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Lately many of my friends have been adopting carnivorous plants and I have been
seeing an increased interest in this subspecies of plants growing on the internet. Watching
carnivorous plants such as Venus flytraps, sundews, and bladderworts being paraded
around and treated like normal plants slightly upsets me, so I decided to take my
frustration and channel it into something constructive. After reading Rainer Hedrich’s
article titled “Carnivorous Plants” I decided to use that article for my genre translation and
translated it into an RPG video game in order to spread basic tips and information about
these plants. I decided that translating the article into an RPG was a good idea because I
could achieve my goal of sharing information about carnivorous plants by including NPCs
that provide fun facts about carnivorous plants when you interact with them. Not only that,
but it has also been suggested that people learn better through hands on activities, like how
students who take chemistry lectures also have to take chemistry labs in order for them to
Deleted: For my writing project 3, I translated the article
see the reactions they are learning about in action. “Carnivorous Plants” (written by Rainer Hedrich) into an
RPG video in order to give the public more information
The original text was meant for those who had an interest in carnivorous plants but about carnivorous plants through interactive gameplay. I
figured that since many people want to own a
carnivorous plant, this would be a good idea. In order to
had no scientific knowledge about them. However, most people who purchase carnivorous do this, I sprinkled NPCs (non-playable characters) in
order to incorporate the facts about plants that Hedrich
had stated in his article. However, I kept some important
plants nowadays are doing it because they think they’re cool and pretty, not because they facts and put them in the main storyline because I figured
they would add more of an interesting factor to the plants
genuinely care about the wellbeing of the plant and want to help it grow to its full potential. you Encounter.¶
Deleted: Originally the text was meant for people who
don’t know anything about insectivorous plants and had
These same people would have no interest in an article like this because it is not an interest in them and science.
Deleted: the large majority of
stimulating or trendy. By creating an RPG game and promoting it properly, a lot more
Deleted: . A lot of these people don’t really want to make
time to read an academic article
people would find a way to make time to play it, have fun, and, most importantly, learn
Deleted: rpg
about this unique species of flora. I know this would be an effective translation because Deleted: and have fun
Deleted: When
people tend to learn better while having fun and participating in interactive activities. Deleted: e
Deleted: fun
However, this isn’t to say that the article itself is boring! There was a fun line in which Deleted: they tend to retain information better!
Hedrich references one of my favorite old school movies and musical “Little Shop of Deleted: movie
Horrors”. I used this line in the script of the game in order to do some world building.
As I mentioned before, text in this game is used in NPC interactions and cutscenes in
the main storyline. I could not use all the text in the article due to the fact that RPG’s need a Deleted: rpg
fluid storyline, so I only used parts of the article that could be stated as standalone facts. Deleted: stand alone
Luckily for me, that was a majority of the article. One of the problems that I faced with this
game was that I had to create a fun and entertaining storyline out of Hedrich’s article. To do
that I thought about how carnivorous plants look awful and completely different than they
normally do when they start to die. I then had the idea to think about the death of the
plants as a corruption that human’s cause due to negligence and that the plants were trying
to take revenge.
I knew that making this game would pose to be a challenge due to the time crunch I was Formatted: Font: Times New Roman
Formatted: Line spacing: Double
on and the limited resources I had at my disposal. In the beginning phase of the creation process,
I decided to use an engine that allowed me to change the limitations of the scripting program I
was using and allowed me to create a battle system identical to Undertale’s. I wanted to do this
because Undertale’s battle system emphasizes passivity and patience by giving the option to
defend yourself against enemies and talk things out with them. I thought that my game would
benefit from this battle system because it would encourage the players to not harm the plants in
the game and instead be patient with them, much like how they must be patient with plants in
real life. However, three days before the final draft was due, I had only managed to complete the
tutorial level and I was still struggling with coding errors. In order to be able to make the due
date, I scraped the Undertale battle system and went with the normal battle system instead. I then
tailored the abilities in a way that made them seem more like they were benefitting the corrupted
plants instead of harming them. An example of this is that I made and named abilities things like
“Distilled Water” and “Soil Change”, which are things that carnivorous flora benefit from. I
believed that by seeing that these things would uncorrupt plants, people would make the
association that the things the abilities are named after are things that should be given to their
the enemies. When attacking the plants, I wanted to make sure that it didn't necessarily
look like they were being damaged, but rather healed. In order to do that I made sure to use
soft sound effects with the animations to make them seem like they aren’t so harmful.
Anything with a deep tone would sound as if it hurt. I also had to lighten the colors in many
of the animations otherwise the darker colors would look like they were hurting the plants. Deleted: other wise
Formatted: Font: "
One of the conventions of my non-academic genre is that they tend to include shops
and areas where the characters could rest. However, I did not incorporate this into my Deleted: However
genre translation. I believed that the game was too short to create resting centers, so what I
did instead was that I placed crystals across the game that the players can use to save the
game before their battles and regenerate their characters’ health bars and mana bars. I also
completely left out shops from the game. For one, I tuned the abilities of the characters to
the strength I felt they needed to be to make the battles entertaining, but beatable. I also
just did not want to make it seem as though I was encouraging violence against actual
carnivorous flora. The only one who fights with a weapon is the Gardner character,
however his weapon is meant to help plants by removing the infected portions!
Another aspect of the translation that I found to be quite difficult was keeping
Hedrich’s tone. In the article, he was very enthusiastic about the topic of carnivorous flora
and it was extremely infectious. I knew I wanted to keep that tone in the genre translation,
but in the end, I realized it would not have been able to stay. The difference between an
article and a game is the fact that the article is the way the information is relayed. In an
article, only one person’s tone needs to be represented throughout the entire thing. In a
videogame, however, the tone actually shifts. Even if there is only one person creating the
game, there are still multiple tones through out the whole game. This is due to the fact that
the dialogue needs to be shaped in a way that each character has their own personality.
Overall, I enjoyed this project! I believe I did the original article justice and I even Deleted: Overall
https://www.sciencedirect.com/science/article/pii/S0960982214014973