Professional Documents
Culture Documents
FACULTY OF PHILOLOGY
UNIVERSITY OF SILESIA
STUDENT’S NUMBER
310440
BA THESIS
SOSNOWIEC 2019
INSTYTUT JĘZYKA ANGIELSKIEGO
WYDZIAŁ FILOLOGICZNY
UNIWERSYTET ŚLĄSKI
NUMER ALBUMU
310440
SOSNOWIEC 2019
Słowa kluczowe: translation of idioms, translation of proper names, Slavic mythology, video
game translation, comparative analysis
( maks. 5)
…………………………………… ………………………………….
Data
1
uwzględniając merytoryczny wkład promotora (w ramach prowadzonego seminarium dyplomowego)
1
Table of Contents
INTRODUCTION ...................................................................................................................... 4
1.2.9 Modulation............................................................................................... 14
CHAPTER TWO...................................................................................................................... 25
3.3.3 Transference............................................................................................. 39
3.3.7 Couplet..................................................................................................... 41
CONCLUSIONS ...................................................................................................................... 54
REFERENCES ......................................................................................................................... 56
INTRODUCTION
It can be easily said that The Witcher 3: Wild Hunt is one of the best role-playing
games in the history of gaming. Nevertheless, its spectacular success is not confined only to
the number of prestigious awards and achievements. Moreover, The Witcher 3: Wild Hunt is an
excellent base for the comparative translation analysis of cultural content due to its rich
language and Slavic references. To elaborate, CD Projekt Red created the game that is
a reflection of Slavic myths, and, at the same time, spread this wonderful culture worldwide.
That is why, it is considered to be the Polish national pride and treasure. This thesis will attempt
to compare Polish and English versions of The Witcher 3: Wild Hunt in terms of the translation
of Slavic elements and idioms. This paper will also aim to determine whether those elements
and idiomatic expressions were preserved in the English version of the game.
The first chapter will focus mainly on the theory of translation. It will seek to provide
a consistent definition of translation and explain the differences between strategy, method and
procedure. In addition, it will introduce the methodology of Newmark, which is the basis for
the research. Subsequently, this chapter will take a closer look at equivalence. Apart from
examining the problems regarding the translation of proper names and idioms, it will discuss
the notion of competence in translation. Lastly, this chapter will analyze similarities and
The second chapter will concentrate on the theory of gaming, or, more accurately, it
will center around the definition of a video game and the most popular genres within the gaming
community. Moreover, this chapter will seek to tackle the problem concerning video games and
its status as a medium. Before the research, it is also important to mention challenges that lies
The third chapter will be dedicated to the comparative analysis of the bestiary and
chosen idiomatic expressions. The whole research will be conducted in accordance with
Newmark’s typology. As mentioned previously, the main objective of this paper is to assess
CHAPTER ONE
The practice of translation goes far back to the ancient times. Moreover, translation
played a key role in developing and shaping languages into what are they today. The translation
of the Hebrew Old Testament into Greek, also known as Septuagint, is considered to be the first
translation in the history (Nida & Taber, 1982). Its name derives from Latin Septuāgintā (lit.
trans. seventy) and directly refers to the number of translators who have been entrusted with
this task (Lebert, 2017). The Septuagint greatly contributed to the advancement of translation
and provided us with some basic procedures of these times (Soler-Pardo, 2013). As Lebert
(2017) outlines: “it became the source text for later translations into Latin, Coptic, Armenian,
Georgian and other languages”. The first person in history who chose sense-for-sense
translation (free translation) over word-for-word translation (literal translation) was Marcus
Tullius Cicero – Roman philosopher, scholar and orator (Munday, 2008). Cicero (46BCE/1960)
stressed that in De optimo genere oratorum (lit. trans. The Best Kind of Orator) he did not
translate speeches “as an interpreter, but as an orator, keeping the same ideas and forms, or as
one might say, the ‘figures’ of thought, but in language which conforms to our usage” (p. 364).
Cicero’s approach was met with a great interest and skepticism throughout the centuries. It
45). St Jerome was another scholar and translator who decided to reject word-for-word
translation and admitted to using Cicero’s typology during translation of the Bible to Latin:
“now I not only admit but freely announce that in translating from the Greek – except of course
in the case of the Holy Scripture, where even the syntax contains a mystery – I render not word-
for-word, but sense-for-sense” (St Jerome, 395 CE/1997, p. 25). It is also worth mentioning that
the translation studies emerged as an independent field of study in the second half of
the twentieth century (Munday, 2008). The grammar-translation method became widespread in
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secondary schools in various countries. At first, this method was applied to classical languages
such as Greek or Latin and then it proved to be useful whilst translating modern languages.
The grammar-translation method “concentrated on learning the grammatical rules of the target
language and then carrying out a literal translation” (Soler-Pardo, 2013, p. 6). However,
the method was abandoned for the sake of communicative approach in the 1960s. (Soler-Pardo,
2013). This approach puts emphasis on the student’s natural ability to acquire languages. Its
main goal was to “replicate ‘authentic’ language learning conditions in the classroom”
(Munday, 2008, p. 8). The following years brought more systematic and linguistic-oriented
approaches. The prime examples of these times are works by Jean-Paul Vinay and Jean
Darbelnet, Eugene Nida, Alfred Malblanc and George Mounin. Nowadays, one of the main
characteristics of the translation field is its diversity. To clarify, there are many different
According to Munday (2008) translation is in fact a very broad term because it can
refer to the general field of study, the product (completed, translated text) or the process
(the act of translating). “The process of translation between two different written languages
involves the translator changing an original written text (the source text or ST) in the original
verbal language (the source language or SL) into a written text (the target text or TT) in
a different verbal language (the target language or TL)” (Munday, 2008, p. 5). There is a close
similarity between the definition provided by Munday and Jakobson's definition of interlingual
verbal signs by means of some other language” (p. 139). In other words, interlingual translation
occurs when translating one language into another and from the perspective of translation
studies it is the most used and traditional form of translation (Munday, 2008). Jakobson
differentiates two other types of translation i.e. intralingual and intersemiotic. Intralingual
translation, also known as rewording involves processes of translation within one language.
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Whereas intersemiotic translation focuses on translating the text into the medium such as
television, books or music (Munday, 2008). In comparison, Newmark (1981) sees translation
as “a craft consisting in the attempt to replace a written message and/or statement in one
language by the same message and/or statement in another language” (p. 7). Newmark stresses
that translation may result in loss of meaning by overtranslation (adding too much unnecessary
information) and undertranslation (omitting important information). The use of the word "craft"
implies that translator's job covers a wide scope of responsibilities, thus he works on four levels
of translation.
method. These terms are often used synonymously within the field of translation which may be
a set of steps or processes that favor the acquisition, storage, and/or utilization of information”
(p. 71). Jaaskelainen implies that as a strategy we can consider any processes that help us with
translation, provide satisfactionary solutions and preserve the message. On the other hand,
Lörscher (1991) identifies translation strategy as “potentially conscious procedure for solving
a problem faced in translating a text, or any segment of it” (p. 8). To put it differently, strategy
can be defined as ways of dealing with problems that occur during translation's process.
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opposed to Lörscher, Newmark (1988) draws a clear distinction between procedures and
methods. Newmark notes that, “while translation methods relate to whole texts, translation
procedures are used for sentences and the smaller units of language” (p. 81).
According to Molina and Albir (2002), strategies and methods are two separate
concepts. Molina and Albir point out that strategies “are related to the mechanisms used by
translators throughout the the whole translation process to find a solution to the problems they
find” (Molina & Albir, 2002, p. 507). While the term method “refers to the way a particular
translation process is carried out in terms of the translator’s objective, i.e., a global option that
affects the whole text” (Molina & Albir, 2002, p. 507). In short, methods affect the way in
and idiomatically appropriate TL text in which the translators’ task is limited to observing
the adherence to the linguistic servitudes of the TL” (Vinay & Darbelnet, 1958/1995, p. 33).
Vinay and Darbelnet (1958/1995) point out that literal translation is most common between two
languages within the same family e.g. French and Italian, especially when their culture is
remarkably similar.
According to Newmark (1988) literal translation is the most important and basic
procedure both in communicative and semantic translation. It ranges from “one word to one
word, group to group, sentence to sentence and collocation to collocation” (Newmark, 1988, p.
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69). Literal translation is also the point at which translation begins. However, literal translation
becomes more challenging above world level and usually cannot be applied whenever
translation problem appears (Newmark, 1988). Then again, Newmark (1988) maintains that
Literal translation above the word level is the only correct procedure if the SL and TL
meaning correspond, or correspond more closely than any alternative; that means that
the referent and the pragmatic effect are equivalent, i.e. that the words not only refer
to the same „thing” but have similar associations (p. 70).
