A GUIDE TO TRANSLATING HUMOR IN VIDEO GAMES: A CASE STUDY OF UNDERTALE

Authors

Keywords:

video game localization, humor translation, pragmatic strategies, audiovisual translation (AVT), Chesterman taxonomy, Undertale, acronym reinterpretation, translator training

Abstract

Humor in video games presents unique localization challenges due to its reliance on timing, multimodal cues, player interaction, and culturally bound language. This article applies a pragmatic approach to humor translation, grounded in Chesterman’s (2016) taxonomy of strategies, to probe the attempted Polish localization of Undertale, a title rich in puns, system-driven jokes, and typographically encoded character voices. A focused case study analyzes emblematic examples such as the reinterpretation of acronyms (LOVE/EXP), UI-timed gags („too many dogs”), and persona-specific orthography (Sans/Temmie). Based on scrutinized analyses, a decision tree for humor translation is proposed, offering a repeatable method for humor-critical content. The findings demonstrate that effect-driven translation (emphasizing timing, pacing, and persona preservation) outperforms literal approaches in maintaining comedic impact. This study contributes an actionable protocol for practitioners and educators, bridging theory and localization workflows.

Published

2026-06-19