English to Japanese game localization considerations

英译日游戏本地化

2019-08-13 15:35 multilingual

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TwitterFacebookLinkedinBufferemailShare this page... Interview with Clyde Mandelin The Legends of Localization website features the “best and worst” game translations. Clyde Mandelin (who often goes by Mato on the web) is an author, blogger, video game localizer and more. Perhaps best known for his work on the fan translation of Mother 3, he also runs Legends of Localization, a website dedicated to “a detailed look at video game translation and how games change during the translation process.” Here, he’s interviewed by Quin Callahan in anticipation of our upcoming issue on game localization. Quin: Some Japanese to English translations seem so poorly translated that it can make English speakers wonder how such a translation passed any sort of QA. You also mention on your site that this same issue can happen with English to Japanese translations, especially in terms of which honorifics and tone is chosen for a given piece of text. Why do you think it is so common that issues get into games or other media that a single person who natively speaks the language being translated into easily recognizes? Clyde: I think the big reason is that most people haven’t had formal experience with what translation is and how it actually works. It’s generally seen as a simple 1:1 process that anyone can do as long as they know both languages involved. Most people also aren’t aware that there’s a big difference between translating into your native language and translating into a non-native language. This stuff is very basic for people in the know, but it’s not common knowledge for most of the world. On top of everything else, having someone who speaks the target language natively needs to be in the equation somewhere, and it’s difficult and scary for the average person to find and communicate with such people. So, for example, if an American game developer wants to release their game in Japanese, it’s very likely that that developer doesn’t understand Japanese to begin with. The combination of the lack of understanding of how translation works, plus the lack of a native target language speaker, plus the lack of understanding of the target language will naturally lead to poor results. Quin: Perhaps this was more an issue in the past, but sometimes English voice acting in Japanese-developed games is strangely acted. I admit the reverse might also be true, with poor Japanese readings in games coming from English-speaking developers. How do you explain poor voice acting in blockbuster Japanese titles? Are there any titles coming out of English-speaking countries with similar issues in Japanese? Clyde: This was a bigger problem in the past as you mention, but probably mostly because everyone in the industry was still learning and figuring out everything for the first time. I assume the poor voice acting was a combination of poor translation with awkward wording, inexperienced directors, inexperienced or no-experience voice actors, and a general “it’s good enough” attitude. I don’t play a whole lot of English games translated into Japanese these days, so I’m not too familiar with the English to Japanese dub situation. A quick search shows there are very strong opinions on subs vs. dubs in Japan too, as well as bad examples like Painkiller: Hell & Damnation and Fear 3. Also, there’s the usual problem of “the more popular a game it is, the more criticism it’ll receive as well,” so super big budget games that are super popular like Skyrim and Fallout and Call of Duty all have plenty of dub-haters. Quin: As the world becomes more globalized, is translation and localization becoming easier for both Eastern and Western companies? Clyde: I believe so, but mostly in the sense that it’s now easier to reach out and find the resources necessary to do proper translation and localization. Before, you either had to know someone who maybe knew the languages involved, had to go out of your way to find an agency, or had to forego the translation/localization entirely. Now there are more resources and personnel out there that are easily accessible around the world. Quin: Do you have any advice for a company looking to get text translated from English to Japanese? Clyde: It really depends on what’s being translated, but the biggest thing of all is to make sure the final version gets proofed by a native-level Japanese speaker! Ideally, that Japanese speaker would also be the translator. Also, it’s important to provide as many details as possible before the translation begins, and to be there to answer questions — or ask questions — as the translation progresses. Translation isn’t like a restaurant — you don’t just give your order and wait for the finished product to arrive on your table. If you do, your translation will have problems. Quin: Localization often seems like an art. For instance, I can recall seeing a Japanese game’s English localization where all Shinto references were replaced by Christian ones to try and maintain understanding and tone among readers more familiar with that religious tradition, rather than maybe the original exact meaning of the text. What sort of balance do you try to maintain in your own translating and localizing? Clyde: Since I’m a translator-for-hire, this is more up to whatever the client prefers and whatever the project calls for. In general, when