The translator may divert from literal translation under the following conditions:
“when faced with SL general words for which there are no “satisfactory” one-to-one TL
equivalents even though one is over-translating” (Newmark, 1988, p. 76), when literal version
is incorrect and lastly, when “texts of vocative or informative type are badly written”
1.2.2 Transference
transferring a word from the source language to the target language. In such manner, the word
changes into a “loan word” (Newmark, 1988). Newmark indicates that “in principle, the names
of SL objects, inventions, devices, processes to be imported into the target language community
brand names have to be transferred” (p. 81). In addition, amongst other things that are usually
transferred Newmark lists names of living and dead people, geographical and topographical
names, names of magazines and newspapers, plays, films, street names, addresses, names of
comparée du français et de l’anglai borrowing first introduced by Vinay and Darbelnet in 1958
(Molina & Albir, 2002). Pure borrowing can be described as taking word or expression directly
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from another language without applying any changes (Molina & Albir, 2002). Waliński (2015)
indicates that the main reason of using this procedure is technological progress e.g. tablet,
laptop, joystick in Polish, and in the case when “the concept discussed in the source text is
1.2.3 Naturalization
natural pronunciation and morphology of the target language (Newmark, 1988). Another name
bound elements or proper names. For instance, Hercules was rendered into Herkules in
accordance with Polish pronunciation. However, this procedure has its drawbacks. Fictional
names that suggest distinctive qualities or traits of a character i.e. charactonyms cannot be
The idea of cultural equivalence is to a find word in the target language with the most
akin meaning that could replace cultural word in the source language. However, they are not
completely accurate, thus translation use of cultural equivalents has its limitations (Newmark,
1988).
Baker (1992) stresses that the main advantage of using cultural equivalence is that “it
gives the reader a concept with which s/he can identify, something familiar and appealing”
(p. 31). The use of cultural equivalence by the translator depends on how much freedom is given
to him by the person who commissioned the translation as well as on its purpose (Baker, 1992).
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games. To illustrate, video games have a lot of cultural content e.g. The Witcher 3: Wild Hunt
or The Elder Scrolls V: Skyrim. In the case of The Witcher 3: Wild Hunt, the non-polish players
may be not well acquainted with Slavic folklore and its lore. Therefore, the translators rendered
some of the proper names by employing cultural equivalence. To illustrate, Slavic Borowy was
replaced with its equivalent Spriggan which originates from Cornish mythology.
Functional equivalence is concerned with using a culture-neutral word from the target
language in order to define specific term in the source language. Accordingly, the purpose of
this procedure is to generalize or neutralize the SL word (Newmark, 1988). Newmark considers
it the most accurate and common way of translating when it comes to cultural words.
1.2.6 Synonymy
the target language to a word in the source language. “This procedure is used for a SL word
where there is no clear one-to-one equivalent, and the word is not important in the text” (p. 84).
For instance, the slang expression wise-ass was translated into mądrala because it does not
possess its direct equivalent in Polish. Moreover, Newmark notes that “synonym is only
appropriate where literal translation is not possible and because the word is not important
enough for componential analysis” (Newmark, 1988, p. 84). Synonymy is sometimes the only
1.2.7 Through-translation
(Newmark, 1988). Through-translation should be used only for the terms that already function
in the language.
Waliński (2015) proposes two types of calque - lexical calque and structural calque.
Lexical calque “preserves the syntactic structure of the TL, but at the same time introduces
a new mode of expression” (p. 59). Whereas structural calque is concerned with introducing
“a new construction into the language” (Waliński, 2015, p. 59). Vinay and Darbelnet
(1958/1995) point out that calques, similarly to borrowings, become fixed part of the language
the grammar from SL to TL” (Newmark, 1988, p. 85). It occurs when the translator replaces
part of speech with another part of speech. Newmark differentiates four types of transposition.
The first type of shift is “the change from singular to plural” (Newmark, 1988, p. 85). Type two
is applied whenever a structure typical of the source language does not exist in the target
language. “The third type of shift is the one where literal translation is grammatically possible
but may not accord with natural usage in the TL” (Newmark, 1988, p. 86) such as transition
from a verb in the source language to an adverb in the target language. The last type involves
replacing lexical gaps by grammatical structures. In addition, transposition is the only procedure
2015). Waliński also states that transposed expression is sometimes different stylistically than
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the base expression which may significantly contribute to an improvement in the quality of
1.2.9 Modulation
According to Newmark (1988), modulation is the term first introduced by Vinay and
through a change of viewpoint, of perspective and very often of category of thought” (p. 88).
To put it another way, the idea of modulation is to preserve original meaning using different
expressions in the source language and the target language, thus excluding literary translation.
Newmark distinguishes 8 types of modulation with one addition of his own that Vinay and
Darbelnet have not taken into account, namely negated contrary. The other types mentioned by
Newmark are as follows: “part for the whole, abstract for concrete, cause for effect, one part
for another, reversal of terms, active for passive, intervals and limits and change of symbols”
1.2.10 Compensation
pragmatics effects lost during translation process in one part of a sentence with similar
the translator to recreate the lost meaning in a text. Moreover, Newmark remarks that “puns,
alliteration, rhyme, slang, metaphor, pregnant words - all these can be compensated, if the game
is worth the candle - sometimes it isn't” (Newmark, 1991, p. 144), thus compensation requires
Klaudy (2008) proposes two types of compensation: local and global. “Local
vernacular or class speech patterns by the means available in the target language” (Klaudy,
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2008, p. 7). For instance, the Russian accent will be rendered by translator differently in
a French work. Another case in which such compensation can be used is when the person
translators do not compensate for a specific item, but they compensate for compromises
imposed upon them by the fact of translation itself as an indirect, mediated type of
is about striking a balance between losses and gains in the translated text.
1.2.11 Paraphrase
Paraphrase deals with explaining of the meaning of a part of the text but using different
words (Newmark 1988). This procedure may be especially helpful in the situation when
the translator wishes to clarify or explain something in the text (Grassilli, 2018). Moreover, it
can significantly improve the quality of the written piece. In other words, it helps to avoid
Additionally, Newmark (1988) mentions two other procedures i.e. equivalence and
adaption. He based his definition of equivalence on Vinay and Darbelnet’s point of view.
Vinay and Darbelnet (1958/1995) state that equivalence “replicates the same situation as in
the original, whilst using completely different wording” (p. 342). Equivalence can be
a particularly useful procedure when translating idioms, clichés, proverbs, nominal or adjectival
Nida (1995) emphasizes that “language is a part of culture, and in fact, it is the most
complex set of habits that any culture exhibits. Language reflects the culture, provides access
to the culture, and in many respects constitutes a model of the culture” (p. 43). Every country
possesses specific expressions that seem untranslatable in other languages, hence to translate
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them successfully the translator is obliged to change cultural reference in accordance with
the target language. Adaption is, therefore, the process of adjusting cultural elements in a way
that is coherent and relevant for particular language. Correspondingly, Vinay and Darbelnet
that can be considered being equivalent. Adaptation can, therefore, be described as a special
1.2.13 Couplets
Newmark (1988) explains that couplets, triplets and quadruplets occur when
the translator combines two, three or four procedures to deal with a single problem. “They are
“which replicates the same situation as in the original, whilst using completely different
wording” (p. 38). Vinay and Darbelnet list onomatopoeic expressions of animal sounds as
the classic examples of this procedure, namely English miaow and its French equivalent miaou.
Vinay and Darbelnet emphasize particular feature of equivalence: in most cases, it is not of
a syntagmatic nature and affects the whole message. Therefore, “most equivalences are fixed,
equivalence and dynamic equivalence. Formal equivalence “focuses attention on the message
itself, in both form and content” (Nida, 1964, p. 159). What is more, Nida and Taber (1982)
remark that formal equivalence is a “quality of a translation in which the features of the form
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of the source text have been mechanically reproduced in the receptor language” (p. 201).
Formal equivalence is connected with preserving the original wording along with a concern for
accuracy (Nida, 1964). In short, it allows the reader to comprehend as much of the text in
dependent on “the principle of equivalent effect” (Nida, 1964, p. 159). Moreover, Nida (1964)
and tries to relate the receptor to modes of behavior relevant within the context of his own
culture” (p. 159). According to Nida and Taber (1982) “the message of the original text has
been so transposed into the receptor language that the response of the receptor is essentially like
that or the original receptors” (p. 200). To conclude, dynamic equivalence consists in
substituting expressions from the source language with more culturally appropriate ones in the
target language in order to provide a better understanding of the text. For instance, biblical
phrase Lamb of God was rendered as Seal of God in the Eskimo language because lambs are
the following types: equivalence that can appear at word level and above word level,
grammatical equivalence, textual equivalence and last but not least, pragmatic equivalence.
