, given that from context clues the word is SUPPOSED to be "to"...)



It may well be that the "acceptable" dialectical representations will vary significantly, meaning that from one locale to another, different forms (Scots, Russian-English, &c...) will be at differing levels of "easily understood." I am confident that, were I to play the English version, I would get used to the various spellings, but that would come only after enough interactions where I had to figure out "What on earth are you saying?" And also, "How am I supposed to be pronouncing that?" Those breaks in immersion really pull me out of the game experience. (Any time I have to use CONTEXT CLUES to figure something out, it pulls me away from any sense of immersion. ^_^;;)



In the Japanese version, they may use some different dialects (I haven't really noticed that much, though I didn't pay that much attention while playing), but dialect in Japan refers to using different WORDS or contractions of words; different verb/adjective endings, &c... These "English dialects" seem to me more like different pronunciations or spellings of the same words; and while I don't get quite the same back-water hick feel from them that you describe (well, except for when I though it was Canadian... sorry, I'm American >_


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