Originally posted by Torvaldr
Originally posted by Scot
Originally posted by comicguy
WTH? You still live in the 1900's? I believe they are now called "Asian" games.
Indeed that is the politically correct term. But it puts all of these peoples: Chinese, Indian, Korean, Filipino, Japanese, Vietnamese, Sri Lankan, Cambodian and Thai, under one banner. Which is a bit odd considering their ethnic and cultural diversity.
I do wonder how much we would not understand if the game was just translated into English. It would be interesting to see how much of a problem this actually caused players.
It can be very difficult. When I was testing Dragon's Prophet all of the original text had been removed and replaced with placeholders in the database. It was interesting to see how much I relied on text to provide feedback in the game. Everything from completing quest goals, to understanding and choosing skills, traits, and powers, to just feeling oriented, became a huge challenge.
On the other hand my first game, Lineage, had players from around the world and supported Korean, among other language fonts. Many people didn't speak enough English to chat that way, but we still found ways to communicate via emoticons and our own chat symbols that communicated friendship, hostility, and so on. This was an open pvp game so that sort of communication was very important. The interesting this is, despite the language barriers, we had a great community.
Originally posted by victorbjr
Originally posted by bcbully
"will likely need to address such cultural differences with the way they present the game to players."
"Will character names or race names be changed for ease of understanding?"
We are not the only people in the world. Maybe we should take the time and learn about some other cultures, instead of "freeing" eeer breaking the game. Those other cultures take the time to learn about us.
FYI, I'm a Filipino, living in the Philippines, so I'm not sure what your frame of reference is. :)
I understand the message you want to impart, and I'm actually of like mind in that I don't think localization should greatly impact translations of names or races. At the same time, if the Korean implementation of the game uses something that doesn't sound palatable to English-speaking audiences (for instance, if a fantasy name is easy to say in Korean but difficult to pronounce in English, wouldn't altering the name to refer to its context be better than forcing a bad translation out?
That's one of the things I've learned from watching fans sub anime or translators translating books (like Haruki Murakami novels). Balancing accurate translation with maintaining the voice or gravitas of the author or the world setting is difficult, but I'm hoping Trion Worlds can localize the game without sacrificing the "feel" of the world itself. :)
Good article Victor. I don't know where bcbully is coming from either, but I do agree with his sentiment. I think if localization isn't done well you can lose a lot of character and a feel to the game the designers were trying to deliver.
I'm a casual anime fan so your illustration makes perfect sense to me. Some anime localization is horrible. Others, I wouldn't even know it wasn't originally produced in English. I think Hayao Miyazaki is one of my favorites and I think his movies are always translated so well.
Trion is a really good publisher and marketer so I think they were a good choice for that reason. I think EnMasse would have been a better choice because they have experience and their Tera localization is great, especially given the inherent hurdles of that IP. Still, Trion is probably a better and more powerful marketer and that is a great strength in a publisher.
Trion basically screwed themselves when they dumped most of the people working on Rift. Defiance is mediocre at best so I don't see Trion having a great or even good track record. EnMasse screwed up TERA but they did have decent translations, etc.
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