Equivalence that can occur at word level is connected to the meaning of single words, while
equivalence above word level focuses on word combination. Bolinger and Sears (1968) define
the word as “the smallest unit of language that can be used by itself” (p. 64). Baker (1992)
acknowledges that primarily the translator needs to decode those units from the source language
by finding their direct equivalents in the target language. However, the meaning is often
“carried by units much more complex than the single word and by various structures and
linguistic devices” (Baker, 1992, p. 11) e.g. morphemes. Therefore, the translator must take into
consideration such aspects as number, gender and tense. It is also crucial to bear in mind that
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within or across languages” (Baker, 1992, p. 11). When it comes to grammatical equivalence,
Baker (1992) stresses that the grammatical categories widely differ across languages. It is not
always possible to find direct equivalence in the target language. Hence, the translator
sometimes is forced to take a different route and not follow the text as closely as she/he wants
(Baker, 1992). Baker (1992) also points out that “differences in the grammatical structures of
the source and target languages often result in some change in the information content of
the message during the process of translation” (p. 86). To elaborate, it may result in adding or
omitting of information in the target language in the translation process. Textual equivalence
puts emphasis on information and cohesion. Cohesion is “the network of lexical, grammatical,
and other relations which provide links between various parts of a text” (Baker, 1992, p. 180).
That is to say, cohesion allows to connect words and expressions and at the same time create
a text. More importantly, it enables the translator to render and organize information in
a coherent way. Lastly, Baker (1992) mentions pragmatic equivalence and the importance of
is meant in a speaker’s utterance without being part of what is said” (Horn, 2006, p. 3). To put
it differently, the speaker’s implicature may be completely different from the speaker’s
utterance. The translator’s role is to seek for the intended meaning and work out any
implicatures in the source language so as to translate the text correctly into the target language.
Newmark (1993) perceives proper names as “a translation difficulty in any text” (p. 15). When
it comes to literary texts, it is important to conclude “whether the name is real or invented”
(Newmark, 1993, p. 15). In nonliterary texts “translators have to ask themselves what if any
(Newmark, 1993, p. 15). According to Shirinzadeh and Tengku Mahadi (2014) translation,
preservation and transference of the proper names is determined by the nature of the languages,
namely if the source and target languages belong to the same language family or if the proper
name is trans-cultural name i.e. it involves two different cultures. Sanaty Pours (2009) expresses
a similar point of view and asserts that every language possesses specific proper names, while
some of them are directly connected to their culture. Therefore, preservation of such names in
the target language may lead to problems in understanding of the readers (Shirinzadeh &
Tengku Mahadi, 2014). The other important things to consider whilst translating proper names
are figurative language and cultural references (Shirinzadeh & Tengku Mahadi, 2014).
“Knowledge of only the referential meaning of the place name without knowing what the name
connotes in American and British English would not allow the correct interpretation of
the second utterance.” (Bachman, 1990, p. 97). To clarify, the translator must be aware of all
implications that the proper name carries in order to avoid inaccurate translation.
As Newmark maintains (1988), first names and surnames are usually transferred on
condition that they do not have any connotations in the text. This procedure aims to preserve
people’s nationality. Proper names in imaginative literature often have their own connotations
and are usually translated, unless the translator wants to emphasize nationality of the character
(Newmark 1988). The best translation method of proper names suggested by Newmark (1988)
is first to “translate the word that underlies the SL proper name into the target language, and
then to naturalise the translated word back into a new SL proper name” (p. 215). However,
translation of the proper names in fictional works goes beyond that. The translator must take
into account charactonyms and their common stems. Charactonyms are proper names
“expressing the characteristics of the bearer” (Kalashnikov, 2006) such as Thumbelina which
refers to the size of heroine in Hans Christian Andersen's fairy tale. Whereas common stems
are “names or their part which resemble in its form an ordinary word” (Kalashnikov, 2006) e.g.
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(Kalashnikov, 2006). Therefore, if the names are “are part of the writer's intention they are
rendered according to their inner form, which is placed in the common stem of the character's
name” (Kalashnikov, 2006). On the other hand, Guyennet (2018) proposes several options to
choose from. The translator can transfer the names in their original form, translate them literally
or partially literally or create completely new names that will have the same connotations
(Guyennet, 2018). In video games, it means creating new puns and references to places or things
Idioms and fixed expressions are an essential part of every language, mainly because
they preserve its local and cultural color (Adelnia and Vahid Dastjerdi, 2011). In every part of
the world, people express meaning in a different way due to their ideologies, thus the large
number of idiomatic expressions (Shojaei, 2012). When it comes to the translation of idioms,
the translator is required to have a broad knowledge of the source language and the target
language, their cultures, “as well as being able to identify and cope with the contingent
problems in the process of finding an efficient equivalent for the inter-lingual idiomatic pairs”
Adelnia and Vahid Dastjerdi (2011) state that idioms are “linguistic expressions or
lexical items representing objects, concepts or phenomena of material life particular to a given
culture” (p. 879). On the other hand, Newmark (1988) treats idioms as extended metaphors and
emphasizes that they have two purposes. The first purpose is referential i.e. cognitive purpose
(Newmark, 1988, p. 104). The next purpose referred to as pragmatic or aesthetic is meant to
delight, appeal to the senses, revive interest and surprise (Newmark, 1988). In Baker's (1992)
terms, idioms are “are frozen patterns of language which allow little or no variation in form
and, in the case of idioms, often carry meanings which cannot be deduced from their individual
components” (p. 76) in contrast to collocations which are flexible patterns. Baker (1992)
supports her definition by listing five conditions that apply to idioms: the word order cannot be
changed, the words cannot be omitted, no words can be added, the words cannot be replaced in
any way and finally, the grammatical structure of an idiom must remain unchanged. As Baker
(1992) states “the first difficulty that a translator comes across is being able to recognize that
s/he is dealing with an idiomatic expression” (p. 78). Baker (1992) explains that there are many
types of idioms and the most recognizable are: idioms which “include expressions which violate
truth conditions” (p. 78) such as when pigs fly, idioms which are grammatically incorrect e.g.
blow someone to kingdom come and those idioms which start with like e.g. like a drowned rat.
To conclude “the more difficult an expression is to understand and the less sense it makes in
a given context, the more likely a translator will recognize it as an idiom” (Baker, 1992, p. 78).
Adelnia and Vahid Dastjerdi (2011) divide idioms into colloquialisms, proverbs, slang, phrasal
The next step after recognizing an idiomatic expression is to choose accurate procedure
or strategy to deal with it (Adelnia and Vahid Dastjerdi, 2011). Shojaei (2012) suggests
strategies introduced by Baker (1992) and these are translation by omission, translation by
paraphrase, “using an idiom of similar meaning and form” (Baker, 1992, p. 85) along with
“using an idiom of similar meaning but dissimilar form” (Baker, 1992, p. 88).
Baker (1992) categorizes four main difficulties in the translation of idioms. Firstly, “an
idiom or fixed expression may have no equivalent in the target language” (p. 81). As
mentioned previously, every country expresses meaning by different means such as single word,
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fixed expression or an idiom. For instance, 猫 を かぶる (neko wo kaburu; lit. trans.: to wear
a cat on one’s head) is an idiom characteristic only for Japanese language which means hiding
your claws, pretending to be nice or being a harmless person. Baker (1992) stresses that “it is
unrealistic to expect to find equivalent as a matter of course” (p. 81). Secondly, “an idiom or
fixed expression may have a similar counterpart in the target language, but its context of use
may be different; the two expressions may have different connotations” (Baker, 1992, p. 82).
As the example, Baker (1992) provides English idiom to go to the dogs which in the German
language has similar counterpart but with a different connotation. In German, it means to perish
or die, whereas in English it is used when someone becomes worse or less successful (Baker,
1992). The third difficulty occurs when “an idiom may be used in the source text in both its
literal and idiomatic senses at the same time” (Baker, 1992, p. 82). Finally, Baker (1992) notes
that “the very convention of using idioms in written discourse, the contexts in which they can
be used, and their frequency of use may be different in the source and target languages” (p. 84).
To give an example, Chinese people tend to avoid using idioms in written texts because written
discourse is regarded as formal as opposed to spoken discourse in which idioms are used freely
(Shojaei, 2012).
The term competence is usually understood as the state of possessing the necessary
skills or knowledge (Rothe-Neves, 2007). However, in order to analyze particular criteria which
define the good translator, it is necessary to explore this concept deeper — strictly from
the perspective of the translation studies. PACTE (2000) perceives the translator’s competence
as “the underlying system of knowledge and skills needed to be able to translate” (p. 100).
According to PACTE (2000), the concept of the translator’s competence was influenced by
the notion of linguistic competence introduced by Chomsky (1965). In brief, it can be regarded
as the knowledge possessed by the speaker-listener, thus the emphasis is put on the mental
23
capacity (Chomsky, 1965). Neubert (2000) states that “translation involves variable tasks that
make specific demands on the cognitive system of the translator” (p. 3). In Neubert’s (2000)
terms, the translation competence is something that allows the translator to deal with these tasks.
