I attended a session on cross-cultural interface design during SIGGRAPH. It was an excellent course, given by human-computer interaction expert Aaron Marcus. The main premise was that localization does not equal translation: there’s a lot to factor when designing for different cultures. While the course focused mainly on web sites as visual examples, it is easy to see the relevance for games.

Too many games simply translate text and do not take into account such things as cultural metaphors, mental models, navigation, interaction, and appearance preferences. Even just scanning some news articles you get a sense of German’s extreme dislike of violence, English fear of blood, Korea’s connectedness, the dark side of online gaming, potential areas of racism, and so on. Just to name a few areas of contention…

Certainly, developers need to be more aware of cultural differences in order to succeed in the ever-globalizing games business. To point, EA Europe’s managing director states that the audience for games needs to triple in size, with major growth coming from games with global appeal.

We would all be wise to look into cross-cultural design. While each year at GDC, developers cram to hear from renowned Japanese designers on how to make great games, there is a wealth of (non-games specific) information already out there just waiting to be leveraged.

My copy of “Cultures and Organizations” is on order. The book was oft mentioned by Aaron as he uses its concepts to help better understand cultural dimensions. More on that later…