How game genre
affects localization
Conor Bracken
Andovar
What game genres are there?
Action
Beat 'em up
Hack and slash
Fighting
Maze
Platform
Shooter
First-person
Third-person
Shoot 'em up
Tactical
Action-adventure
Survival horror
Stealth
Adventure
Dating sim
Escape the room
MMOs
MMORPGs
Role-playing
MOBA
Roguelike
Action role-playing
Simulation
Sports
Strategy
RTS
Tower defense
Racing
Flight simulator
Rhythm
Puzzle
Connect-3
Serious game
What is game localization?
• App store description – description, screenshots, keywords
• Partial localization – game texts + subtitles
• Full localization – full audio localization
• Deep localization – cultural adaptation
Deep Localization
• Resizing artwork
• Changing look of characters
• Storyline changes
• Different monetization
Game localization continuum
Casual Mid-core Hardcore
Context unimportant
Low word count
Simple story
No audio-visual loc
Context very important
High word count
Complex story
Full audio-visual loc
Localization and ROI
Developers lose 8 – 15% of users due to poor localization
(AppAnnie; Dec. 2014)
Is that a lot? Depends how you look at it
But the effect is different for casual and hardcore games
Casual / Ultra-casual
Do you need localization at all?
Try app store description + keywords
The cost is negligable
Internationalization issues common
Translation technology not important
Mid-core
Localization becomes strategic
…and more expensive
Inventory? Termbase, descriptions, screenshots
Testing
Certain genres will have more issues
Hardcore & IP
You must prepare or you court disaster
Gaming community for terminology
Pro translators for style
Technology for consistency and QA
Especially with patches and updates
Context Issues
Most files for translation look like this…
Easy to understand without context?
Typical issues:
- weapon or spell names with no meaning
- dialog that depends on previous lines
- literal translation would look ridiculous
- homographs
- unknown gender or form of words
Solutions from clients
1. More playtesting!
2. Better translators!
Professional
Gamer
Cultural awareness
Experienced in game loc
Always available
Reliable
Cheap
Not scalable
Not repeatable
As you move towards more complex
games, the chances your problems can
be solved by playtesting unicorns
approach ZERO
What to do instead?
Termbase
Style guide
Game bible
Inventory lists
Screenshots
Concept art
References
Familiarization
Mix of gamers and pros
Translation technology
Processes
Milestone reviews
Playtesting is important and so are good translators, but there’s more…
Termbase
Not just a 2-column spreadsheet
With examples, grammar info, screenshots, links…
This is where you involve gaming community
Integrate with artwork for best results
One hour spent on termbase saves many later on
Character bible / Style guide
Not the same as termbase
Intro to the game world and characters
What language to use
Consistency between linguists and updates
Screenshots or video playthrough
Request that every linguist plays the game through?
No, record it and send them to watch
Cheaper, faster and reusable
Word count in games
Dragon Cubes: 4 000
Grand Theft Auto: San Andreas: 40 000
Baldur's Gate II: Shadows of Amn: 1 000 000
Halo: Combat Evolved: 10 000
Concatenations
Reduces word count a lot,
but causes problems with genders, plurals,
and is hard to understand.
No concatenation problems,
but you might be paying for extra word
count.
{0} is in the {1}.
The warrior is in the tent.
The queen is in the tent.
The enemy is in the tent.
The warrior is in the castle.
The queen is in the castle.
The enemy is in the castle.
Translation technology
What is translation memory?
Why are matches cheaper?
When does a flat rate make sense?
What else can CAT tools do for game localization?
New Content (not previously translated): The brown dog ran up the hill
Fuzzy Match (requires editing/QA): The brown dog raced up the hill
Repeat Content (requires QA): The brown dog ran up the hill
New words 100%
Repeated words 25%
95 - 99% Match 35%
85 - 94% Match 50%
75 - 84% Match 65%
50 - 74% Match 75%
User interface vs story
Game UI = software UI translation
Game story = literary translation
Different approaches needed
Termbase, familiarization, references
Gamers vs pro translators
Subtitles or voice-over
Subtitles cheaper
Voice-over more immersive
Trailers and cut-scenes only?
How many voices needed?
Graphic localization
Cultural considerations
Making strings fit
The more complex the game, the more you might want to change
Testing
What is game testing anyway?
- Linguistic
- Functional
- In-app purchases
- Internet bandwidth
- Compliance
- Multiplayer
Preparation prevents wasting time
Testing is not a solution to all problems.
When do you
outsource?
