Consistencies of Ludification Techniques in Translating the Side Quests in Genshin Impact
Main Article Content
Yukiko Elfa Mahari
Nafisa Wafiq Machlis
Nowadays, video games increasingly rely on detailed stories and rich cultural atmosphere, making translation is indeed important to preserve a sense of immersion across languages. Side quests (tasks or missions in a video game) constitute significant part of open-world Role-Playing Games (RPGs), games set in imaginary worlds where players control individual characters as their primary means of engagement, with those characters growing and developing through the choices the players make. In this paper, the authors examine the application of ludification-based translation methods, approaches aimed at preserving playfulness and player engagement, to the localization of side quests in Genshin Impact. Our goal was to observe how these approaches make the Indonesian version as playful, immersive, and culturally relatable as the original. We have used a subset of English and Indonesian quest dialogues and qualitatively analyzed them to identify the primary types of ludification and their actions. We have discovered that referencing and para-localization are frequently used by translators to engage players and retain the emotional impact of the original text. In general, the paper demonstrates that ludification may overlook the linguistic fidelity with player experience in game translation, and indicates that future research should focus on how it can preserve narrative integration and culture-specific resonance.
Cao, W., Abdullah, S. N. B. S., & Jalis, F. M. M. (2025). Untranslatability in Science Fiction Narratives: A Study of Ideological and Linguistic Constraints in Translation. Eurasian Journal of Applied Linguistics, 11(2), 81-93. Retrieved from https://ejal.info/menuscript/index.php/ejal/article/view/1044/385
Costales, A. F. (2016). 12 Analyzing Players’ Perceptions on the Translation of Video Games. Media Across Borders: Localising TV, Film and Video Games, 183. https://doi.org/10.4324/9781315749983
Dong, H (2025). The Research on Localization Strategies for Games. Dean&Francis, 1(3), issue 3. https://doi.org/10.61173/x2m8g715
Genshin Impact – Step into a Vast Magical World for Adventure. (2022.). https://genshin.hoyoverse.com/m/en/news/detail/104226
Hamari, J., Shernoff, D. J., Rowe, E., Coller, B., Asbell-Clarke, J., & Edwards, T. (2015). Challenging games help students learn: An empirical study on engagement, flow and immersion in game-based learning. Computers in Human Behavior, 54, 170–179. https://doi.org/10.1016/j.chb.2015.07.045
Hitchens, M., & Drachen, A. (2008). The many faces of Role-Playing games. International Journal of Role-Playing, 1, 3–21. https://doi.org/10.33063/ijrp.vi1.185
Hromada, T., Černý, M., Bída, M., & Brom, C. (2015). Generating Side Quests from Building Blocks. In Lecture notes in computer science (pp. 235–242). https://doi.org/10.1007/978-3-319-27036-4_22
Lee, T. K. (2022). Translation as experimentalism. In Cambridge University Press eBooks. https://doi.org/10.1017/9781108917292
Lu, A. S., Baranowski, T., Thompson, D., & Buday, R. (2012). Story Immersion of Videogames for Youth Health Promotion: A Review of literature. Games for Health Journal, 1(3), 199–204. https://doi.org/10.1089/g4h.2011.0012
Mangiron, C. (2016). Games without borders: The Cultural Dimension of Game Localisation. Hermeneus. 187-208.
Mangiron, C., & O’Hagan, M. (2006). Game Localisation: Unleashing Imagination with ‘Restricted’ Translation. In Dublin City University, The Journal of Specialised Translation (Issue 6). https://jostrans.soap2.ch/issue06/art_ohagan.pdf
Nababan, M., & Nuraeni, A. (2012). Pengembangan model penilaian kualitas terjemahan. Kajian linguistik dan sastra, 24(1), 39-57. Retrieved from https://journals.ums.ac.id/KLS/article/view/101
Nastiti, T. L. (2018, November 20). Berasal dari Telenovela 90-an, Berikut Asal Meme Tidak Semudah Itu Ferguso yang Viral. Grid.ID. https://www.grid.id/read/041243459/berasal-dari-telenovela-90-an-berikut-asal-meme-tidak-semudah-itu-ferguso-yang-viral?page=all
Purnomo, S. L. A., Purnama, S. L. S., Untari, L., Azzahra, A., & Pramana Putri, N. O. (2021). Proposing a Typology of Ludification as a Translation Technique for PC, Console, Mobile and Online Games.=Langkawi: Journal of The Association for Arabic and English, 7(1), 25–39. https://doi.org/10.31332/lkw.v7i1.2338
Salmeri, C. (2014). The translator as an intercultural mediator. Translation and cultural influences. Alfinge: revista de filología, (26), 161-171. https://doi.org/10.1515/les-2014-0002
Scherer, K. R., Clark-Polner, E., & Mortillaro, M. (2011). In the eye of the beholder? Universality and cultural specificity in the expression and perception of emotion. International journal of psychology, 46(6), 401-435. https://doi.org/10.1080/00207594.2011.626049
Spradley, J. P. (2016). Participant Observation. Waveland Press.
Temirgali, B. (2023). The effect of video game localisation on gaming experience (Master's thesis, Maqsut Narikbayev University (Kazakhstan).
Vasilikaris, G. (2025). Translating the Player Experience: Exploring Immersion in the Context of Videogame Localization. L10N Journal, 4(2), 55-76. Retrieved from https://l10njournal.net/index.php/home/article/view/66
Walther, B. K., & Larsen, L. J. (2020). Gamification and Beyond: The case of ludification. In Lecture notes in computer science (pp. 125–134). https://doi.org/10.1007/978-3-030-63464-3_12
Walther, B. K., & Larsen, L. J. (2021). Reflections on Ludification: Approaching a Conceptual Framework – And Discussing Inherent Challenges. International Journal of Serious Games, 8(3), 115-127. https://doi.org/10.17083/ijsg.v8i3.436
@mahasiswikupu2. (2018, October 23). Apakah semudah itu aq berikan tugas q untukmu? Hahaha tentu tidak ferguso. [Image attached] [Post]. X. https://x.com/i/status/1054620733790273536
Yukiko Elfa Mahari , UIN Raden Mas Said Surakarta
Yukiko Elfa Mahari is an English Literature undergraduate at UIN Raden Mas Said Surakarta, Indonesia. She has a strong research interest in translation and localization studies. She also enjoys learning about language, culture, and communication, and She looks forward to contributing to future research in these fields.
Nafisa Wafiq Machlis , UIN Raden Mas Said Surakarta
Nafisa Wafiq Machlis is an undergraduate student in the English Literature Department at UIN Raden Mas Sa'id Surakarta. She is passionate about translation studies, game localization, and culture. She aspires to contribute to research and practice in the field of translation.






