Article published In: Translation Spaces: Online-First Articles
Worldbuilding, narrative, and agency in the intersemiotic translations of ‘The Witcher’
Published online: 2 February 2026
https://doi.org/10.1075/ts.23053.pop
https://doi.org/10.1075/ts.23053.pop
Abstract
This study examines the complex intersemiotic translations of Andrzej Sapkowski’s The Witcher
series across multiple media platforms: from novels to video games and subsequently to a Netflix television adaptation. Through an
interdisciplinary framework drawing on Translation, Adaptation, and Game Studies, this research investigates how narrative
structures, worldbuilding elements, and audience agency transform across different media. Particular attention is paid to how game
developers navigate the tension between narrative fidelity and player autonomy, as well as how the television adaptation further
reinterprets these elements. The analysis reveals that successful adaptations balance medium-specific affordances with core
thematic and narrative elements of the source material. This interdisciplinary approach offers valuable insights into contemporary
transmedia storytelling practices and provides a theoretical model for understanding the multifaceted nature of adaptation in
convergent media environments.
Article outline
- 1.Introduction
- 2.Theoretical framework: An interdisciplinary approach to adaptation
- 2.1Intersemiotic translation and adaptation studies
- 2.2Game studies and interactive narratives
- 3.Methodology
- 4.Analysis: The intersemiotic translations of the witcher
- 4.1From book to game: Reimagining narrative in an interactive medium
- 4.1.1Timeline and narrative continuity
- 4.1.2Player agency and narrative structure
- 4.1.3Character adaptation and development
- 4.1.4Worldbuilding and expansion
- 4.2From book to screen: The Netflix adaptation
- 4.2.1Narrative structure and timeline
- 4.2.2Character development and representation
- 4.2.3Visual and aesthetic choices
- 4.3Comparative analysis: Medium-specific translation and adaptation strategies
- 4.3.1Narrative control and audience agency
- 4.3.2Character development and portrayal
- 4.3.3Worldbuilding and environmental storytelling
- 4.1From book to game: Reimagining narrative in an interactive medium
- 5.Discussion: Theoretical implications
- 5.1Beyond fidelity: Reconceptualising adaptation
- 5.2Medium specificity and adaptation strategies
- 5.3Interactive narratives and player agency
- 5.4Transmedia storytelling and franchise development
- 5.5Interface as semiotic boundary between media
- 5.6Limitations of the study
- 6.Conclusion
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