Inside Video Game Localization 90
Atlus USA is a company known for their skill at localizing games — that is, adapting the text and speech in a game to a different language or culture. They've written a summary of their timeline for modifying a game, explaining that it's much more complicated than just running everything by a translator. They also have other articles looking at various parts of their work with more detail. When work begins, they take a few weeks to familiarize themselves with the game, giving them the proper context to understand character interactions and names. The actual translation then takes anywhere from a week to a few months, depending on how much material there is and whether they need to bring in new voice actors. Another month or so is allotted to actually implementing the changes and making technical modifications, after which another month or two is dedicated to bug testing. Then the game is submitted back to its original manufacturer for approval, a process that can take two months, and finally the new discs and game boxes are created, which adds another month. Thus, what many gamers see as a "simple" localization process can take six months or more to complete.
Cool story.. (Score:2)
World-wide release (Score:1)
You can see the same thing with "big" movies: lots of them are release
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Simultaneous worldwide release is nice if you know the game will be a hit, otherwise it's doubling down your gamble needlessly, imo. Besides, if the foreign gamers are so desperate to pirate it by downloading it, might as well just offer it for sale (download) to all takers the way things are going with digital media. Only problem with that is if your game runs afoul of some laws in country X - say Germany's ban on blood in video games.
Bollocks! (Score:1, Interesting)
If the game is developed with localization in mind during production, there's no reason the localized version cant ship at almost the same date as the English. I've shipped ~20 games that have been localized and the EFIGS (English, French, Italian, German, Spanish) version has never been more than about 1 month after the English release.
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Technically, those languages are all easy enough. When you get into Arabic and Chinese, things may be a bit harder. But yes, if it's all developed properly with awareness and experience of the issues, there's no reason the translation process should take longer than (initial_play_through + translate + test) time.
However, your point about other languages being able to ship on "almost"
Translation is not free (Score:2)
Why isn't localisation considered part of the actual development process, just like user interface design, graphics, music, etc.?
Because translation costs time==money. If you were developing free software in Europe, would you want the law to require all software published by a European entity to come with translations into all 23 languages of the European Union, even at version 0.01?
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Free Software is different, imho. The software is offered to all. Freedom is given to create ANY translation, even for the most obscure languages. Also, clearly, it's a community effort to build the software, so asking the community to contribute to the translations as and when they can is
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Free Software is different, imho.
Granted. But there are still two issues: First, should commercial distributors of free software, such as CheapBytes, be required to complete all 23 localizations before selling one copy to an EU resident? Second, should struggling independent developers of casual video games be required to wait six months for translations to be completed before they can release their product as shareware?
at least at version 1.0, I'd expect the vast majority of languages to be covered, even if it required social subsidies to do it.
Social subsidies? Now that's something I don't often see advocated on a libertarian-leaning Slashdot.
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CheapBytes and similar organisations are a tough one, yes. They're not so relevant now for most, but at one time, CheapBytes was an important service for me. Nonethele
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There'll probably be a lawsuit for this sort of discrimination one day
Really? There's going to be a lawsuit for not localizing games? Somehow, I don't think so. Or yeah, there could be, but it's not going to go anywhere.
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So if you have an image with the pictures/diagrams in the order of A, B, C. They would think C happens first, then B, then A.
Of course, in a game, the players would probably figure it out eventually
As for shipping all on the same date, I don't see why it matters that much. Many nonnative speakers can still play the english versi
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If the game is developed with localization in mind during production, there's no reason the localized version cant ship at almost the same date as the English.
Unless you're a small company and you're planning to pay for the translators and voice actors for other languages with the revenue from the English version.
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The problem in that case, though, is that the UK release - being a part of the European release - cannot (or at least often is not) be released until all the other European languages are done. Even though the game's already been translated to (or released in) English.