I have the freedom to choose, I prefer to change text only when a straight translation wouldn’t work. But again, every project and every translation choice is different, so it’s always a case-by-case thing. Quin: Understanding that both languages are complex and often very different, with entire websites like yours able to be devoted to exploring the topic, why do some of the common spelling and grammar errors we see in Japanese to English translations happen? Clyde: Early Japanese games were often translated into English by non-native English speakers, so poor English skills were to blame most of the time. Today, native-level English speakers do that stuff now, so the grammar and spelling mistakes we see in modern games are usually no different from the types of mistakes you’d find in any writing field. In a best-case scenario you’d have people checking translations and proofreading the final translations before the final product is released, but that adds time and money that not every company can spare. Quin: Are there any fundamental changes you’d like to see in how the West tends to view localizing and translating? Clyde: I think it’d be helpful to clear up the misconception that every language can be converted into other languages in a 1:1 way. Movies and the like gloss over what translation is and how it works — translators in movies can instantly translate anything and make it all rhyme and pull all of the contextual information out of thin air as if it’s nothing. And since this is the most the average person learns about translation, it makes it seem like translation is quick and easy and should be cheap. The term “localization” is still new to the average person in the West, and there’s no real clear definition of what “localization” means. If you ask different people you’ll get different answers. For some, it’s what’s done to make jokes work in translation. For others, “localization” is a synonym for “censoring.” Some professionals use “culturalization” to mean what we call “localization” and use the word “localization” for something more geographical in nature. Basically, it’s sort of a big mess and I’m hoping that the work I do helps clear the air at least a tiny bit. Quin: On the flipside of that issue, are there any changes you’d like to see from the way Japanese businesses or fans approach localizing and translations? Clyde: I’m not as familiar with the Japanese business side of things, but in general I’ve always felt that Japanese businesses are held back by excessive bureaucracy and a lack of motivation to evolve. From what little I’ve seen, the companies with passion seem to do the most well-received translations/localizations, while the old corporate giants are slow to catch up and thus produce translations/localizations of lesser quality. TwitterFacebookLinkedinBufferemailShare this page... Interview with Clyde Mandelin The Legends of Localization website features the “best and worst” game translations. Clyde Mandelin (who often goes by Mato on the web) is an author, blogger, video game localizer and more. Perhaps best known for his work on the fan translation of Mother 3, he also runs Legends of Localization, a website dedicated to “a detailed look at video game translation and how games change during the translation process.” Here, he’s interviewed by Quin Callahan in anticipation of our upcoming issue on game localization. Quin: Some Japanese to English translations seem so poorly translated that it can make English speakers wonder how such a translation passed any sort of QA. You also mention on your site that this same issue can happen with English to Japanese translations, especially in terms of which honorifics and tone is chosen for a given piece of text. Why do you think it is so common that issues get into games or other media that a single person who natively speaks the language being translated into easily recognizes? Clyde: I think the big reason is that most people haven’t had formal experience with what translation is and how it actually works. It’s generally seen as a simple 1:1 process that anyone can do as long as they know both languages involved. Most people also aren’t aware that there’s a big difference between translating into your native language and translating into a non-native language. This stuff is very basic for people in the know, but it’s not common knowledge for most of the world. On top of everything else, having someone who speaks the target language natively needs to be in the equation somewhere, and it’s difficult and scary for the average person to find and communicate with such people. So, for example, if an American game developer wants to release their game in Japanese, it’s very likely that that developer doesn’t understand Japanese to begin with. The combination of the lack of understanding of how translation works, plus the lack of a native target language speaker, plus the lack of understanding of the target language will naturally lead to poor results. Quin: Perhaps this was more an issue in the past, but sometimes English voice acting in Japanese-developed games is strangely acted. I admit the reverse might also be true, with poor Japanese readings in games coming from English-speaking developers. How do you explain poor voice acting in blockbuster Japanese titles? Are there any titles coming out of English-speaking countries with similar issues in Japanese? Clyde: This was a bigger problem in the past as