Challenges and priorities of game localization




Here you have some information about the Conference of Game localization, given by Carme Mangiron.

What are video games?

According to Frasca video games are any kind of computer-based entertainment software.

Platforms: Arcade, PC (including online games), Consoles (PlayStation), Handheld (PSP, Nintendo D.S), Mobile Phones.

Games Genre:
- Action and adventure
- Fighting
- Shooting
- Platform
- Sport
- Role playing games
- Strategy
- Simulation
- Quiz and party

INDUSTRY

- World-wide entertainment phenomenon
- Software sales of $ 11,7 billion in 2008, a 22,9 % has increased over 2007 (ESA, 2009).
- Games make up to 50% of revenue from international sales.
- Many games localised into 10 languages as standard.
- Dynamic sector influenced by technological advancements.

What is game localization?

- Adapting video games to different target markets.
- It involves complex technical, linguistic, cultural, legal and marketing processes.
- Skopos (the purpose, why is it for? Why is the translation made?) of game localization reproduce the gameplay experience of the original while preserving its “look and feel” and functionality.
- New translation modality combining features of technical translation, software localization, AVT and literary translation.
- Multimedia, interactive text designed to entertain.
- Most games developed in English and Japanese.
- English often used as pivot language.

ASSETS TO LOCALIZE
- In game text.

UI (menus, tutorials, help messages)
Descriptive and narrative passages
Non voiceover dialogues

- Art assets (textual graphics)
- Audio and cinematic assets (script for subtitling, songs…)
- Instruction manual, packaging


LOCALIZATION MODELS
- In-house/post-gold (final version)
- Outsourcing/sim-ship (to release the game internationally at the same time)

LOCALIZATION PROCESS
- Pre-localization (in-house model)
- Localization
- Post-localization

USER INTERFACE
- System messages
- Descriptive and narrative passages

NON VOICEOVER DIALOGUES
ART ASSETS
AUDIO AND CINEMATIC ASSETS
MANUAL AND PACKAGING

CHALLENGES AND PRIORITIES
- Game should feel like an original
- Preserve gameplay experience of original
- Meet target players’ expectations
- Adaptation of culture-specific items
- Creativity
- Use of ideomatic language


EXAMPLES
- Meet target players’ expectations (cultural adaptation)
- Translation of humor

CONSTRAINS
- Space limitation and creativity
- Multiple semiotic channels
- Subordination of written text to image
- Body language

TRANSLATOR’S COMPETENCE
- Excellent knowledge of source and target language and cultures
- Intercultural awareness
- Game literacy
-Knowledge of global pop culture
- Familiarity with software localisation
- Creativity
- Research skills
-Ability to work in team
-Flexibility
-Ability to work under pressure and meet deadlines.


See you in the next live broadcast!!! :)




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