Building Better Worlds through Game Culturalization
summary
Practical guide to making worlds that sell: culturalization is distinct from localization and happens early, using checklists, spot checks and a layered GIS-style approach to map culture, faith, history and economy. Examples: Forza swaps regional car rosters; Fallout 3 removes a mutated Brahmin bull for India; Age of Empires ships a Korea-only patch flipping an invasion to gain market access; Hearts of Iron is banned in China for disputed maps. Focus on realization goals and logical consistency, not decorative “authenticity.”
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chapters (23)
- 0:00Start
- 5:412020 Global Gamers
- 7:04Localization vs. Culturalization
- 7:47Localization makes concepts legible.
- 10:12Reactive Culturalization
- 11:51Game Worlds
- 12:38Culturalization in the Development Cycle
- 15:19USK Decision on Nazi Symbology
- 18:23Creating Cultural Evidence
- 24:00Topology
- 27:10Sample Potential Layers of a World . Climatology & Atmosphere
- 32:45Resistance: Fall of Man
- 33:17Hitman 2
- 34:47Resident Evil 5
- 36:18Pocket God
- 37:28Lara Croft (Tomb Raider)
- 38:23Age of Empires II
- 39:44Dance Central
- 40:37Hearts of Iron 1 & 2
- 41:24Ninja Gaiden
- 42:31Domain Tailoring (Google Maps)
- 44:06Distribution in the Content Cloud
- 45:45Freedom of Creativity
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