you mention, but probably mostly because everyone in the industry was still learning and figuring out everything for the first time. I assume the poor voice acting was a combination of poor translation with awkward wording, inexperienced directors, inexperienced or no-experience voice actors, and a general “it’s good enough” attitude. I don’t play a whole lot of English games translated into Japanese these days, so I’m not too familiar with the English to Japanese dub situation. A quick search shows there are very strong opinions on subs vs. dubs in Japan too, as well as bad examples like Painkiller: Hell & Damnation and Fear 3. Also, there’s the usual problem of “the more popular a game it is, the more criticism it’ll receive as well,” so super big budget games that are super popular like Skyrim and Fallout and Call of Duty all have plenty of dub-haters. Quin: As the world becomes more globalized, is translation and localization becoming easier for both Eastern and Western companies? Clyde: I believe so, but mostly in the sense that it’s now easier to reach out and find the resources necessary to do proper translation and localization. Before, you either had to know someone who maybe knew the languages involved, had to go out of your way to find an agency, or had to forego the translation/localization entirely. Now there are more resources and personnel out there that are easily accessible around the world. Quin: Do you have any advice for a company looking to get text translated from English to Japanese? Clyde: It really depends on what’s being translated, but the biggest thing of all is to make sure the final version gets proofed by a native-level Japanese speaker! Ideally, that Japanese speaker would also be the translator. Also, it’s important to provide as many details as possible before the translation begins, and to be there to answer questions — or ask questions — as the translation progresses. Translation isn’t like a restaurant — you don’t just give your order and wait for the finished product to arrive on your table. If you do, your translation will have problems. Quin: Localization often seems like an art. For instance, I can recall seeing a Japanese game’s English localization where all Shinto references were replaced by Christian ones to try and maintain understanding and tone among readers more familiar with that religious tradition, rather than maybe the original exact meaning of the text. What sort of balance do you try to maintain in your own translating and localizing? Clyde: Since I’m a translator-for-hire, this is more up to whatever the client prefers and whatever the project calls for. In general, when I have the freedom to choose, I prefer to change text only when a straight translation wouldn’t work. But again, every project and every translation choice is different, so it’s always a case-by-case thing. Quin: Understanding that both languages are complex and often very different, with entire websites like yours able to be devoted to exploring the topic, why do some of the common spelling and grammar errors we see in Japanese to English translations happen? Clyde: Early Japanese games were often translated into English by non-native English speakers, so poor English skills were to blame most of the time. Today, native-level English speakers do that stuff now, so the grammar and spelling mistakes we see in modern games are usually no different from the types of mistakes you’d find in any writing field. In a best-case scenario you’d have people checking translations and proofreading the final translations before the final product is released, but that adds time and money that not every company can spare. Quin: Are there any fundamental changes you’d like to see in how the West tends to view localizing and translating? Clyde: I think it’d be helpful to clear up the misconception that every language can be converted into other languages in a 1:1 way. Movies and the like gloss over what translation is and how it works — translators in movies can instantly translate anything and make it all rhyme and pull all of the contextual information out of thin air as if it’s nothing. And since this is the most the average person learns about translation, it makes it seem like translation is quick and easy and should be cheap. The term “localization” is still new to the average person in the West, and there’s no real clear definition of what “localization” means. If you ask different people you’ll get different answers. For some, it’s what’s done to make jokes work in translation. For others, “localization” is a synonym for “censoring.” Some professionals use “culturalization” to mean what we call “localization” and use the word “localization” for something more geographical in nature. Basically, it’s sort of a big mess and I’m hoping that the work I do helps clear the air at least a tiny bit. Quin: On the flipside of that issue, are there any changes you’d like to see from the way Japanese businesses or fans approach localizing and translations? Clyde: I’m not as familiar with the Japanese business side of things, but in general I’ve always felt that Japanese businesses are held back by excessive bureaucracy and a lack of motivation to evolve. From what little I’ve seen, the companies with passion seem to do the most well-received translations/localizations, while the old corporate giants are slow to catch up and thus produce translations/localizations of lesser quality.
