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Features

Lost In Translation--Japanese and American Gaming's Culture Clash
On
The State Of The Japanese Industry
So,
what of this alleged slump in the Japanese market? At any given
moment in any territory, there are naysayers predicting doom and
destruction for videogames in every territory, but it seems there
are significant problems with the game market in Japan, in concert
with their general, countrywide economic recession. With a recent
survey revealing a large majority of Japanese game developers thought
2003 a "bad year", for the industry, Ricciardi echoes
these perceived problems in his comments: "Well, sales have
been down across the board for the last three or four years running,
so in a sense, yes, but you can't blame it all on the recession.
Consumers still have a fair amount of disposable income, but they're
using it on other forms of entertainment, like DVDs, the internet,
cell phones, and the like. Games are failing to captivate people
the way they used to."
Interestingly,
it seems that the Japanese market may be growing away from the very
"mainstream" market that developers in the West are currently
striving towards, according to Ricciardi's anecdotal evidence: "I
don't know the exact demographics, but one thing that fascinates
me is that the PS2 generation definitely skews older and mostly
male, whereas PS1 was much broader, with lots of females and younger
players. I think the decision to make PS2 look like a fancy stereo
component had a lot to do with this, and it wound up costing Sony
because they lost a very hard-to-reach demographic that they had
complete control over in the PS1 era." And with Sony so dominant
in Japan, the other hardware competitors are lagging and possibly
niche-limited even more than they are in the West: "Xbox gamers
in Japan are mostly super hardcore types, and GameCube owners are
mostly kids--I hate to play into the stereotype, but it's really
true."
As
for other reasons for the Japanese slump, Ricciardi adds credence
to the views of others
involved in the Japanese
games industry in showing concern for the sometimes formulaic
nature of Japanese development: "I feel like we're seeing far
more innovation from the West these days than Japan. Games like
Tony Hawk, GTA III, and Halo really took things
to a new level of immersion and fun. Personally, I'd love to see
some more collaboration between Western developers and Japanese
developers--somewhat like Metroid Prime, which turned out
brilliantly, in my opinion."
This
view raises the question of how Japanese developers differ from
Western dev teams--Ricciardi notes: "My impression is that
Japanese developers are highly organized and efficient, but a bit
rigid in terms of being able to adapt to new practices. One thing
that irks a lot of Western programmers who work in Japan is that
generally, Japanese developers don't share code. They spend months
building new engines for almost every game instead of using that
time to refine an already existing engine and give more time to
the actual game design and development. This has changed a bit recently
now that software like Renderware has become more widespread, but
for the most part, Japan is still way behind in this area."
He
continues with another important difference--pay scale: "Another
point that I'm sure many of my friends in development out here would
love for me to point out: Japanese developers get paid like garbage
compared to Western developers. Programmers and artists here, even
high-level ones, make a fraction of what their counterparts make
in the West. This can't possibly be good for morale, but at the
same time it's kind of normal for Japan; employees here are expected
to be loyal to their company and treat it like a second home, so
most people don't complain about these kinds of issues as much as
they probably should."
Finally,
Ricciardi takes a little time to dispel some of the myths regarding
Japanese gaming tastes, starting with the impression that the Japanese
videogame market is all about the infamous dating-based videogames.
He notes, "Dating games do exist in Japan, but they're not
really popular anymore. They're mainly aimed at lonely guys and
hardcore otaku, but I guess that market shrunk a bit over the last
generation as PS2 has become more of a mainstream console. Personally,
I don't see the attraction to these kinds of games."
He
also takes issue with the claim that overly "cute," anime-
or manga-inspired games have trouble reaching an appreciative audience
in the West, suggesting: "The 'too cute' notion in regard to
gaming is kind of unfair, in my opinion. Granted, it's not a regular
part of our culture to have games and other forms of media that
subscribe to that particular art style, but that doesn't mean we
should prevent people from having the opportunity to check them
out. In order for the medium to grow and mature, we need to be more
open-minded about the kinds of games we bring over."
Overcoming
Los Angeles From The East
Despite
the possible Japanese downturn, there are still plenty of Western
publishers fighting to pick up Japanese titles to round out their
roster of Western-developed games. Ricciardi explains: "Japan
has an awful lot of budget titles, which are ripe for licensing,
as the fees are cheap and the localizations are usually inexpensive.
These days most publishers aren't looking for huge hits from Japan,
but rather solid, affordable A or B titles to pad their lineup.
The licensing scene is pretty competitive here; big titles often
get scooped up within days of being announced and it's very, very
rare that a suitable game remains un-translated unless it fails
concept approval for one reason or another."
So,
you have a Japanese videogame that you want to localize and release
in the West. What's the key to making the translation a good one?
Ricciardi suggests that a major mistake occurs when third parties
translate without being able to actively consult the original game
creators: "The biggest issue is simply finding that delicate
balance of staying accurate and true to the original while also
making the text sound good and read properly in English. It's not
as easy as it might sound, and often it can't be done to perfection
without the translators having access to the development team to
make sure their interpretations of the original text are accurate.
This isn't always possible, but when it is it definitely makes for
a better final product."
When
translation is done with the ability for consultation, it leads
to, well, jubilation: "The very best localizations are the
ones that are done in-house, with the cooperation of the original
developers. This is an approach Square Enix takes, and it works
well. They have bilingual translators and editors literally working
side-by-side with the developers in Japan, so that whenever there's
a question or an uncertainty about the meaning of something being
translated, they can go straight to the source to make sure they
get it right. This is pretty important, which is something we've
learned as a third-party translation house. Fortunately, the publishers
we've worked with [at Interone] have been very good about giving
us access to the developers, so we've been able to manage."
Another
pitfall for eager Western publishers is the extended timeframe and
cost of localization, but there are ways to ameliorate this: "The
time it takes to do a game depends entirely on the amount of people
involved and the size of the script. In the case of a major RPG,
the translation alone can sometimes take up to two or three months,
and that's not counting any editing or polishing. Then you have
voice recording, which can take weeks, voice implementation, testing,
debugging...it can be a pretty long process if the game is large
enough. This is why we're seeing more and more simultaneous releases--it's
easier for a developer to program in multiple languages at once,
to cut down on the costs associated with localizing for each individual
region. Of course this is a luxury most companies simply can't afford,
so don't expect it to become the standard any time soon."
But
what of the question posed at the start of the article? Do "hackjob
translations" from the Japanese negatively affect a game's
popularity? Well, perhaps not--Ricciardi laments, "Sadly, poor
translation and voice acting don't seem to affect game sales as
much as I wish they would. I can't stand playing games that are
littered with typos or nonsensical English, and for the most part,
the quality of voice acting in videogames is just terrible. I'd
like to think that a good translation affects sales in a positive
way, but unfortunately I don't have any evidence of this. As mentioned,
Square Enix seems to have the best overall track record for localizations
at the moment, but is that why their games sell well? I really don't
know."
Ricciardi
ends his discussion of the translation business with a caveat for
those hoping to skimp on translation costs and still get the substance
of the game conveyed properly: "Just having native English
speakers isn't enough--it's important that everyone involved is
familiar with games, understands how they work, and in the case
of a franchise property, has studied up on past games in the series.
Far too many companies treat the localization of games as an afterthought,
hiring any old cheap translators, regardless of their experience
with games. That's one of the main reasons you see so many hackjob
translations. If videogames are to be taken as seriously as movies,
publishers are going to need to start taking localizations more
seriously."
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