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Localization
providers organize the assets they receive from the game developers and
prepare them for translation to ensure that everything goes smoothly.
However, in many cases, the quality of the localization can be improved
more effectively if developers and localization providers work together
from the early stages of development.
In
the software industry, developers are aware of the importance of a well
localized product and therefore write the software with translation in
mind. While technical writing is less creative than the script of a
videogame, there is still room to plan the translation and foresee any
problems that the translator might encounter.
Different alphabets and length restrictions
The
first thing to consider is that different languages use different
characters, there are multiple alphabets as well as right-to-left and
vertical-reading languages. The code used to develop the videogame
should ideally support non-Roman languages and character encodings, so
that it can be translated into Greek, Russian, Arabic or Japanese.
Another
important issue is the length of words, which also varies from language
to language. For instance, when translating a text from English into
Spanish, the Spanish text is about 30% longer than the original. When
translating documents such as manuals, developers must assume that the
localized versions will be longer and, in the case of audio scripts,
the translations will have to be shortened to fit the allocated time.
The
on-screen text in videogames is usually subject to rather strict
character restrictions. While it is understandable that the space on
the screen is limited, developers should leave at least some room for
other languages. If the word "we" has 2 characters in English,
restricting the space for this word to just 2 characters makes it
impossible to translate into Spanish, where "nosotros" has 8 characters.
Translation of source code I: translatables
The
translation of source code can be sometimes as puzzling as a
hieroglyphic. The developer should make very clear what parts of the
code should remain untouched and what should be translated, the
so-called "translatables".
In
most cases, the translatables are just one or two words completely out
of context. In the same file we can find two instances of the term "set
up". It can be an instruction, a menu option or a button name; the
translation will vary accordingly.
When writing the source code, the writer should include a note indicating the function of every string. Instead of:
001 "Display Mode"
002 "Language"
003 "Start"
004 "Exit"
The code could be written as:
001 "Display Mode" - title of a list box showing currently selected video resolution.
002 "Language" - Title of a list box showing currently selected language.
003 "Start" - Start the game.
004 "Exit" = Exit the game.
Where only the terms between quotes are to be translated, and the rest is an explanation.
Translation of source code II: chained strings
Another
common practice when writing strings of code, is chaining two or three
strings to create a full sentence. While this works in English,
experience shows that it doesn't usually work in the target language.
Here is one example:
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String 1
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You win
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String 2
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A red
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String 3
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A blue
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String 4
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A yellow
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String 5
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Car
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Depending
on the situation, string 1 can be chained to strings 2 and 5 to say:
"You win a red car". Or we can join string 1 + string 3 + string 5:
"You win a blue car".
Now let's translate the strings:
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String 1
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Has ganado
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String 2
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rojo
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String 3
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azul
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String 4
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amarillo
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String 5
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un coche
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Joining
strings 1 + 2 + 5 creates the sentence "Has ganado rojo un coche",
which doesn't make any sense at all because the adjective + noun pair
in Spanish is inverted.
As
a result, the translation process becomes slower and more complicated,
since translators and project managers have to come up with solutions
to a problem which, sometimes, can only be solved by getting back to
the developer and asking them to change the code.
An easy way to avoid this is to write three separate strings in English:
String 1: You win a red car
String 2: You win a blue car
String 3: You win a yellow car
Dialogue
Videogame
scripts, whether they are going to be dubbed or subtitled, also pose a
problem if the dialogues do not include enough information. In the
world of games, the names of characters, items or weapons are quite
creative and abstract.
In
order to be translated properly and to preserve the meaning behind the
name of a weapon, a place or a character, it is important to provide
the localizers with information such as the gender of the character and
graphical support: pictures of weapons and items are very helpful to
come up with an equivalent in the target language.
The
grammatical differences between languages - gender, agreement between
the subject, verb, adjectives and nouns - also make it difficult to
translate dialogue if the developer doesn't indicate who is talking
(singular or plural, masculine or feminine) and who is being addressed
(again singular/plural, masculine or feminine). Again, planning for
these problems in advance and providing this simple information can
help prevent having to send hundreds of queries for clarification.
Consistency and use of glossaries
The
lack of consistency in big localization projects is not rare in the
videogame industry. Very frequently translators spot inconsistencies
between the on-screen text and the manual of the game. The names of
menu items or buttons keep changing throughout the material, making it
even more difficult to keep track of them.
A
good practice is to create a glossary with all the terms that appear in
the game, during the development process of the games. The glossary
should be divided into categories: names of characters, places, stages,
items, weapons, buttons, screens, menu options, etc.
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A good practice is to create a glossary of all the terms in the game for the sake of consistency.
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This
will help to keep consistency in the original text as well. The
glossary should be the first asset to be localized. Once translated and
approved, the terms in the glossary will be then used in the
translation of all the material related to the game: on-screen text,
manual, dialogues, box, etc. Furthermore, it would be an invaluable
piece of information for future versions of the game.
Excel vs. Word
More
and more localization assets come in MS Excel files, especially scripts
and in-game text. Developers prefer to insert the text in Excel because
they can use separate columns for different information: character
name, dialogue, TC-in and TC-out, etc.
However,
translation is all about typing and Excel doesn't have all the features
than a text editor like Word has. Most translators like to delete the
original text as they type, which can't be done in Excel unless they
click on each cell to edit it. This might not sound very terrible, but
when we are talking about translating thousands of rows, it can
certainly slow the translation down. It would be helpful to have both
the Excel file for organizational purposes and the translatable text in
a separate file.
Taking
into account the differences between languages - alphabets, characters,
length, grammar, providing information to the localization provider
like guidelines, screenshots, descriptions and ensuring consistency
throughout the project can make a big difference. Planning a title for
its future localization doesn't involve much trouble, can save everyone
money and time and will certainly result in a much better product and a
happier end-user.
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