Brand Equity
Let's take a look at the Star Wars
license. Working on George Lucas’ baby means dealing with millions of
fans whose expertise and subsequent attention to details (may they be
praised) you won't be able to deceive.
You can't invent planet names or choose to translate "light saber" other than "sabre laser" in French or "sable láser" in Spanish (though in the first trilogy it was "Espada de luz"). The French public is used to "Dark Vador" and not "Darth Vader" whether you find this ridiculous or not. "Death Star" is not literally translated for all languages (it is "l'étoile Noire" – black star - in French).
Ensure
your vendors hire people who are either already familiar with the IP
(specialists may be required sometime), or are properly trained. Have
them gather as many references as possible -- comic books, movies,
books, web sites etc. -- to ensure no stupid mistake will go unnoticed:
you don't want to end up with "L'Étoile de la Mort" ingame.
Pay
attention to spelling and pronunciation of important names. Fans will
pin you down for a lot less than a double e missing in "Wookiee".
Once
your vendors are done gathering local "official" translations, put
together a multilanguage glossary that will be submitted to your
licensor (unless he already has provided you with his own). Most of the
time licensing and consumer product departments are overwhelmed with
work and have very little time for preparation, so by doing this, you
pass on the responsibility to your licensor to check the accuracy of
the assets you are working on, but at the same time you help them.
Let's take a look at Figure 1

Figure 1
Figure 1: Multilanguage spaceships glossary
In
this example, I have listed each country's official term for spaceships
used in-game. You can see that Millennium Falcon has two different
translations in French (an overlooked mistake in the first trilogy’s
dubbing). Request approval from your licensor. They're the ones who
should know or decide which to use.
Movie Tie-Ins
As
soon-to-be-Lord Vader Anakin Skywalker says, "This is where the fun
begins." If your game is tied to a movie release, you will be dependent
on a few (and not lesser) assets to localize your game in a way that
respects and resembles the movie. Moreover - and this is not breaking
news - license deals are tough on developers and publishers. Your
negotiation latitude with your licensor is relatively small, to put it
mildly.
Movie licenses are expensive to buy (around
six figures), and your licensor will be awfully busy finishing the
movie and dealing with worldwide post-production. Chances are they
won't be able to arrange their production and post-production schedules
to accommodate your own. Your room for maneuver will be a little
different whether the movie releases worldwide or at different dates (a
staggered release), and depending on how well the contract has been
negotiated, and if those dependencies have been discussed and organized
beforehand. Let's take a closer look at movie / game dependencies:
Local style and artistic choices:
Your game might feature some lines taken from the movie (beware:
animation movie scripts are usually locked at a very late stage) and of
course you would like the lines to be (translated) the same (way).
Some
characters may speak with accents that will also require local
adaptation: some things work for English but not for other territories.
In the U.S. version of Finding Nemo(Disney / Pixar 2003), Jacques the hermit crab is French and of cooorse he speaks wiz a verry heavy French accent.
For some pretty clear reasons, it didn't make any sense to keep it that
way for the French version of the movie, nor for the French localized
version of the game. So Jacques was given a south of France accent
(Marseille) that kept the character's specificity and "cuteness".
It's
rather important, especially for kids' products. Voices that do not
match or blunt discrepancies will break immersion. I recently managed
the localization (13 languages) of a line of games based on a CGI movie
for kids, and accents were different in nearly all territories.
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