Localization of games. Translation and scoring of computer games. Games in Russian

Localization of games is one of the preparatory processes for the video space for its sale in a certain country with its own language. This process involves the processing of art materials. Of course, the translation of the game is also included in the term "localization".

Adaptation History

In addition to translating from the original language into a foreign language, localization implies the creation of new files in the library of the game, as well as the translation of all sorts of manuals to it, recording audio in a foreign language. Some changes are even made to individual game parts. In order to get into the framework of the cultural features of the region, for which the localization of the game is carried out.

The first ever modified video space is the Japanese Pac-Man of the 80s. The developers then changed the name of the game to a more "English-language manner" - Puck-man. However, the idea was rejected in the United States because of the fear that the word Puck itself could be distorted and turned into obscene language.

graphical localization

In the time of the first localization of games, a huge role was played by solving problems with space limitations, which was available for processing text strings. After all, the translated lines took up more space than the original ones. Thus, the original text had to be reduced all the time.

Translation difficulties

In addition, the allocated budget and the established deadlines were often insufficient for a high-quality output product, because of which the translated text had to be constantly optimized and rewritten. And this caused some confusion.

title translation

At the beginning of the XXI century, technology jumped forward, and it became possible to expand the space for text and, accordingly, the text of the localization of a computer game. Files also began to be stored in a different format. The development of sound recording technologies made it possible to include voice acting and dubbing in a variety of languages ​​in the process of game localization. And this is very pleased gamers.

The whole process

In our time, you can notice a serious increase in the volume of localized material. This is especially true for online projects.

The very process of localization of the translation of the game in Russian is as follows:

  1. First, they analyze the original materials that the developers sent. Some preparations for the translation will occur.
  2. A team is selected for the entire project, and the tasks of each participant are distributed.
  3. After the material is transferred to the finished executive team and the terms of work are determined.
  4. Material is being translated. It turns out plain text.
  5. Next, the translation of the game is edited and its quality is assessed.
  6. Verification check.
  7. After all this, the finished localization of the game is transferred to the original developer who tests it.

After all this, it becomes possible to release material in several languages.

Work with text

In order to fully translate the text of a big game, first create a list of in-game terms, so as not to confuse common words with words that have local meaning. After that, a graphic translation is performed, that is, the translated text is imposed on the in-game graphics. In this case, it must be made in the same font as the original.

curve translation

Thus, if a font of our own production is used in the video space, a similar one is created separately for the alphabet that is used in the localization of the game on PS3, 4 or any other console.

Depending on the program code and visual part, programmers are able to modify files or create separate ones in order to make translation more convenient.

The translation takes into account the peculiarities of the language in the region, the traditions of transcription and pronunciation of other languages. All this can be done both with the direct participation of the developer, and independently of him.

Features and nuances

Localizers take into account the following factors in the translation process:

  1. How complete will the localization be, that is, whether the translation will receive proper names, interface elements, puns, and so on.
  2. How much the translated elements will affect the understanding of the overall picture.
  3. How well do they speak the language in the country.
  4. Translation of the realities of the present.
  5. Translation of graphic elements. These are signs, graffiti and more.

There is also an amateur translation of games, which differs in not so tight execution limits. Often, teams of unofficial localizers perform their work more scrupulously. However, they may have problems with the license and such a translation may not see the light at all.

curve translation

The most difficult to translate are puns and adaptation of stable expressions, because for this it is necessary to identify all kinds of references to culture and their correct transmission.

Common mistakes

Users often come across both spelling errors and punctuation in games with Russian localization on Xbox and other platforms. You can also find the loss of meaning of phrases and sentences in the translation, cut out parts and even whole layers of text that have not been translated at all. They remain in the original language in the middle of the rest of the text, which is localized.

As for the voice acting, one can sometimes find a monotonous pronunciation or inexpressiveness of the actor’s voice.

History of Russian localization

Games on the PC were distributed at the turn of the nineties in the post-Soviet space.

As a rule, illegally small pirate studios, for example, the well-known Fargus, were engaged in such transfers. They even translated the names of the games. The quality of such localization, of course, suffered. Although it did not interfere with gamers.

curve translation

The very need for games in Russian in our country, unlike many others, is caused by an extremely low level of English proficiency. That does not allow the full-fledged perception of the original product to the average user.

Unlike Fargus, the most famous professional team of localizers is SoftKlab.

The very concept of "localization", of course, contains not only a simple translation of the text. It is also a cultural adaptation. And this phrase in itself is a separate topic.

