Self-Censoring Potential Content Risks for Global Audiences: Why, How and When. Tom Edwards IGDA Localization SIG Chair & Principal Consultant/Founder of Englobe Inc. http://www.englobe.com email@example.com. 21 FEB. 2008, 12:00-1:00PM. This Lecture is About….
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Why, How and When
IGDA Localization SIG Chair &
Principal Consultant/Founder of Englobe Inc.
21 FEB. 2008, 12:00-1:00PM
This Lecture is NOT About…
Because of religious issues like in KakutoChojinin 2003
Because of historical issues like in Hearts of Iron in 2004
Because of packaging issues like in Age of Empires II in 2001
Because of religious issues in Resistance:Fall of Man in 2007
Examine by Theme; most sensitive include:
Virtually any market can hold potential risk, but
the following have proven to be most challenging:
There four aspects can aid in your discernment of the
appropriate severity for your specific content issue:
[Note: For a more detailed explanation of these 4 aspects, refer to my
GDC 2006 lecture entitled “Fun vs. Offensive: Balancing the ‘Cultural
Edge’ of Content for Global Games”]
What would you do?
What would you do?
Final Checks for All Identified Issues
Back Story & Plot
Audio (Effects, Voice)
Content Type to Review
At least 75% of potential issues are identified in during concept phase in these content types
In-game Text (UI, Dialogue)
Symbols, Icons, Flags, Maps
Marketing & Packaging
Phase of Game Development
What’s wrong with this picture?
Thank you for attending.Questions or Comments?