ProZ.com translation contests »
26 translation contest: "Game on"

Preparing
Submission phase  
Jun 28 '21Jul 20 '21
Hybrid phase  
Jul 20 '21Aug 9 '21
Finals phase  
Aug 9 '21Sep 2 '21

About the Submission phase

During the Submission phase, entries may be submitted in any language pair, per contest restrictions. Contestants are allowed to edit their entries until the end of the Submission phase.

At the end of the Submission phase, all language pairs with submitted entries will be "paused" for review by the contest administrator.

About the Hybrid phase

During the Hybrid phase, individual language pairs can be placed in any of the Submission, Qualification, or Finals phases, depending on how many entries have been submitted.
  • Pairs which received fewer than 3 entries during the Submission phase will likely be placed in an "extended submission" period. If at least 3 entries are eventually submitted, the pair will be moved forward to the Finals phase.
  • Pairs which received between 3 and 7 entries will likely be placed directly into the Finals phase, where site users who list that language pair in their profile may vote for what they feel are the best entries.
  • Pairs which received more than 7 entries will likely be placed into the Qualification phase, where site users rate and tag entries in an effort to determine a smaller pool of entries which should move forward into the Finals phase.

About the Finals phase

During the Finals phase, all language pairs which have received at least 3 entries will be open for site users to vote for what they feel are the best entries. Pairs with fewer than 3 entries will not be able to have a winner determined.

At the end of the Finals phase, votes will be tallied by site staff, and winners in each pair will be announced.
Competition in this edition of ProZ.com translation contests is finished. Winners have been announced in 19 language pairs. Click here to view the winners »

It is now possible to discuss and provide feedback about the competition in each language pair by visiting the "Discussion & feedback" tab within each pair listed below. Submitted entries may also be discussed individually — consider congratulating the winners!


Source texts — Jump: English, Spanish

The following are the source texts for this edition of the ProZ.com translation contests. Contest participants are given the opportunity to submit translations of these texts into the languages of their choice. If three or more translators translate a text into a given language, the contest is "on" in that language pair. To learn more about the source texts, see the "About the source texts" section below.
English
– "Two histories of Myst" by John-Gabriel Adkins
Computer games were, at one time, unified. We didn’t even have the term “casual game” in 1993, let alone the idea that a first-person shooter (then an unnamed genre) could be considered a “hardcore title.” There were people who played computer games, and people who didn’t. People who got way into golf or Harpoon or hearts or text adventures — those were the “hardcore” players, in that they played their chosen field obsessively.

When Myst and the CD-ROM finally broached the mass market, this ecosystem was disrupted. Myst had, Robyn Miller makes clear, been designed to appeal to non-gamers. It sold to them. Enthusiast magazines like Computer Gaming World couldn’t set the taste for the industry anymore: there were millions buying games who didn’t read these magazines. An entirely new breed of player. In this situation, what could be more natural than concocting an us-and-them formula? In a very real way, it was already true.

The great narrative of Myst is that the “hardcore” game press and playerbase lambasted it when it launched. Disowned it. A slideshow, they called it. Abstruse, idiotic puzzles; pretty graphics and not much depth. “Critics and hardcore game players universally panned it as a slide-show that had little actual gameplay interaction”, claimed PC Gamer’s Michael Wolf in 2001.That same year, a columnist for Maximum PC recalled Myst as a “tedious code-breaking and switch-throwing mess”, and saw its then-new remake realMYST as “a pointed reminder of why the press dumped on the original so heavily when it came out.”
Spanish
– "Pasado, presente y futuro de los videojuegos" by Isidro Ros
Desde sus inicios los videojuegos han estado limitados a dos grandes claves: el potencial que ofrecía el hardware de cada época y las capacidades de los desarrolladores para sortear sus limitaciones y aprovecharlo al máximo. Esto permitió la llegada de juegos sorprendentes en momentos en los que a nivel técnico parecían algo imposible, y también ha facilitado una evolución sostenida que nos ha llevado a un momento en el que el fotorrealismo se ha empezado a poner «a tiro de piedra».

En este sentido también han jugado un papel clave las consolas de videojuegos. Sé que a muchos nos gusta más jugar en PC, pero las consolas han sido el gran motor de la industria, tanto que hoy por hoy su peso es tan grande que han acabado monopolizando los ciclos de desarrollo. Atrás quedaron aquellos años en los que se creaban juegos exclusivos para PC que aprovechaban de verdad el hardware de la plataforma, hoy todo se centra en las consolas estrella de cada generación, y esto tiene consecuencias muy claras.

Las consolas han tenido efectos muy positivos para el mundo de los videojuegos, pero también han tenido efectos negativos. Los ciclos de vida se han ido alargando de forma considerable, algo que, unido a los desarrollos exclusivos centrados en ellas, ha acabado lastrando el aprovechamiento del hardware de última generación en PC y han ralentizado la evolución de los videojuegos en sentido amplio.

About the source texts

The source texts for ProZ.com translation contests are typically selected by ProZ.com members with a goal of providing interesting and challenging material that enables top translators to show their talent.

To ensure a fair competition, efforts are made to avoid texts for which published translations exist. If you know of the existence of a published translation of any of these source texts into any language, please notify the site staff with a support request.

The views expressed in these texts should not be considered representative of the views of either ProZ.com staff members or the members of the ProZ.com community who have selected the texts.