In order to properly deliver a foreign product to the target audience, a thorough study of the culture of both the original original product and this audience is necessary. Only in this case, the adapted product will be understandable and perhaps even to some extent close to the consumer.

dark sauce

Russian localization of games, first of all, is a translation, however, it is something much more. Indeed, in addition to translating the video into another language, sounding it and adapting it technically and culturally, it will probably also require adaptation in the legal field of the consumer country.

Legal Changes

As an example of adaptation to the legislation of the country, there are cases of international proceedings of the Wolfenstein series of games in which the protagonist William Joseph Blackovic fights against the Nazis. Given the specifics of the topic itself, in the game, of course, there are many graphic images of the swastika and other Nazi symbols of the Second World War.

In Germany, legislation prohibits the use of Nazi symbols. And this means that in order to localize games on PS3, Xbox and other platforms in this country, all graphic materials containing similar symbols will either have to be removed or replaced.

Wolfenstein and censorship

As for the Wolfenstein series, the iOS game Wolfenstein 3D (2011) was removed from the App Store in Austria and Switzerland due to the presence of a swastika. This game has been censored before. For example, in 1994, when she left the Super Nintendo console, all the images of the swastika in the Nazi castle were removed from the final version of the localization, and the dogs of the guards were changed to rats. In the same year, this game was banned in Germany.

In modern Wolfenstein: The New Order (2014), in which all the action takes place in an alternative story, where the Nazis won the Second World War due to a sharp jump in their own technology, censorship was also introduced in versions for the countries of Austria and Germany, in differences from international versions.

In continuation of this game - Wolfenstein II: The New Colossus, the censors went even further. In that part of the game where Adolf Hitler is present, his recognizable mustache was removed and given the title of Chancellor. Images of the swastika were changed to a symbol with three ends.

Types of localization

While the translation may contain a literal interpretation, it is necessary to change the localization of the original idiom to a similar one, which will be more accessible to the consumer in another country.

Thus, it can be found that the goals of localization and translation are still different. The first - a report of the original meaning, but with attention to many factors that affect the receipt of full experience from products. For the second, the goal is simply to translate the meaning and essence of a message.

The so-called "box localization" is the most superficial. This is when the labels on the product packaging are localized on a physical medium. If the game leaves the online store (for example, Steam or GoG), its wanderer is translated. That is, the description and game footage.

dashing seed

Localization of the interface is not only a translation of the box and description, but also the names of buttons, manuals and other elements of the game interface. This is where the localization ends. And it can be felt quite strange. That is, the button "Run the game" will be in Russian, but the plot and the rest of the text will be in the original language. However, such a translation is not uncommon.

Another view is called text. There is already a translation not only of the interface, but of everything else that is present in the game. Without voice acting. So you can listen to a foreign language and try to understand the play on words and slang, while reading the subtitles and not lose touch with the plot.

Voice acting and graphics

In addition to creating subtitles, in the localization with voice acting, actors are selected, preferably with voices similar to the original. They are already working on voicing all the dialogue and speech in the game. If the level of performance is decent, then such localization is perceived quite naturally and does not cause rejection for most users. Although many, even with normal voice acting, prefer to listen to the voices of the original.

Absolutely any game project contains an engine on which design, graphics and everything else that is not text is superimposed. For example, various signs, graffiti and the like. Graphic localization involves the translation of the textures of these labels, that is, a replacement.

In this case, what about the localizer who translates the game, the action of which takes place, for example, in India and China. The inscriptions and signs in Russian in this case may look somewhat out of place. It all depends on the wishes of the publisher and his common sense.

For example, if some graphic elements carry a certain meaning and are significant for understanding the plot, then they should definitely be translated. Although in a detective game, the action of which takes place in America, newspaper notes in Russian may look a little strange, but if they are important for the plot and further advancement in the game, then it is definitely worth translating them.

Moreover, if the game is a shooter about World War II and the main character is in Berlin, then the inscriptions in German do not have to be translated. So you can achieve a better preservation of the atmosphere of the project.

Deep adaptation

This type of localization implies a complete remake of the project for a specific audience with its own culture. So, sometimes only the original mechanics remain. As a result, it can turn out on the original engine a completely different game, with a different plot, dialogs, models and textures.

This is quite rare, but they still do it. For example, the Inlingo Game Localization Studio team has such a project. This is usually done when, according to preliminary estimates, without such alterations, video space simply cannot enter the market and sell there.

So you can understand that localization is not just a crack for games, but one of the most serious and difficult types of translation, and they do not replace each other at all. These are completely different approaches and tools for solving problems. Although in this case, localization in any case implies a translation, too, at least minimal.

Source: https://habr.com/ru/post/F13485/


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