TwitterFacebookLinkedinBufferemailShare 这个页面。。。 克莱德·曼德林访谈 本地化网站的 Legends 以“最好最差”的游戏翻译为特色。 克莱德·曼德林(他经常在网络上通过 Mato )是一位作家、博主、视频游戏定位器等等。或许最出名的是他在《妈妈3》的粉丝翻译方面的工作,他还运营着本地化传奇网站,该网站专门致力于“详细了解视频游戏翻译以及游戏在翻译过程中的变化”。在这里,他采访了 QuinCallahan ,以期待我们即将推出的游戏本地化问题。 Quin :有些日语到英语的翻译看起来很糟糕,这会让说英语的人想知道这种翻译是如何通过任何形式的 QA 的。你还提到在你的网站上,这同样的问题可能发生在英语对日语的翻译,特别是在荣誉和语气的选择为一个给定的文本。为什么你认为这是如此普遍的问题进入游戏或其他媒体,使一个人谁本地说的语言被翻译成容易识别? 克莱德:我认为最大的原因是,大多数人没有正式的翻译经验和实际工作方式。它通常被看作是一个简单的1:1过程,任何人只要知道两种语言都能做到。大多数人也不知道翻译成母语和翻译成非母语有很大的不同。这些东西对知情人士来说是非常基础的,但对世界上大多数人来说并不是常见的知识。 最重要的是,有一个人在本地说目标语言,需要在某个地方的方程,这是困难和可怕的一般人找到和交流这样的人。 因此,例如,如果一个美国游戏开发商想用日语发布他们的游戏,那么很可能开发人员不理解日语。缺乏对翻译工作方式的理解,加上缺乏母语的目标语言说话者,再加上对目标语言缺乏理解,自然会导致糟糕的结果。 奎因:也许这在过去更是一个问题,但有时在日本开发的游戏中表演的英语声音是奇怪的行为。我承认,情况可能也是如此,在游戏中糟糕的日语阅读来自说英语的开发者。你如何解释在日本大片大片中表演糟糕的声音?英语国家有没有类似的日语题目出现? 克莱德:这在过去是一个更大的问题,正如你所提到的,但可能主要是因为该行业的每个人仍然在学习,并首次找出一切。我认为,糟糕的声音表演是糟糕的翻译与尴尬的措辞、缺乏经验的导演、缺乏经验或没有经验的声音演员,以及普遍的“足够好”态度的结合。 我现在不会玩很多翻译成日语的英语游戏,所以我不太熟悉英语对日语的 dub 情况。一次快速的搜索显示,在子与子之间有很强的观点。在日本,也有一些坏例子,比如止痛药 Hell & Damnation 和 Fear 3。此外,还有一个常见的问题是“游戏越受欢迎,它也会收到越多的批评”,所以超级大的预算游戏,如 Skyrim 和 Fallout 和 Call of Duty 都有很多讨厌的人。 奎因:随着世界变得更加全球化,东方和西方公司的翻译和本地化是否变得更容易? 克莱德:我相信这一点,但大多数情况下,现在更容易找到合适的翻译和本地化所需的资源。以前,你要么必须认识一个人,他可能知道涉及的语言,不得不走出你的路去寻找一个代理,或者不得不完全放弃翻译/本地化。现在那里有更多的资源和人员,世界各地都很容易获得。 奎因:你有没有任何建议,让公司想要翻译的文本从英语到日语? 克莱德:这真的取决于翻译的内容,但最重要的是确保最终的版本能被一位日本本土语的人证明!理想的情况是,日本人也是翻译。 此外,在翻译开始之前提供尽可能多的细节是很重要的,并且随着翻译的进展,在那里回答问题或提问是很重要的。翻译不像是一家餐馆——你不仅仅是给你的订单,等待成品到达餐桌。