On the other hand, Chesterman (2000) defines the translator’s competence as a learning process
which begins at the stage of novice and ends at the point where intuition guides the translator’s
actions i.e. the stage of expertise. Conscious rationalization is replaced with intuition, „until its
2000, p. 78). Chesterman (2000) underlines that “intuition is the driving force of skilled
behavior” (p. 79). Therefore, emotional involvement and intuition are extremely important
The first one is exquisite knowledge of the source language and the target language. Hejwowski
(2006) points out that language competence isn’t synonymous with communication skill.
The second important thing is the ability to connect similar language structures. For instance,
in some contexts the same expression must be rendered by the translator differently by such
means as equivalency (Hejwowski, 2006). The third one is the broad knowledge regarding
countries and their cultures. What is important, the translator is obliged to possess necessary
information about the current political situation in a particular country as well as its history and
geography (Hejwowski, 2006). “The translators, however, are actually supposed to have
specialist knowledge about more and more. They are the polyhistors in an age of specialisation.
Their mindset is an assemblage of everything that is worth communicating from one lingua-
culture into another” (Neubert, 2000, p. 3). The other elements which Hejwowski mentions
(2006) are: the general knowledge and expertise, good communication skills, the knowledge of
translation theory and finally, an insight. However, it is not possible for the translator’s to be
fully competent in all the fields they come across (Neubert, 2000). This is what Neubert (2000)
24
the translator “acquires the capacity to approximate the subject areas to such an extent that they
can enable and facilitate easy and flawless understanding among the average reader as well as
The success of games depends heavily on good translation and localization besides
the graphics and soundtrack. However, many fail to notice the difference between those terms
entirely different from “translation proper” though it can be a part of a translator’s sphere of
responsibility” (Sdobnikov, 2018, p. 1491). First of all, it is essential to explain what is meant
by the term of localization. Localization is concerned with adapting the product to local and
cultural norms (Ludwigsen, 2018). Harris (2018) views localization “as more comprehensive
process and addresses cultural and non-textual components as well as linguistic issues when
adapting a product or service for another country or local”. In brief, the main goal of
localization is to convey similar meaning or feel as though it was specifically created for
a particular country, in contrast to translation which merely focuses on rendering the text from
the source language to the target language. Singh adds (2016) that translation aims to “to
Localization, in fact, involves translation but it is a more detailed process. It includes idioms
and fixed expressions, cultural references, images, measurement units, advertisements, text
length, page format and even the choice of color (Harris, 2018). To conclude. translation puts
the emphasis solely on the language, whilst localization deals with the content and its
reproduction.
25
CHAPTER TWO
Salen and Zimmerman (2003) describe a game as “a system in which players engage
in an artificial conflict, defined by rules, that results in a quantifiable outcome” (p. 11). It can
apply to traditional games, parlor games, sports, as well as to video games. However, Esposito
(2005) noted an inconsistency with Salen and Zimmerman's approach. Salen and Zimmerman
do not take into account puzzle-games and toy-games which sometimes lack an artificial
conflict. Esposito (2005) proposes more simplified definition: “a video game is a game which
we play thanks to an audiovisual apparatus and which can be based on a story” (p. 2). In other
words, video game differs significantly from traditional types of games because it is performed
on electronic device such as computer or console. The next key element of a video game is
narrative. Narrative is the main driving force for gameplay except for games like Tetris because
they do not need story to progress - they have basic concepts and mechanics.
Nowadays game studios compete intensely with each other to attract potential gamers.
The pressure put on game designers by the gaming community is immense, and so is the demand
for entirely new things that have not been done before. Grouping games into genres allows to
identify games in terms of style, characteristics and mechanics (Hanna, 2012). The world of
games is commonly referred to as new universe because of the number of genres. If a game
turns out to be a success it has a chance to become new genre because other game studios will
try to achieve success on a similar scale. Therefore, they will attempt to duplicate certain
mechanisms. The list of general video games’ genres with a brief description of each is provided
below.
26
A role-playing game is a game in which the player takes an active part in shaping
the world as a fictional character through quests and missions (Salen & Zimmerman, 2003).
The player can evolve his/her character by gaining experience points and in exchange acquires
rewards. The prime examples of RPG genre are Baldur’s Gate and The Witcher 3: Wild Hunt.
2.2.2 Adventure
Adventure genre, as one of the first video game genres, paved the way for the gaming
world. The player as a protagonist explores the world and at the same time solves puzzles and
uncovers mysteries that await for him/her (Hanna, 2012). It is an interactive kind of game
designed mostly for a single player with a large emphasis on the storyline. In contrast to other
genres such as action, adventure is mainly directed towards people who prefer more relaxing
2.2.3 Action
coordination and reaction time. The player may face various obstacles and opponents, often
under time pressure (Matthews, 2018). Action genre incorporates many elements from other
genres, which results in creation of new sub-genres like action-adventure or shooter. The well-
known examples of action genre are Grand Theft Auto and Overwatch.
2.2.4 Simulation
Simulation games attempt to emulate real-life world where player can act freely
usually without any specifically defined goals (Matthews, 2018). Simulation genre includes
multiple sub-genres, some of which are: life simulation, vehicle simulation, construction and
27
management simulation. Notable examples are The Sims series, Zoo Tycoon and Cities:
Skylines.
2.2.5 Sports
Sports games simulate real-life sports activities such as football, tennis, basketball or
lacrosse (Hanna, 2012). The opposing team can be controlled by another person (i.e.
multiplayer) or artificial intelligence. Some sport games emphasize strategy and sport
management over the experience of playing sport e.g. Football Manager. The title that is
2.2.6 Strategy
Strategy games place the focus on player’s decisions which determine the outcome of
the gameplay (Dor, 2018). There are two types of strategy games i.e. turn-based and real-time.
Turn-based strategy involves taking turns by players. In contrast, real-time strategy requires
from a player technological development, resource gathering and thus, defeating the enemy.
The main objective of strategy game regardless of its type is achieving the victory through
myriad of strategies and tactics (Dor, 2018). StarCraft and Warcraft are classic examples of
strategy genre.
Video games started to be perceived as one of the most powerful media of the 21st
century with the rapid development of game industry. Nowadays, video games let people
experience wonderful things, explore new worlds with astonishing graphics perfected to every
little detail, connect with other gamers and emerge themselves in detailed storylines where
While literature, cinema, and other media/art forms will continue to surprise us with
new stories and make us rethink our worldviews until the inevitable heatdeath of
the universe, the extent of their capabilities are comparatively known and limited.
Games, being so young and so incredibly diverse, will be able to do so much more to
shock us—narratively, structurally, and formally—for many, many years to come
(2017).
First of all, it is important to define what medium is in order to decide if games can be
classified as such. Danesi (2009) suggests that media are “any means of transmitting
information” (p. 192). From the historical point of view, the role of media was always to deliver
information for the general public. However, the definition of media should not be treated so
perception and experience of receiver and how they interpret the message (Samyn, 2011).
Murray (2011) underlines that medium comprises three layers i.e. inscription, transmission, and
representation. “We recognize a new medium when the inscription and transmission layers
become standardized into common formats, such as oil on canvas, analog TV broadcast or
Video games rely mainly on interactivity which occurs “when people can participate
as agents within a representational context” (Laurel, 1993, p. 112), that is to say, it encourages
the player to take active participation in the gameplay. It is crucial to put emphasis on the word
active. While games expect reaction and player’s full attention in order to complete the game,
the other media do not expect anything in return. They base on “one-way” communication –
In the latest years, some of the game researchers also known as ludologists argued that
games cannot be considered a real medium because they do not deliver any specific information
(Lantz, 2009). As mentioned previously, with the advancement of technology and game design
29
it became possible to communicate throughout video games e.g. MMORPG games in which
thousands of players can interact with each other in a fictional world and share similar goals.
Video games, unlike any other media, attract a lot of young people. It resulted in
forming new subculture referred to as gamers where everyone can find their place regardless
of race, sexual orientation and gender. Gamers participate in various gaming-related events like
LAN parties, conventions or well-known Intel Extreme Masters, the longest running worldwide
e-sport tournament which has been taking place in Katowice in the past years. Video games
also proved to be an incredible tool for fighting with prejudice and discrimination. LGBT
characters portrayed in video games are now common practice. It is extremely important
because media used to be fully heteronormative environment. Even the film industry showed
a great interest in video games which led to many film adaptations based on the most famous
“What we are advocating here is the birth of something entirely new: a new medium
for a new century, a medium capable of addressing the complexity of contemporary life in
a form that is enriching as well as enjoyable” (Samyn, 2011, p. 3). To briefly summarize, video
games became integral part of our culture and it is time to realize their potential.
