Video Games Are Moving to a Netflix Model and It Will Impact Localization

视频游戏正在向 Netflix 模式转变,它将影响本地化

2019-08-08 15:46 slator

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Google Stadia, Microsoft’s project xCloud, and Apple Arcade — some very big names have recently made news in the emerging arena of video game streaming, where gamers are offered a subscription-based platform to play without buying the actual game. For gamers like myself, the rise of game streaming can free up to around 400 to 500 gigabytes of drive space; not to mention never worrying about buying the latest generation console or upgrading to the latest PC specs to meet the ever-increasing hardware demands of the newest games. Game developers and publishers, meanwhile, no longer have to meet separate platform requirements across consoles like PlayStation and Xbox, or make sure their games offer the same experience across PCs that range from running minimum required to maxed out specs. Subscription-based models also offer a cost advantage over the commission-based models often employed by video game marketplaces like Steam. So devs and publishers can potentially reduce distribution costs and increase margins, perhaps in exchange for higher spending on content, marketing, and gaming support. In short, the prospect of game streaming is set to fundamentally change the nearly USD 138bn global games market. Just how will it impact game localization? The simplest way to define game streaming is the model is essentially Netflix, but for games. Instead of going to a physical store to purchase a game disc or to a digital store to download an installer, players log on to their game streaming account, choose the game they want to play, and, well, play. They no longer buy individual games. Instead, they pay to access a games library from platforms such as Google Stadia, Microsoft xCloud (or whatever it will be officially called), or Apple Arcade. Bottom line: Game streaming is poised to do for games what Netflix did for media content, causing a domino effect of growing the addressable market of players, injecting a fresh supply of games to meet demand, and, we expect, also leading to more game localization. First, if game streaming succeeds (more about limitations and challenges later), the market can expect even more game content. Think of it this way: Netflix licenses movies and series, but also produces billions of dollars worth of original content. And Google Stadia will do the same. Upon launch, it will feature three licensed games and has plans to develop its own. Dominick Kelly, XTM International Client Solutions Manager for EMEA, explains how game streaming platforms generate more game content to translate: “Each platform, such as Google Stadia, will have specific content that will need to be localized to promote the game to the platform users; so more translation work.” He added that, in the case of Stadia, Google will be giving game developers who have never localized before a brand new go-to-market strategy. Second: More games, more gamers. More importantly, games will generally be made more accessible. Previously, Triple-A games cost USD 60 a pop played on USD 750 consoles (or USD 1,000 over gaming PCs). With game streaming on a subscription-based model, anyone with a device that can run Chrome can play a big budget game. This greatly expands the addressable market for games. On the flip side, game streaming is not a new idea. A couple of startups (e.g., Gaikai, OnLive) tried it a half-decade ago. While both were eventually swallowed up and integrated by Sony, they never became what Stadia or xCloud