When you
can't handle it
on your own
anymore
In-house
Freelancers
OneSky, Gengo, OHT
SLV
MLV
AAA game loc agency
1. With higher word count
2. More complex story
3. With audio and video
4. Deeply embedded in one culture
5. With concatenations
Conclusion
As you move towards games:
How to approach localization changes dramatically
www.facebook.com/andovar
@andovarglobal
http://www.linkedin.com/company/andovar
https://www.google.com/+Andovar
Get in Touch
Andovar Pte Ltd
Phone: +65 6532-1281
conor.bracken@andovar.com

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How Game Genre Affects Localization

  • 1. How game genre affects localization Conor Bracken Andovar
  • 2. What game genres are there? Action Beat 'em up Hack and slash Fighting Maze Platform Shooter First-person Third-person Shoot 'em up Tactical Action-adventure Survival horror Stealth Adventure Dating sim Escape the room MMOs MMORPGs Role-playing MOBA Roguelike Action role-playing Simulation Sports Strategy RTS Tower defense Racing Flight simulator Rhythm Puzzle Connect-3 Serious game
  • 3. What is game localization? • App store description – description, screenshots, keywords • Partial localization – game texts + subtitles • Full localization – full audio localization • Deep localization – cultural adaptation
  • 4. Deep Localization • Resizing artwork • Changing look of characters • Storyline changes • Different monetization
  • 5. Game localization continuum Casual Mid-core Hardcore Context unimportant Low word count Simple story No audio-visual loc Context very important High word count Complex story Full audio-visual loc
  • 6. Localization and ROI Developers lose 8 – 15% of users due to poor localization (AppAnnie; Dec. 2014) Is that a lot? Depends how you look at it But the effect is different for casual and hardcore games
  • 7. Casual / Ultra-casual Do you need localization at all? Try app store description + keywords The cost is negligable Internationalization issues common Translation technology not important
  • 8. Mid-core Localization becomes strategic …and more expensive Inventory? Termbase, descriptions, screenshots Testing Certain genres will have more issues
  • 9. Hardcore & IP You must prepare or you court disaster Gaming community for terminology Pro translators for style Technology for consistency and QA Especially with patches and updates
  • 10. Context Issues Most files for translation look like this… Easy to understand without context? Typical issues: - weapon or spell names with no meaning - dialog that depends on previous lines - literal translation would look ridiculous - homographs - unknown gender or form of words
  • 11. Solutions from clients 1. More playtesting! 2. Better translators! Professional Gamer Cultural awareness Experienced in game loc Always available Reliable Cheap Not scalable Not repeatable
  • 12. As you move towards more complex games, the chances your problems can be solved by playtesting unicorns approach ZERO
  • 13. What to do instead? Termbase Style guide Game bible Inventory lists Screenshots Concept art References Familiarization Mix of gamers and pros Translation technology Processes Milestone reviews Playtesting is important and so are good translators, but there’s more…
  • 14. Termbase Not just a 2-column spreadsheet With examples, grammar info, screenshots, links… This is where you involve gaming community Integrate with artwork for best results One hour spent on termbase saves many later on
  • 15. Character bible / Style guide Not the same as termbase Intro to the game world and characters What language to use Consistency between linguists and updates
  • 16. Screenshots or video playthrough Request that every linguist plays the game through? No, record it and send them to watch Cheaper, faster and reusable
  • 17. Word count in games Dragon Cubes: 4 000 Grand Theft Auto: San Andreas: 40 000 Baldur's Gate II: Shadows of Amn: 1 000 000 Halo: Combat Evolved: 10 000
  • 18. Concatenations Reduces word count a lot, but causes problems with genders, plurals, and is hard to understand. No concatenation problems, but you might be paying for extra word count. {0} is in the {1}. The warrior is in the tent. The queen is in the tent. The enemy is in the tent. The warrior is in the castle. The queen is in the castle. The enemy is in the castle.
  • 19. Translation technology What is translation memory? Why are matches cheaper? When does a flat rate make sense? What else can CAT tools do for game localization? New Content (not previously translated): The brown dog ran up the hill Fuzzy Match (requires editing/QA): The brown dog raced up the hill Repeat Content (requires QA): The brown dog ran up the hill New words 100% Repeated words 25% 95 - 99% Match 35% 85 - 94% Match 50% 75 - 84% Match 65% 50 - 74% Match 75%
  • 20. User interface vs story Game UI = software UI translation Game story = literary translation Different approaches needed Termbase, familiarization, references Gamers vs pro translators
  • 21. Subtitles or voice-over Subtitles cheaper Voice-over more immersive Trailers and cut-scenes only? How many voices needed?
  • 22. Graphic localization Cultural considerations Making strings fit The more complex the game, the more you might want to change
  • 23. Testing What is game testing anyway? - Linguistic - Functional - In-app purchases - Internet bandwidth - Compliance - Multiplayer Preparation prevents wasting time Testing is not a solution to all problems.
  • 24. When do you outsource? When you can't handle it on your own anymore In-house Freelancers OneSky, Gengo, OHT SLV MLV AAA game loc agency
  • 25. 1. With higher word count 2. More complex story 3. With audio and video 4. Deeply embedded in one culture 5. With concatenations Conclusion As you move towards games: How to approach localization changes dramatically