Video games began reaching broader audience in the early 90s. First games were quite
minimalistic in their design with simple mechanics devoid of detailed dialogues. The use of
language was limited only to starting screens and single commands. The popularity of video
games and technological development increased the need for different kinds of translation
(Bernal-Merino, 2008). Game designers started to realize that faithful translation will not be
enough, and that is when the term of localization has emerged. “It became apparent that
seamless transfer from source culture to target culture is no longer an option – video games
30
have evolved into complex narratives that rely heavily on language and other cultural cues”
(Czech, 2003, p. 5). As Bushouse (2005) points out compared to other fields of translation,
game translators have a set of different tasks that are not just limited to the translation of
linguistic text. Bushouse asserts that “game translators advise developers on cultural
differences, make changes to the art assets, reprogram the game to change the difficulty, hire
Firstly, video games are, above all, a consumer product with the aim to earn money.
To enter foreign markets video game must meet the specific requirements. The most important
one, is adapting the whole gameplay according to cultural differences i.e. localization (Czech,
2003). By way of illustration, the translators from Saudi Arabia simply refused to translate
The Witcher: 3 Wild Hunt into Arabian because of the sexually suggestive and explicit themes
that the game contains. The only solution was to cut disturbing scenes and make necessary
changes in dialogues to avoid causing major controversies (Noclip, 2018). Hence, to provide
comfort and enjoyable experience for every person across the world, the translators have to take
into account cultural diversity and ensure that cultural references and idioms are relevant.
effectively immerse the player in the virtual world, the translator must pay special attention to
correctly translating all dialogues, quests, tutorials, menus etc. Typos, errors, unclear
instructions may disrupt the whole gameplay, causing the player to completely lose interest in
game (Czech, 2003). Without proper narrative the game would be only a random collection of
events thus there is little margin for error. “. . . playability and immersion are the main goals of
video game translation, and because gameplay can affect the meaning of the story and
31
the player’s ability to reach the end of it, the translation of the gameplay is crucial.” (Bushhouse,
2015, p. 12).
terminologies, slang, cultural references and source material used in a particular game. For
instance, League of Legends is a highly complicated video game, especially for novices, that
belongs to the moba (multiplayer online battle arena) genre. LoL's complexity lies in its lore,
items and current, the most effective strategies referred to as meta. The translation of such
CHAPTER THREE
The Witcher saga is a fantasy series of novels and short stories written by Polish author
Andrzej Sapkowski. They were published from 1993 to 2013 in the following order: The Last
Wish (2007), Sword of Destiny (1992), Something Ends, Something Begins (2000), Blood of
Elves (1994), Time of Contempt (1995), Baptism of Fire (1996), The Tower of the Swallow
(1997), The Lady of the Lake (1999) and Season of Storms (2013). The title of the whole saga
was inspired by the Slavic vědmák which means a male witch or warlock. The term witcher did
not exist in both Polish and English prior to the books and game series hence it is considered
a neologism. However, Sapkowski's depiction of witcher was completely different from its
original concept in Slavic mythology. “I'm a witcher: an artificially created mutant. I kill
monsters for money. I defend children when their parents pay me to. . . I'll carry on killing
monsters in the ruins of this world until some monster kills me.” (Sapkowski, 2008, p. 108).
The series tell the story of Geralt from Rivia also known as White Wolf. At the young
age, Geralt was subjected to the Trial of Grasses, which resulted in him becoming a witcher.
With new powers and heightened senses Geralt wanders the lands to fulfil his duty as a monster
hunter. Other remarkable characters that accompany Geralt in his adventures are Yennefer -
sorceress and Geralt's love interest, Dandelion - poet and minstrel and last but not least, Ciri -
princess of Cintra. The books attained great popularity in Europe and people waited eagerly for
the continuation of Geralt's story. In 2003 CD Projekt Red began work on The Witcher –
the first part of The Witcher game series which proved to be a great hit, but the best was yet to
come. It was followed by two sequels The Witcher 2: Assassins of Kings (2011) and The Witcher
3: Wild Hunt (2015). Breaking all records, The Witcher 3: Wild Hunt won total number of 800
awards from which 251 were game of the year awards. It secured its position as the one of
The world illustrated in The Witcher 3: Wild Hunt is overflowing with Slavic elements
which significantly contributed to the success of the whole game. Above all, it showed the rest
of the world that Poland has rich and unique culture worth paying attention to. The sources from
which CD Projekt Red took inspiration were mainly Sapkowki's books and Slavic folklore with
elements of Polish Romanticism. They adapted Sapkowski's pattern which involved taking old
legends and fairytales and transforming them into modernized versions (Culture.pl, 2018).
However, legends presented in The Witcher: 3 Wild Hunt are ruthless and resemble nightmares
more than fairytale stories where the good always triumphs over evil (Culture.pl, 2018). To
illustrate, the title of the game comes from genuine folk myth about Wild Hunt spread mostly
in medieval Central and Northern Europe. It was believed that Wild Hunt was a group of
wraiths passing through lands and forests (Lecouteux, 2011). Their presence symbolized
Locations in The Witcher 3: Wild Hunt are reflection of Polish landscape – especially
Velen, also called No Man's Land. Lindenvale, a medieval hamlet located in Velen, strikingly
resembles small Polish village Zalipie with its vast meadows, fields and cottages with
beautifully painted floral ornaments. A large part of the rural areas was designed with intent to
reflect Masuria.
We are from Poland and we take great pride in Poland. Our artistic team used Polish
locations as reference. Places such as our picturesque fields, medieval castles and
villages. Our artists photographed such places and tried to reproduce them in
the game as faithfully as possible because Witcher 3 is a Polish product, that we export
to the West. (Dzik, 2017).
The next thing which makes The Witcher 3: Wild Hunt an extraordinary game
production is presence of monsters which come directly from Slavic folklore. During
34
the gameplay, player can encounter such monsters as Noonwraith, Lechen, Botchling and
the like. In Slavic legends, Noonwraith is a wretched female demon who most likely died before
her wedding, either from sickness or from the hand of treacherous lover (Zych & Vargas, 2012).
Noonwraith was only seen when the sun reached its zenith near the place of her death (Batylda,
2015). Her main victims were farmers and lost travellers. One of the most intelligent and
cunning creatures in The Witcher 3: Wild Hunt is Leshen due to his shape-shifting ability
(Batylda, 2015). In certain regions, Leshen was treated as a deity ruling over forests
(Gołdowski, 2015). The villagers used to make offerings in exchange for successful hunt. Its
prey were mostly lone wanderers who have gotten in his way. The next interesting creature
embedded in The Witcher world is Botchling. Botchling in his form resembles deformed fetus
(Zych & Vargas, 2012). It came to existence due to improper burial. Botchling awaits at night
for its potential victims which were mostly expectant mothers. Hidden under the bed, Botchling
absorbs mother and unborn child’s energy which subsequently leads to their death (Batylda,
2015).
It strengthened Poland’s position on the global games market, but more importantly it brought
packed with various, more or less dangerous creatures. First of all, CD Projekt Red wanted to
make The Witcher's world alive and breathing, naturally moulding according to the player's
choices. That is why the game developers spent years perfecting every single detail, character
and monster. It can be said that the bestiary itself is a masterpiece. The bestiary is a special
along with their appearances, weaknesses and body parts that might be useful for the potion
35
brewing or crafting. As mentioned before, some of those beasts have their roots in Slavic
mythology. Therefore, The Witcher's translators were required to pay special attention whilst
translating this sort of the proper names. Incorrect or incoherent translation could result in
losing the Slavic atmosphere which is, as a matter of fact, one of the biggest advantages of
The Witcher 3: Wild Hunt. To analyze the translators’ actions and choices I decided to rely on
Newmark's typology. However, some of the monsters do not fall under Newmark's
categorization of procedures because they are new coinages. Hence, the translators decided to
create completely new names with the aim to evoke similar connotations. As stated previously
in the subchapter 1.4, such technique as creating neologisms is extremely common while
rendering fictional proper names due to their common stems. I divided names of the monsters
POLISH ENGLISH
Bazyliszek Basilisk
Wyjec Howler
Czart Chort
Wiedźma Crone
Gryf Griffin
Wiverna Wyvern
Widłogon Forktail
Table 1: Literal translation
The translators did not have much problem with rendering names of these monsters
because they possess their direct equivalents in the English language. Bazyliszek was translated
as Basilisk with reference to the legendary hybrid beast from the European legends. Wyjec
appears as Howler in the English version of the game. It is also worth mentioning that howlers
(lit. trans.: wyjce) belong to the species of mammals, namely tropical monkeys from America
which are particularly loud. Another prime example of literal translation is Chort. Czart is
36
a creature characteristic of the Czech and Slovak culture and its pronunciation is immensely
similar to its Polish version. In other words, Czart was naturalized to Chort in the past.