When it's a game you've been waiting for since before even the American (or Japanese) release, it just feels like a massive insult. But then they wonder why people import or flat out download the games. Once it's in English, English-speaking ga
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Obviously, it takes large amounts of time and money to stick in all those extra "u"s like in honor and color and turn the z's in colonize and disembowel-ize into s's.
sometimes, all this isn't required. (Score:1)
Why? (Score:5, Interesting)
Yet, every game on the shelves appears to be translated to Dutch nowadays. Thank God not the software itself, but the packaging and manuals are all Dutch everywhere. I asked around a bit amongst friends, but nobody understands why they exactly do this. For the small percentage of kids games who don't understand English, we can understand, but why translate the paperwork of Grand Theft Auto IV? The target audience has learned English in school, watches English on tv anyway, and the game itself is English as well. On the other side, the manual is written as a tourist guide to Liberty City, with sarcastic remarks between the lines about how crap the city is... But all these are lost in translation.
Why do they even bother? If nothing else is translated on our (tv) screens?
EA learned a hard lesson with the first Black & White game, one of the few games that got translated completely to Dutch. After a storm of complaints from just about everyone, they offered exchanging discs for a native English version, and later even offered separate voice pack downloads. It's not the the voices are bad (which they weren't, honestly) but nobody wanted a Dutch version in the fist place.
Re:Why? (Score:5, Insightful)
One actor, multiple roles, what's wrong? (Score:2)
[In a non-Pokemon related work,] They had used the same voice actor as the one who did Misty in the Dutch translated version of the Pokemon tv show.
Yeah, that totally didn't ruin any immersion..
Did it also ruin immersion when Tim Allen played Tim Taylor in Home Improvement, Santa Claus in The Santa Clause trilogy, and Buzz Lightyear in Toy Story?
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tepples wrote and included with a post:
Sometimes using the same voice actor for different roles can be a little distracting. I'm a fan of the series Bleach and
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No, what ruined the immersion was bad voice acting.
Does the fact that Chief Wiggum, Moe, Principal Skinner, Apu and Professor Frink all have the same voice actor ruin The Simpsons? No, because Hank Azaria is a talented actor who gives each character his own voice. Hell, Eeyore and Optimus Prime have the same voice. Nobody cares because they sound different.
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91degrees wrote and included with a post:
I think that is the key ("Nobody cares because they sound diff
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Same thing in my country (Romania). For some reason everyone prefers subtitles. One big TV network tried about 10 years ago to dub a soap opera... they spent a fortune on advertising but everyone hated it - it was such a massive flop no one ever tried it again. I have some dubbed Disnay movies but they translated the songs too - and guess what, my 5 year old son prefers the originals.
As for software, I know a few people forced to use translated Office versions. All of them grumble as they need to map the te
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That's still better than in Germany, where they dub ALL the movies and tv shows. It sounds awful, and many things get lost in translation, including acting, jokes and meaning. The best you can hope for are DVDs where you can switch to original audio and use subtitles if you don't speak the original language.
Games are even worse. When they are dubbed they get even more horrible voice actors. We use a lot of english words for recently developed things, but those tend to get translated as well, making the whol
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It's called Woolseyism (Score:2)
Then how does [an actor on a well-known U.S. sitcom] know all the good Bavarian jokes?
It's called Woolseyism: the translation team recognizes a U.S. joke and slaps in a Bavarian joke for the Bavarian voice actor to tell. See Woolseyism on TV Tropes [tvtropes.org] for more examples.
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Why do they even bother?
Seven words: All your base are belong to us.
That is why.
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Most countries have legislation dictating this, both to protect the minority who only speak the native language, and simply to protect the use of the language so it doesn't gradually get forced out by english.
I don't like localization (Score:1, Interesting)
I'm not a native English speaker, but I always take the (usually original) English version over the one translated into my own language. This goes with operating systems, desktop applications, games and so on. I absolutely hate using something like that in my own language. Either the translations suck, use incomprehensible and made up words, or especially in games just sound so stupid that it completely breaks the immersion. Whenever I have to use a localized version of anything, I'm usually completely lost
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I'm all with GP. I speak and understand French, German and English and every localization (save for two notable exceptions : "Little Big Adventure" and it's sequel) I've heard/seen so far has been awful. Additionally patches often also need to be localized (and so is generally late for non-English speaker), which creates a delay for those owning the localized versions before (sometimes game-breaking) bugs are fixed.