is trying to be. The big difference now is how much technology and the Internet has improved over the years — and that such big tech companies are on the case. Google, Microsoft, Apple, all these names have, arguably, a better shot at making game streaming work, especially given its challenges. One of the biggest concerns surrounding game streaming is the latency issue. For high-end multiplayer games, even a slight latency can sour the gaming experience. Additionally, Internet speeds across the world vary greatly. That is why the entry of big names made so much noise: if anyone can tackle the latency issue, it will be companies like Google or Microsoft. From the developer side, some games will need to be repurposed and changed to fit streaming platform capabilities as they were meant for specific consoles or PC rigs. Moving forward, however, this issue is transitory; and if and when game streaming becomes as normal as downloading games from the Steam marketplace, developers will have had developed entirely customized pipelines for games they want to include in a game streaming library. Or at the very least, a way to port dedicated games to a cloud streaming platform. Finally, no one expects that dedicated games not on streaming platforms will die out. Game streaming offers a new channel in addition to, not in replacement of, the current gaming scene. That said, if game streaming takes off and gains massive adoption, who is to say the next generation Xbox, PlayStation, or Nintendo console would be as marketable as previous ones? This all circles back to game streaming’s impact on game localization. How relevant is it? Relevant enough that half the market outlook in the latest financial results of Keywords, the largest game localizer, has to do with game streaming. “Bursting onto the scene in the last months of 2018 has been the promise of streaming of video games or cloud-based gaming,” the outlook read. In the words of CEO Andrew Day, “the likely increase in demand for content driven by the arrival of games subscription and streaming services,” combined with overall service demand and acquisitions, positions Keywords for a strong full-year outcome. The company sees game streaming as a major opportunity for new entrants like Google and Apple, while also bringing some short-term disruption. Keywords also recognizes that “few industry observers expect these developments in cloud-based gaming to displace the video game consoles and PCs, on which so many games are played, in the short term.” In the long run, however, Keywords expects this to change. Localization platform providers, such as memoQ and XTM International, also welcome the prospect of cloud-based gaming services. “Google’s launch of Stadia is a very exciting adventure for games developers and players, which we welcome very much,” said memoQ Global Marketing and Sales VP Bruno Bitter. “However, there should be much more thought put into the global audience for games and Google should work with the translation industry and companies.” “With Google now firmly in play, I can only see more cloud offerings being created by the major publishers, and it seems Google could act as a new channel for indie publishers to reach a global forum,” said XTM’s Dominick Kelly. “This will mean more content for translation and a greater need for continuous localization. I don’t think consoles will be replaced by a browser, but web-based technology is the future, without a doubt.” Kelly went on to explain how he sees platforms like Stadia affecting game localization: “The Google Stadia application will be hardware-independent for users’ devices, so content can be accessed on the phone, TV, the console, tablet, PC, or Mac via a browser. This will mean smaller content packages will be adapted, added, or edited at a higher frequency than before. So the localization and localization quality assurance process will need to adjust to manage this high frequency of change as well.” For now, just the possibility of cloud-based game streaming has already affected shares at companies such as Keywords. As a Proactive Investors article pointed out, “With the coming dawn of Netflix-esque game streaming the shares seem to be mounting a recovery [after the ‘Fortnite effect’], with Keywords and Sumo having risen around 19% and 6.3% respectively in the last month.”
谷歌 Stadia 、微软的 xCloud 项目和苹果 Arcade ——最近,一些非常知名的公司在视频游戏流媒体的新兴领域发布了新闻,游戏玩家可以在不购买实际游戏的情况下使用基于订阅的平台玩游戏。 对于像我这样的游戏玩家来说,游戏流媒体的兴起可以释放大约400到500千兆字节的驱动空间;更不用提购买最新一代游戏机或升级到最新的个人电脑规格,以满足不断增长的硬件需求的最新游戏。 与此同时,游戏开发商和发行商不再需要满足 PlayStation 和 Xbox 等游戏机各自的平台要求,也不再需要确保他们的游戏在 PC 上提供相同的体验,从运行所需的最小值到复杂规格。 与 Steam 等视频游戏市场通常使用的基于佣金的模式相比,基于订阅的模式也具有成本优势。因此,开发人员和发行商可能会降低分销成本并提高利润,这或许是为了换取在内容、营销和游戏支持方面的更高支出。 简言之,游戏流媒体的前景将从根本上改变全球近1380亿美元的游戏市场。它将如何影响游戏本地化? 最简单的定义游戏流的方法是模型本质上是 Netflix ,但对于游戏。玩家不需要去实体商店购买游戏光盘或去数字商店下载安装程序,而是登录到他们的游戏流媒体帐户,选择他们想玩的游戏,以及玩游戏。他们不再购买个人游戏。相反,他们付费从 Google Stadia 、 Microsoft xCloud (或任何官方名称)或 Apple Arcade 等平台访问游戏库。 底线:游戏流媒体已经准备好像 Netflix 为媒体内容所做的那样,为游戏做准备,这导致了多米诺骨牌效应,即增长玩家的可寻址市场,注入新的游戏供应以满足需求,我们预计,这也会导致更多的游戏本地化。 首先,如果游戏流成功(更多的是关于限制和挑战,稍后),市场可以期待更多的游戏内容。想想这一点: Netflix 许可电影和电视剧,但同时也生产价值数十亿美元的原创内容。Google Stadia 也会这样做。启动后,它将有三个授权游戏,并有计划发展自己的。 EMEA 的 XTM 国际客户解决方案经理多米尼克•凯利( Dominick Kelly )解释了游戏流媒体平台如何生成更多的游戏内容来翻译:“每个平台,如 Google Stadia ,都有特定的内容,需要本地化,才能将游戏推广到平台用户;因此需要更多的翻译工作。”他补充说,在 Stadia 的案例中,谷歌将给予那些从未本地化过的游戏开发商一个全新的走向市场战略。 第二:更多的游戏,更多的玩家。更重要的是,游戏通常会变得更容易获得。在此之前, Triple-A 游戏在750美元的控制台上播放的每次弹出要花费60美元(或在游戏 PC 上播放1,000美元)。通过在基于订阅的模型上进行游戏流媒体,任何拥有运行 Chrome 的设备的人都可以玩一个大的预算游戏。这极大地拓展了游戏的可寻址市场. 另一方面,游戏流媒体不是一个新的想法。几个创业公司(例如 Gaikai , OnLive )在半个十年前就尝试了这种方法。虽然两家公司最终都被索尼吞并整合,但它们从未成为 Stadia 或 xCloud 想要的。 现在最大的区别是,多年来,技术和互联网的进步有多大,而这种大型科技公司就是这样。谷歌,微软,苹果,所有这些名字,可以说,有一个更好的机会,使游戏流媒体工作,特别是考虑到其挑战。 围绕游戏流的最大担忧之一是延迟问题。对于高端多人游戏,即使是轻微的延迟也会使游戏体验恶化。此外,世界各地的互联网速度差别很大。这就是为什么大公司的进入引起了如此大的噪音:如果有人能解决延迟问题,那就是像谷歌或微软这样的公司。 从开发者的角度来看,一些游戏将需要重新修改和修改,以适应流媒体平台的功能,因为它们是为特定的控制台或 PC 钻机设计的。然而,继续前进,这个问题是暂时的;如果游戏流变得像从 Steam 市场下载游戏一样正常,那么开发人员将已经开发出完全定制的游戏管道,他们希望将其包含在游戏流媒体库中。或者至少是一种将专用游戏移植到云流平台的方法。 最后,没有人指望不在流媒体平台上的专用游戏会消亡。游戏流提供了一个新的渠道,除了,而不是取代目前的游戏场景。话虽如此,如果游戏流媒体开始流行并获得大量采用,谁会说下一代 Xbox 、 PlayStation 或任天堂( Nintendo )游戏机将会像以前一样畅销呢? 这一切都回到了游戏流对游戏本地化的影响。它有多重要?相关程度足以使半数的市场前景在最新的财务业绩中的关键词,最大的游戏定位,必须与游戏流。 “在2018年的最后几个月里,涌入现场是视频游戏或基于云的游戏流媒体的承诺,”展望写道。用首席执行官安德鲁•戴( Andrew Day )的话来说,“游戏订阅和流媒体服务的到来可能导致对内容的需求增加”,再加上整体服务需求和收购,这些都为强劲的全年业绩奠定了基础。 该公司认为,对于谷歌( Google )和苹果( Apple )等新进入者而言,游戏流媒体是一个重大机遇,同时也带来了一些短期干扰。关键字还认识到,“很少有行业观察人士预计,基于云的游戏将在短期内取代视频游戏控制台和 PC 机,在这些游戏机和 PC 机上玩了这么多游戏。”但从长远来看,关键字预计这种情况会发生变化。 本地化平台提供商,如回忆录 Q 和 XTM 国际,也欢迎基于云的游戏服务的前景。 “谷歌推出 Stadia 对于游戏开发商和玩家来说是一次非常激动人心的冒险,我们对此非常欢迎,”回忆录 Q Global Marketing and Sales VP Bruno Bitter 说。“然而,应该有更多的想法投入到游戏的全球受众中,谷歌应该与翻译行业和公司合作。” XTM 的多米尼克•凯利( Dominick Kelly )表示:“随着谷歌现在牢牢占据了主导地位,我只能看到主要出版商创造了更多的云产品,而谷歌似乎可以成为印度出版商进入全球论坛的新渠道。”“这将意味着更多的翻译内容和更大的持续本地化需求。我认为控制台不会被浏览器取代,但基于网络的技术无疑是未来。” 凯利接着解释了他如何看待像 Stadia 这样的平台影响游戏本地化:“谷歌 Stadia 应用程序将不依赖于用户设备的硬件,因此内容可以通过浏览器在手机、电视、控制台、平板电脑、 PC 或 Mac 上访问。这将意味着较小的内容包将以比以前更高的频率进行调整、添加或编辑。因此,本地化和本地化质量保证流程也需要调整,以管理这种高频率的变化。” 目前,只有基于云的游戏流的可能性已经影响到了关键字这样的公司的股票。正如主动型投资者( Proactive Investors )的一篇文章所指出的,“随着 Netflix-esque 游戏流媒体的即将到来,股价似乎正在(在‘ Fortnite 效应’之后)加速复苏,关键字和住友上月分别上涨了19%和6.3%左右。”

以上中文文本为机器翻译,存在不同程度偏差和错误,请理解并参考英文原文阅读。

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