Wiedźma is rather an interesting case because for its translation the translators chose
Crone instead of Witch. The reason is that in The Witcher’s lore, Crone is the third form of
the fiction goddess Melitele, which is in fact a reference to the ancient times and The Triple
Goddess. The Triple Goddess is a neo-pagan deity whose life was split into three stages –
The Maiden, The Mother and The Crone (Wigington, 2019). Moreover, Crone seems to have
more negative connotations than Witch. Gryf was translated into Griffin. Griffin can be also
referred to as Gryphon or Griffon, however the translators chose more commonly used term.
In the case of Wiverna and Widłogon, the translators rendered them literally into
Wyvern and Forktail. Wyvern is a legendary creature similar in appearance to dragon but much
smaller in size. The name Wyvern most likely derived from Latin vipera (lit. trans.: snake or
serpent). The main feature of Wyvern is a long tail as reflected in its etymology. The game
developers clearly took inspiration from the natural world because forktail belongs to
3.3.2 Neologization
POLISH ENGLISH
Mglak Fogler
Skrzekacz Shrieker
Parszywiec Scurver
Północnica Nightwraith
Południca Noonwraith
Zgnilec Rotfiend
Poroniec Botchling
Utopiec Drowner
Żalnica Mourntart
Table 2: Neologization
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The next procedure which is commonly applied in the translation of the bestiary is
coining new words. Mglak and Skrzekacz are the terms that did not exist in
the Polish language prior to the novel series and games. The translators had no choice but to
create new names with similar connotative meaning. Skrzekacz contains the verb skrzeczeć. Its
English translation would be to shriek or to squawk. However, the translators chose the first
option and added the suffix -er which denotes agent noun. Mglak was translated in a similar
way, namely its common stem mgła was literally translated to fog with addition of the suffix
-er. The thing I found particularly interesting is that the monster named Parszywiec was
translated as Scurver. The translators once again decided to create a neologism which contains
the agent suffix -er. However, Scurver sounds remarkably like Polish curse word – skurwiel. It
with Polish adjective parszywy, hence the connotation of the common stem remains unchanged.
Północnica and Południca were translated by the same manner i.e neologization. It
can be said that Północnica is a twin sister of Południca because both of them belong to
the group of wraiths. However, Północnica could be seen only during night time, while
Południca appeared around midday (Batylda, 2015). The translators rendered both of these
names according to their common stems and then combined them with the word wraith.
Południca’s common stem is the noun południe which can be literally translated to noon.
However, in the case of Północnica, the translators decided to replace its common stem północ
with the equivalent night. Midnightwraith would sound significantly worse than Nightwraith.
Zgnilec, as the name implies, is an undead creature that resembles body in the state of
because Zgnilec is a product of CD Red Projekt’ imagination. The verb gnić, which is
the component of Zgnilec, was translated into to rot by using the literal translation procedure.
38
Whereas the term fiend is one of the synonyms for the word monster. Hence, to rot combined
with fiend means literally rotting monster which was initially the translators’ goal.
Poroniec was loosely translated to Botchling which bears no relation to its Polish
equivalent. Poroniec is a Slavic monster that spawns from the ground due to improper burial of
miscarried child as its main component poronienie suggests (Batylda, 2015). However,
Botchling’s components do not make any sense. Botch literally means mess or poorly performed
task which has no relevance to the term of miscarriage. The translators failed to preserve
connotative, as well as cultural, meaning of Poroniec which proved that their actions are
inconsistent. The application of the cultural or functional equivalent procedure would be much
better choice than neologization. Utopiec was translated in a similar manner to Mglak and
Skrzekacz. Its common stem, the verb utopić się was literally translated into to drown and
combined with the noun suffix -er. Utopiec is a water demon characteristic for Slavic myths,
Żalnica is a hideous creature that lives in a cemetery and digs up graves in order to
feed on rotten corpses (Batylda, 2015). Żalnica derived from Żalnik which was the name for
old Slavic cemetery from pre-Christian times. Żal has the connotations of mourning and sorrow
which was the reason why the translators chose the verb to mourn as the main component of
the English version. The translators also wanted to preserve Żalnica’s gender, hence
the addition of the noun tart which is a derogatory term for a woman of loose morals which
3.3.3 Transference
POLISH ENGLISH
Alp Alp
Bruxa Bruxa
Protofleder Protofleder
Ekimma Ekimma
Sarasti Sarasti
Table 3: Transference
Alp, Bruxa and Protofleder were directly transferred to English because they do not
have any specific connotations and their concept are relatively unknown for the players. Alp is
a mythological creature which originates from German mythology (Bressan, 2015). Whereas
Bruxa is a vampire, often disguised as a young woman, which has its roots in Portugal beliefs
(Çelik, 2019). Protofleder is a new monster designed by CD Projekt Red. Its name is a quite
characteristic one, therefore it could be easily transferred to the English language. Ekimma and
Sarasti were also translated by means of transference because they do not express any specific
connotations.
3.3.4 Naturalization
POLISH ENGLISH
Echidna Ekhidna
Ghul Ghoul
Table 4: Naturalization
Echidna and Ghul were naturalized to pronunciation and morphology of the English
language. In English, the /ch/ sound is usually pronounced as unvoiced /ʧ/, in contrast to Polish
ch which is pronounced identically to h. Therefore, Echidna was replaced with Ekhidna which
sound /kh/ is similar to /ch/. While the short vowel /u/ in Ghul was substituted with diphthong
/ou/.
40
POLISH ENGLISH
Kuroliszek Cockatrice
Borowy Spriggan
Kłobuk Lubberkin
Table 5: Cultural equivalence
the procedure of cultural equivalent for the sake of making the bestiary more coherent and
culturally appropriate. For instance, Kuroliszek is a classic example of Slavic monster which
players simply are not familiar with Slavic culture. Hence, the translators applied the procedure
concept for the English player. Cockatrice is a mythological beast similar in appearance to
Kuroliszek. Another example of the cultural equivalent is Borowy who played the role of forest
caretaker in Slavic beliefs (Winiarski, 2016). The translators decided to replace Borowy with
its closest English equivalent – Spriggan. Although English Spriggans are slightly different
creatures than Slavic Borowy, it does not disrupt perception of the player in any way.
Another supernatural being that required applying the cultural equivalent procedure is
Kłobuk. In Slavic folklore, Kłobuk is a friendly guardian spirit who watches over the house and
its family (Batylda, 2015). The appearance of Kłobuk in The Witcher 3: Wild Hunt is
significantly different from its original Slavic predecessor. Kłobuk most likely derived from
Kogut because it was depicted as a black cock (Zych & Vargas, 2012). The translators decided
to employ the procedure of cultural equivalent and substituted Lubberkin for Kłobuk. However,
in English folklore, Lubberkin is a creature much more mischievous and spiteful than Slavic
Kłobuk.
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POLISH ENGLISH
Bies Fiend
Bożątko Godling
Table: 6 Functional equivalence
The beast that required applying the functional equivalent procedure is Bies. Bies, also
referred to as Chort, is an evil spirit that comes from Slavic mythology (Kamoń, 2016). After
the Christianisation, Bies was used synonymously with the term devil. The translators focused
on conveying the connotation of this term due to lack of such creature in English myths.
Therefore, the Slavic Bies was translated as Fiend. Its literal meaning is diabeł or potwór, thus
the connotation remains the same. Bożątko, which originates from Slavic folklore, was also
translated by means of functional equivalent. It can be concluded that the translators clearly
aimed at finding the culture-neutral word. Bożątko implies that the bearer of its name is a small
or inferior god. The translators wanted to preserve this connotation in English and chose
3.1.7 Couplet
POLISH ENGLISH
Licho przy studni Devil by the well
Morowa Dziewica Plague Maiden
Table 7: Couplet
black robes (Zych & Vargas, 2012). The translators could use its naturalized equivalent Likho.
However, Likho is not a well-known term for the English players. The translators applied
the procedure of functional equivalent and replaced Licho with the culture-neutral word Devil.
Both Devil and Licho are the embodiments of evil, hence the concept of Licho was successfully
42
preserved in English. The prepositional phrase przy studni was translated into by the well by
pestiferous could be too difficult to remember or pronounce for the English players, as well as
for those who prefer to play in English. Plague was a perfect choice because it is a commonly
used word and above all, it has the same connotation as morowa. Dziewica was rendered into
Every region in The Witcher 3: Wild Hunt posseses its own unique dialect.
The characters’ speech is incredibly rich in idioms, slang expressions and world plays.
Idiomatic expressions, above all, make a language sound natural which was the game
developers’ goal. As mentioned before, The Witcher 3: Wild Hunt is a reflection of Polish
cultural heritage. Therefore, the presence of idioms was extremely important to sucessfully
immerse the player in this vibrant, yet dangerous world inspired by Slavic folklore.
I categorized idioms into four groups and analyzed them by means of Newmark’s typology.
43
POLISH ENGLISH
Zaprowadzę go do Janka, zanim go szlag I’ll take ‘im to Johnny, after he goes barmy
trafi. on us.