And then you have games like Oblivion or Fallout3, which live from the user created mods. Tho
The reverse can be true (Score:1)
I think I would like to play S.T.A.L.K.E.R. in a similar way - with the original Russian being spoken with English subtitles. Normally this sort of reverse localization isn't done, but I see there's a mod for that, which
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"All your base are belong to us" is perfectly grammatically-correct in Chinese and possibly other languages. It might not be perfect, but it's still understandable.
I'd be glad if computer translation of 2009 can produce such accurate results! Look at what Google and Babelfish says.
Google: "You are our base, all you CATS."
Babelfish: "Everything CATS received your base."
Captain Obvious (Score:4, Interesting)
This could be the most obvious article I've ever seen posted on /.
There are interesting things about localization, such as not being able to write the message like:
because in other languages, the greetee might come before the greeting. Instead, you have to make sure your app is coded to work with full sentences, using something like:
Likewise, issues like presenting dates, times, and currencies in local formats are interesting. But this article superficially ignores that stuff. Instead, it seems to be an advert along the lines of "we do good localised ports. Let us do your next game."
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If you're interested in all the technical details, there are some sites dedicated to fan translations and ROM hacking - even more interesting since ROM hacking groups don't have access to the sour
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That's not enough either, in some languages like Russian the sentence changes depending on the gender.
So for instance a notification like "$avatar logged in" needs a male and a female version.
To make it more fun: "shark" is a feminine noun in russian, so if the nickname was translated as well it'd imply you're female even if you're not.
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For problems such as variable placement of variables, there's two ways I've seen it done, at least in Japanese Windows games. One is for a smart parser in the game engine, which turns your example into something like:
Another choice is to separately issue text display commands and insert a special text display command in the middle:
This can be reduced to the previous problem
Why don't they convert games to English? (Score:5, Funny)
The thing that annoys me about localisation is when here in the UK we have to wait an extra month or two after the US release and the game hasn't had the spelling mistakes fixed (things like color, etc.). This is especially annoying when the game is made by a British team.
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spelling mistakes fixed (things like color, etc.)
I'm sorry, how do you pronounce "our"? And how do you pronounce "colo(u)r"?
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Differently. The same reason that cough and ugh don't sound the same.
Anyway, that's not what I was talking about. The fact is that color is a spelling mistake in the English langusge. When a game comes out over here I expect them to spell words correctly.
I'm sure the French or Spanish versions don't have words spelt wrong because it's easier to spell them that way.
color or couleur? (Score:2)
color is a spelling mistake in the English langusge.
Not as much as langusge is a spelling mistake in the English language. More seriously, Latin and Spanish also have color without 'u', but French has even more 'u's in couleur. Where did British English "colour" with only one 'u' come from?
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:-) I couldn't help laughing when I saw what I'd done.
Anyway, it seems that we based it on the ending from the French word, but not the beginning.
But regardless of all of this, it's very bad to publish a game in any language with wrong spellings.
I'm just very surprised that they spend time localising a game, then miss the main point of it.
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A similar situation is with the English word connoisseur (borrowed form Old French), which is now spelt connaisseur in modern French.
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It's probably not something to get too worked up about; but it does smack of laziness on the part of publishers that they can't be bothered to change this stuff. It's prevalent across all mediums though, and doesn't seem to work the other way around. The colour of Magic, for example, is billed
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It's probably not something to get too worked up about; but it does smack of laziness on the part of publishers that they can't be bothered to change this stuff.
Hey man, you're making me look bad with all your being-level-headed-and-reasonable crap.
Atlus (Score:4, Informative)
Reading about Atlus's localization process really makes me miss Working Designs [wikipedia.org], who no one really properly appreciated for their localization efforts.
I miss WD too but (Score:2, Interesting)
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Perhaps because they inserted a lot of things that weren't even loosely related with the original text? Adaptation is one thing, inserting pop culture references were they aren't there another.
