3. You Don't Own the IP, and it's Already Well-Established
Scheduling
Again,
if you’re the licensee, the contract is your gospel for the
organization and approval process. Your producer or executive producer
should be able to tell you whether or not localization is submitted to
your licensor for approval, and if so to which extent. Everything is
doable as long as appropriately scheduled.
Here
is a short list of items / assets that affect your schedule, and over
which your licensor might demand to have partial or full control:
Asset Translations.
Very big companies have policies that you must abide by (however
strange they may seem). Buena Vista Games, the interactive subsidiary
of Walt Disney, will ask for any reference to existing
religions to be removed from your game (forget about "oh my god" and so
on). You will have to get rid of those in English and in other
languages.
If your licensor wants to go over
translations, these review times and the subsequent back-and-forth
sessions need to be accounted for in your schedule. A topnotch
licensing coordinator (who will review and possibly copy edit) can't
seriously check more than 10,000 words a day. Add some time difference
and other variables (your licensor teams being swamped with work not
being the last) and your integration process might be considerably
slowed down.
Casting. Suppose
your game is based on a famous TV show. Your licensor may demand that
you use the same local actors (and often same voice directors if not
studios) to dub your game2.
That may be very well doable (clear the "who's paying for this" issue
beforehand), except that dubbing a movie or a TV show and dubbing a
game is quite a different experience for actors, voice directors and
studios.
Game dubbing is a tricky exercise, as
performers and engineers have a lot less information, as opposed to
movies for which they obviously have...the movie. If you can, send
someone from your team who knows both content and game mechanics to
attend the U.S. recording sessions so that he can explain context and
various functionalities. Having a very good and detailed audio script
is an excellent thing, but you want to trust humans better than
documents.
A simple omission in the script – or
the recording studio forgetting to print a hidden context column – and
your hero ends up saying “Man, I really can’t see a thing!”
with a normal tone while he’s supposed to shout it from a chopper. This
cannot be fixed in a studio: your lead actor has to come back for a
retake (of course you always find out at a very late stage).
This
also explains why you need the U.S. audiobase to be done before you
start recording languages. Your game and audio designer or script
writer do not have the super powers to attend four or five simultaneous
recording sessions. The local studios will mirror the US audiobase,
which comes in very handy, especially if something is unclear in the
script or if keepers haven’t been chosen yet and there are a few
versions of the same line (projection, volume, tone etc.).
In
other cases, the IP owner might want to approve local castings and keep
the upper hand on final choices. Send all samples on time and kindly
request quick (and detailed) feedback so that you can proceed with
booking. You need to give dates, but remember to keep some buffer.
Since
the profile of your contact may vary greatly from one company to
another, favor live casting (as opposed to already recorded samples
stored in agencies’ databases). It's a tad more expensive, but way
easier to test if actors fit roles. With the help of the game designer
or creative director, select three or four lines typical of each
character’s range of emotions. Once lines are translated and recorded
by agencies (usually three or four actors will audition per role), you
can then edit a few together to appraise chemistry between actors
sharing a lot of scenes.
Audio Approval (on all localized recordings).
This approval step may be awfully time-consuming, as your licensor
contact will have to listen to all cues (there may be thousands of them
only for scripted scenes). Plus, before you deliver these files, you
will need to go through all alternate takes and perform a bit of
editing (a basic cut and clean) and / or split your raw session into
several folders and subfolders in a suitable format, so that people who
are not sound Jedi can listen to the recordings.
If
your licensor insists on approving the recordings, suggest they send a
local representative to attend recording sessions. Unless his attitude
is totally counterproductive, the rep will be able to approve each
recorded line on site and prevent the process from stretching
unreasonably. Typically, you want to favor parallel approval, as it
saves a lot of time.
Build Approval. Some
licensors will ask to test localized builds and demand some linguistic
bugs and / or polish be done before it's submitted to first parties.
Most likely, this will come at a very late stage (at which point you
won't be able to do much) and will duplicate already identified (if not
already fixed) bugs.
Remember, your licensor
might not care at all that localized versions do not meet the usual
quality standards or are off brand equity, but it's not in your
interest to be careless. Your goal is to successfully localize a game
and sell as many as possible. If you work on a notorious brand, you
deal with a very solid fan base all over the world that already has a
whole set of enshrined references. This leads us to our next topic,
brand equity.
2.
This is also valid for English or other “original” version.
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