Gdybym nie trzymał ręki na pulsie, ryby My skull’d be a home for bottom-feedin’
już dawno zagnieździłyby się w moim river fish if I didn’t keep an ear to the
oczodołach. ground.
Zawsze była moim oczkiem w głowie. She was always the apple of my eye.
Żaden poeta nie jest wart tego, żeby siostry No poet’s worth two sisters nipping at each
skakały sobie do oczu. other’s throat.
Most of the idioms were translated by means of idiomatic equivalence. The first
example is an expressive phraseme szlag kogoś trafił. It appears mostly in colloquial speech.
The aim of this phraseme is to emphasize that the mentioned person is going absolutely mad.
In the context of The Witcher 3: Wild Hunt, the children talked about Geralt and his impatience,
as the word zanim implies. Moreover, szlag derived from German shlag and literally denotes
blow or strike. Regarding the translation of this phraseme, the choice fell on the expression to
go barmy. The lexical items are different, however the meaning remains the same.
The next Polish phraseme that was rendered by applying equivalence is trzymać rękę
na pulsie. It means carefully monitoring the situation and paying attention to everything that is
happening. It was replaced by the translators with English idiom keep an ear to the ground. In
the English language, there is an idiom with identical lexical items - keep your finger on
the pulse which could be a better choice. Neverheless, the meaning was not lost in any way.
Być oczkiem w głowie, like the rest of the aforementioned phrasemes, was replaced with its
English equivalent to be the apple of somebody's eye. Both of them are used when talking about
44
the person who someone cherishes and loves dearly. This idiomatic expression was used by
Phillip Strenger, also known as Bloody Baron, while talking about his daughter. In short,
Bloody Baron lost his beloved daughter and wife because of his alcoholism and abusive
The translators rendered skakać sobie do oczu into to nip at each other's throats.
The meaning of these expressions is pratically the same, namely if two people or more nip at
each other’s throats, they are arguing or fighting angrily. The next expression that was
translated by using idiomatic equivalence is szukać igły w stogu siana. It implies that something
is extremely difficult to find. Its English equivalent to look for a needle in a haystack has
the same meaning and components, which is rather rare in the case of idioms. This idiom
appeared for the first time in one of the works of Sir Thomas More – advisor to King Henry
POLISH ENGLISH
Kiedy ja błagałem o wsparcie dla Wyzimy, When I begged him to support Vizima's
odprawił mnie z kwitkiem defense, he showed me the door.
Nigdy nie lubiłeś owijania w bawełnę. You've never been one to mince words.
The idiomatic expression odprawić kogoś z kwitkiem was translated into to show
someone the door. These expressions differ both in terms of the lexical items and meaning. By
45
way of explanation, odprawić kogoś z kwitkiem denotes sending someone away with nothing.
Whereas the meaning of to show someone the door is to ask someone to leave. In some cases,
the translators strove to make more coherent and comprehensible phrases than to replicate
the same exact meaning, which is the goal of localization. The English equivalent of odprawić
When it comes to the idiom owijanie w bawełnę, it is apparent that the literal
Therefore, owijanie w bawełnę was replaced with its equivalent phrase to mince words. Both
are used in the situation when someone carefully picks the words because they do not want to
offend the other peson. While in the context of the game, these expressions emphasized Geralt’s
straightforwardness and cynical nature. The phraseme skok w bok is usually translated into brief
affair or one-night stand. However, the translators wanted to preserve Bloody Baron’s informal
manner of speaking, full of slang expressions. Hence, tussle in the hay proved to be a perfect
choice. Skok w bok and tussle in the hay denote brief sexual intercourse with no commitment.
The equivalent of Polish phraseme takie buty is the way the wind blows. Takie buty
and the way the wind blows are synonymous in terms of meaning. In other words, they denote
the current state of affairs or how a certain situation will develop. The person who popularized
the way the wind blows was American singer and songwriter Bob Dylan by including it in one
of his songs, namely Subterranean Homesick Blues. The idiomatic expression spisać kogoś na
straty was also rendered by employing the procedure of equivalence. In the English version of
the game, it was replaced with the phrasal verb to write somebody off. While the lexical items
differ, the meaning remains unchanged. They are used in the context of losing faith in someone
POLISH ENGLISH
Dowiedzieliśmy się, że to Pani Merigold We learned Miss Merigold had helped Myra
pomogła zniknąć Myrze Baiss, kiedy łowcy Baiss disappear once the witch hunters were
zaczęli jej deptać po piętach. onto her.
Gdyby trolle były też diabelnie inteligentne i If trolls were devilishly intelligent and had a
miały żyłkę do kryminału. flair for crime.
Mówię ci, artystka jakaś albo dziwka, An artist or a whore – doesn’t much matter
zresztą one po jednych pieniądzach. as they’re one and the same.
Cóż, stara miłość nie rdzewieje. Guess old flames never die.
The phraseme deptać po piętach was uttered during the conversation about Myra
Baiss, a sorceress and a friend of Triss Merigold. Myra Baiss was targeted by the religion cult
Eternal Fire because of her magical powers. The main goal of Eternal Fire was to get rid of all
the magical creatures and witches in the town. The translators once again decided to apply
the procedure of equivalence in idioms and changed deptać po piętach into to be onto someone.
However, to be onto someone not necessarily means chasing someone because of the crimes
they might have committed. It can also denote talking to someone in order to ask them about
something. Therefore, to breathe down sb’s neck could be a better choice to emphasize Eternal
Fire’s manhunt. The translators decided to render mieć żyłkę do czegoś into to have a flair to
something. Both of these idiomatic expressions have the same meaning and identical lexical
components. The noun flair can be literally translated into talent, as well as żyłka and smykałka.
The aforementioned phrases were used by Priscilla while talking about Sigismund Dijkstra,
who was an old friend of Geralt, so as to highlight his exceptional intelligence and involvement
The expressions być po jednych pieniądzach and its idiomatic equivalent one and
the same are used to emphasize that someone is very similar to another person in terms of worth
or personality. When it comes to the game, the person who uttered these words was Dandelion’s
ex-lover named Vespula in regard to his many amorous exploits. The translator’s choices
primarily depend on the animation and the character’s mouth movements. Therefore, in some
cases it is exceptionally hard to find the equivalent expressions. For instance, one and the same
could be replaced with of the same kind. But then, the translators would risk the quality of
smooth animation.
The Polish proverb stara miłość nie rdzewieje denotes that the old love, especially first
love, cannot be forgotten. As its English equivalent the translators chose old flames never die.
An old flame denotes a former romantic partner who is still looked on with affection.
The possible version of stara miłość nie rdzewieje could be also old love dies hard. Nonetheless,
the translators opted for old flames never die perhaps for the sake of matching up the sentence
POLISH ENGLISH
Ale ludzie kiedyś zrozumieją, że Wieczny But one day folks will understand the
Ogień jest tylko po to, żeby trzymać ich w Eternal Fire’s naught put a leash around
ryzach. their necks.
Nie ucz ojca dzieci robić. Don't teach your grandma to suck eggs.
Mógłby nam oszczędzić zachodu i dać się Mighta saved us some trouble, let us kill it
zasiec. now.
Trzymać kogoś w ryzach and to put a leash around someone’s neck mean to keep
someone under strict control. Another idiomatic expression that might be a good equivalent for
48
its Polish version is to keep someone in check. On the other hand, the meaning of to put a leash
around someone’s neck is more emphatic which was initially the translator’s aim. To put it
another way, Eternal Fire controlled the whole town of Novigrad and created atmosphere of
terror because of their mass killings. That is why, to put a leash around someone’s neck is
The application of idiomatic equivalence was also possible in the case of nie ucz ojca
dzieci robić, which is used in the context of giving advice to another person who has more
experience regarding a certain subject. It was translated into don’t teach your grandma how to
suck eggs, which possesses the same meaning but differs in terms of lexical components.
The earliest recorded use of this expression dates back to 1707. It appeared in The comical
works of Don Francisco de Quevedo translated by John Stevens. In the game, the person who
uttered this idiom was witcher Lambert in response to Geralt’s teasing about his boating skills.
The translators easily replaced szczędzić komuś zachodu with its idiomatic equivalent to save
someone the trouble. Both of these expressions mean to prevent someone from doing or
The idiomatic expression dwie pieczenie na jednym ogniu was rendered into two birds,
one stone which is another example of equivalence. Dwie pieczenie na jednym ogniu and two
birds, one stone describe two, completed tasks in a single action, thus they do not differ in terms
of meaning. Two birds, one stone most likely derived from Greek mythology, namely the myth
of Icarus and Daedalus. Icarus and his father Daedalus were imprisoned in The Labyrinth of
Crete by king Minos (O’Conner & Kellerman, 2013). Daedalus, who was a brilliant craftsman,
hatched a plan to escape by using wings constructed from feathers and wax. It is believed that
Daedalus got the feathers by killing two birds with one stone (O’Conner & Kellerman, 2013).