Re:Atlus (Score:4, Insightful)
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Shin Megami Tensei (Score:2)
Playing Persona 3: FES, the thing that struck me the most about the character interactions was that they were so natural. Considering that the game setting is modern times in an urban area, the dialogue was teenager slang. In most games, attempts at slang are heavy-handed and laughable.
The dialogue in Persona 3 was incredibly natural sounding though, which is a feat I thought impossible!
Where this gets hard (Score:5, Informative)
A lot of Japanese programs I use have very compact interfaces since, in Japanese, you can compress an entire sentence or meaning into just a few characters, whereas with English this would take an entire sentence. It's really a pain in the arse.
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Street fighter 4 PC does localization right... (Score:4, Interesting)
... they provide original english and japanese voices AND subtitles.
It also helps that SF4 was designed from the start for both japanese and english speaking markets.
Even though I have quibles with the voice over work since I've seen so many SF anime movies with different voice actors (the ones who did the anime that came with the collectors edition of the game in english sucked pretty bad).
Capcom and Sony usually have done pretty alright voice work, it's finally good to see original japanese + subtitle options.
I really wished over PS2 RPG's went that route, although if you want to see OUTSTANDING localization check out level 5's rogue galaxy, that game is effin amazing in terms of what they did.
http://en.wikipedia.org/wiki/Rogue_Galaxy [wikipedia.org]
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The first .hack series had Japanese or English audio which was great. The fact that the game was spread over four games wasn't so good... But the tone and intonation was lost between the two and is a frequent thing. I'm enough of a japanophile to notice/care/whine about things like that.. When you get things like MGS4 which they claim fills the 50 GB BD DL without room for multi audio, I get suspicious, but it's mainly RPGs that I care about anyway... Theory goes that Bluray's capacity will help this proces
What I want... (Score:2)
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Whenever I play a J-RPG the first thing I do if there is an option is set the voice acting to Japanese with English subs. It makes the game a whole lot better I have found.
I guess... Though I have to say that I found it really hard to accept the Final Fantasy VII-related stuff (like the movies) where the CGI characters have distinctly Japanese features. It's just very at odds with my own conception of the characters as a 12-year-old. Nothing about the game (other than the gameplay) felt Japanese.
Having said that, I've never actually played any JRPGs with voice acting (or, in fact, any that came after FF8).
Oblivion, the localization nightmare... (Score:1)
I bought the French version of Oblivion and it was simply awful. ...
For example, they translated the Weighing scale and the Fish scale with the same word : ecaille
I don't speak about the voices, the missing dialogues, etc.
All the game was like this and there is no way to buy to an English version in France.
And to make it worse, you have to wait longer and pay more for a game of lesser quality.
I you can speak English and want to play the game with all the content, either you buy it on the net and have to pay
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The older Final Fantasy games were notorious for this (you spoony bard). Modern Final Fantasy titles (10, 11, Advent Children) have gotten extremely good. There is only one line I can remember in Advent Children that felt out of place and the voice acting as a whole was exceptional.
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The older Final Fantasy games were notorious for this (you spoony bard).
There's nothing wrong with the "spoony bard" line. The character being spoken to was a bard, and he was being weepy and emotional over what had just happened to another character.
Maybe you just aren't familiar with the word, but it makes more sense to say in that setting than calling him "emo" or whatever. Also, it adds more to the situation than literally translating the original text, where he just insulted him with profanity.
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NTSC - PAL (Score:2)
NTSC to PAL conversion can be a major problem on console games, I have a collection of adventure style games at home that had some kind of speed challenge in them where you have to beat the clock on a specific event where the 'clock' is slightly sped up running on a PAL system to the point where even perfect execution is not fast enough. Incredibly frustrating.
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Generally N64 and GameCube games, I haven't encountered any on the Wii yet.
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Aion is going through this (Score:2)
They built it for Asian players and are translating into Western culture and language. As of the last round of Beta, all the voices are still Japanese (sounding). So the female avatars all sound like 13 year old girls. i suspect that will change soon. There's also a rather anime style to the game.