49
3.4.2 Paraphrase
POLISH ENGLISH
Jak znam Geralta, dupę komuś ratował, If I know Geralt, he risked his noggin to
nadstawiając karku! save someone else's arse!
Nasze konie, znaczy mój i panienki Tamary Our horses, mine and Tamara’s, got spooked
spłoszyły się i pędziły na złamanie karku. and tore off willy-nilly.
Król Żebraków to tylko przezwisko. W It’s a moniker for a man who everyone in
Novigradzie wszyscy się z nim liczą. Novigrad respects deeply.
Co chwilę słyszę, że jej kolejni nauczyciele Week on week, we get fresh gossip’ bout
rezygnują bo spuściła im manto. her trashin’ another instructor.
Table 12: Paraphrase
scarcely. The idiomatic expression zaleźć za skórę could be translated into to get under
someone's skin by means of equivalence. Both zaleźć za skórę and to get under someone’s skin
denote making someone very angry or irritated. However, the idiom to get under someone’s
skin possesses more than one meaning. It can be used also in the context of positively affecting
someone’s feelings. The translators wanted to avoid ambiguity and loosely paraphrased zalazł
The person who uttered the phrase nadstawiać karku is Geralt’s companion - Zoltan
Chivay. His language is rich in slang words and idiomatic expressions. Hence, the translators
were required to render Zoltan’s lines accordingly to his manner of speech. Consequently,
nadstawiać karku was paraphrased into to risk one’s noggin. The word noggin is the slang term
50
for head. It appeared in the English language in the 16th century and meant small cup (The Word
Detective, 2008). The expression liczyć się z kimś, which means to consider someone important,
was translated into to respect someone deeply. It does not possess its equivalent in English, thus
Pędzić na złamanie karku is the idiomatic expression which denotes running very fast.
It was paraphrased by the translators into to tear off willy-nilly. Willy-nilly is rather an informal
this case, often depend on the characters’ background. By way of explanation, the character
who used this idiomatic expression was one of the Oxenfurt villagers – Voytek. The Witcher 3:
Wild Hunt has broad representation of dialects which differ from each other in terms of
vocabulary, accent and grammar. The people of lower social status use more informal language
The first example is the idiomatic expression suszyć komuś głowę which was translated
into the verb to nag. Suszyć komuś głowę, indeed, does not possess its English equivalent, thus
it left the translators no choice but to paraphrase the aforementioned expression. Moreover,
suszyć komuś głowę can be understood as bothering or nagging someone. It can therefore be
concluded that the meaning remained the same. The next expression that was translated by
using paraphrase is pełną gębą. It implies that something is fully suitable or appropriate. It was
translated into the adjective proper. Although the sentence was changed into the non-idiomatic
The phraseme spuścić komuś manto was paraphrased into to trash someone.
The Polish language is much more flexible when it comes to the creating various idiomatic
expressions. The example of this can be spuścić komuś manto which has a great number of
synonyms e.g. porachować komuś kości, sprać kogoś na kwaśne jabłko or spuścić komuś łomot.
51
Most of these expressions do not have their equivalents in English. Therefore, it was necessary
3.4.3 Other
POLISH ENGLISH
The remaining idioms do not fall under any of the procedures. The translators replaced
them with completely different idiomatic expressions. For instance, iść w zaparte, which
denotes firmly standing by one’s opinion, was translated into to play dumb. The idiomatic
phrase to play dumb means to pretend to be stupid or slow-witted. To conclude, they do not
express the same meaning. Polish and English scripts of the game were created and the same
time, thus there might be some inconsistency. Nevertheless, it does not change the characters’
The phrase po moim trupie was loosely rendered into my arse. Although, both of these
idiomatic expressions are expressive, they do not denote the same thing. Po moim trupie means
never, while my arse is used to express disbelief in something that has been said. Moreover, my
arse is more vulgar and aggressive than po moim trupie. This action might be deliberate in order
Literal translation
7% Neologization
7% 23%
10% Transference
6% Naturalization
Cultural equivalence
17% 30%
Functional equivalence
Couplet
accordance with Newmark’s methodology. In terms of the translation of proper names, it can
be concluded that the most commonly used procedure was neologization. As mentioned before,
charactonyms frequently cannot be transferred or rendered literally due to their common stems.
The translators created new proper names with the objective to preserve the connotative
meaning, which proved to be a good solution. As shown in the chart above, the second most
frequently used procedure was literal translation. The translators had no choice but to translate
literally proper names that possess their direct equivalents in the English language, even if they
are part of Slavic culture. The proper names that do not evoke specific connotations were
transferred exactly for this reason. Transferred, as well as naturalized names of the monsters do
not originate from Slavic mythology. In comparison to other procedures, naturalization was
applied rather scarcely in the translation process of the bestiary. If possible, the translators
replaced Slavic monsters with their cultural equivalents. However, some of these names do not
possess cultural equivalents in English, thus it was necessary to find culture neutral words.
53
The procedure of couplet was applied in the translation of names which have two or more
lexical components.
5%
The analyzed data indicate that the translators rendered most of the idioms by
the language spoken in The Witcher’s world and provides an enjoyable experience for
the player. In some cases, the application of the aforementioned procedure was not possible due
to the fact that of the idioms do not have their equivalents in English. Therefore, the translators
the conversation fluidity of the characters. The remaining idioms could not be categorized
because they differ from their Polish forms in terms of meaning. However, it does not have any
CONCLUSIONS
The thesis aimed to compare two versions of the game and analyze the use as well as
the frequency of translation procedures in the translation process of Slavic elements and idioms.
The translation of proper names and idiomatic expressions presents a challenge, especially in
video games where the translator must take into an account the lip synchronization of
the character. Video games tend to include a lot of cultural references that often cannot be
rendered by means of literal translation. For instance, The Witcher 3: Wild Hunt is based pm,
to a large extent, on Slavic folklore. Therefore, the translators were required to broaden their
the translation of idiomatic expressions, the translators had to ensure that they are fully relevant
for the sake of the player’s comfort and successful immersion in the game. This research
constitutes of 58 examples divided into groups and analyzed in accordance with Newmark’s
methodology.
The obtained results indicate that the most commonly employed procedure in
the translation process of the bestiary was neologization and literal translation. It was an easy
task to preserve proper names rendered by means of literal translation given that they have their
English equivalents. Whereas some of the proper names necessitated the use of neologization
because they are either new coinages or they do not possess their equivalents in
the English language. The proper names, which are characteristic solely of Slavic myths, were
translated by means of cultural or functional equivalence in order to make the game more
culturally appropriate. When it comes to the translation of idioms, the most frequently applied
55
procedure was idiomatic equivalence. Therefore, it is safe to assume that the translators clearly
Taking everything into consideration, the translators achieved their goal of preserving
Slavic elements and idioms in the English version of the game. This allows the player to fully
emerge himself/herself in this magnificent world and explore Slavic culture. The topic of
translation of cultural elements in The Witcher series certainly should be explored more
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Chart 1: Frequency of the procedures applied in the translation of proper names ................... 52
SUMMARY
The aim of this thesis was the comparative analysis of the Polish and English versions
of The Witcher 3: Wild Hunt in terms of Slavic elements and idiomatic expressions so as to
evaluate if they were translated correctly and faithfully. The first chapter is dedicated to
the theory of translation, definition of the actual concept of translation and differences between
strategy, method and procedure. The following subchapters introduce the notion of equivalence
and the typology of Newmark, which forms the basis for the research. This chapter also covers
such topics as the translation of proper names and idioms, translation competence as well as
similarities and differences between localization and translation. The second chapter focuses
on the definition of game and the most popular video game genres along with their brief
description. This chapter also explores the controversial issue whether video games can be
considered a medium. Moreover, it was necessary to examine challenges that await for
the translator in the video games translation. The third chapter is fully dedicated to the
comparative analysis of names of the monsters and idioms on the basis of Newmark’s
methodology. Taking everything into account, it can be concluded that the translators
successfully preserved Slavic elements and idiomatic expressions in the English version of
the game.
67
STRESZCZENIE
Celem niniejszej pracy była analiza porównawcza polskiej i angielskiej wersji gry
Wiedźmin 3: Dziki Gon pod kątem zawartych tam słowiańskich elementów i idiomów oraz
rozdział jest poświęcony teorii tłumaczenia, definicji samego pojęcia jakim jest tłumaczenie
Następnie zostały omówione nazwy własne i idiomy w przekładzie, kompetencje tłumacza oraz
definicji gry i najbardziej popularnych gatunkach gier video, które zostały krótko
mianowicie czy gry video zasłużyły na miano medium. Ponadto została omówiona kwestia
trudności na jakie może natknąć się tłumacz podczas przekładu gier video. Trzeci rozdział jest
Newmarka. Biorąc pod uwagę całość powyższej analizy, można stwierdzić, że słowiańskie