如果你这样做,你的翻译会有问题。 奎因:本地化通常看起来像一门艺术。例如,我可以回想一下日本游戏的英文本地化,在那里所有神道的参考都被基督教的引用所取代,试图在更熟悉宗教传统的读者中保持理解和语气,而不是文本的最初确切含义。在你自己的翻译和本地化过程中,你试图保持什么样的平衡? 克莱德:因为我是一名翻译为雇佣,这更取决于客户的喜好和项目要求。一般来说,当我有选择的自由时,我倾向于只在直译不起作用的情况下改变文本。但是,每一个项目和每一个翻译选择都是不同的,所以它总是一个具体的事情。 奎因:了解到这两种语言都很复杂,而且往往非常不同,因为像你这样的整个网站都能专门探讨这个话题,为什么我们在日语中看到的一些常见拼写和语法错误会发生? 克莱德:早期的日语游戏经常被非英语母语的人翻译成英语,所以在大多数情况下,糟糕的英语技能应该归咎于此。今天,说英语的本土语的人做了这些事情,所以我们在现代游戏中看到的语法和拼写错误通常与你在任何写作领域中发现的错误类型没有什么不同。在最好的情况下,在最终产品发布之前,你会让人们检查翻译并校对最终翻译,但这增加了并非每家公司都能节省的时间和金钱。 奎恩:在西方如何看待本地化和翻译方面,你想看到一些根本性的变化吗? 克莱德:我认为,消除每种语言都能以1:1的方式转换成其他语言的错误观念是有帮助的。电影和类似的词汇掩盖了什么是翻译,它如何工作——电影翻译人员可以立即翻译任何东西,使它所有的押韵,把所有的语境信息从薄薄的空气中拉出来,就好像它什么都没有一样。由于这是最普通的人学习的翻译,它使它看起来像是翻译是迅速和容易,应该是便宜的。 “本地化”一词对西方的普通人来说仍然是新事物,对于“本地化”意味着什么没有真正的明确定义。如果你问不同的人,你会得到不同的答案。对一些人来说,这是让笑话在翻译中发挥作用的方法。对其他人来说,“本地化”是“审查”的同义词。一些专业人士使用“文化化”来表示我们所称的“本地化”,并将“本地化”一词用于更具地域性的东西。基本上,这是个大问题,我希望我所做的工作至少能帮助清理空气。 Quin :在这个问题的另一面,你想从日本企业或粉丝的本地化和翻译方式中看到什么变化? 克莱德:我不太熟悉日本的商业方面,但总的来说,我总是觉得日本企业被过度的官僚作风和缺乏发展动力所阻碍。从我很少见过的情况来看,热情的公司似乎做了最受欢迎的翻译/本地化,而老的公司巨头则很难赶上,从而产生质量较低的翻译/本地化。 TwitterFacebookLinkedinBufferemailShare 这个页面。。。 克莱德·曼德林访谈 本地化网站的 Legends 以“最好最差”的游戏翻译为特色。 克莱德·曼德林(他经常在网络上通过 Mato )是一位作家、博主、视频游戏定位器等等。或许最出名的是他在《妈妈3》的粉丝翻译方面的工作,他还运营着本地化传奇网站,该网站专门致力于“详细了解视频游戏翻译以及游戏在翻译过程中的变化”。在这里,他采访了 QuinCallahan ,以期待我们即将推出的游戏本地化问题。 Quin :有些日语到英语的翻译看起来很糟糕,这会让说英语的人想知道这种翻译是如何通过任何形式的 QA 的。你还提到在你的网站上,这同样的问题可能发生在英语对日语的翻译,特别是在荣誉和语气的选择为一个给定的文本。为什么你认为这是如此普遍的问题进入游戏或其他媒体,使一个人谁本地说的语言被翻译成容易识别? 克莱德:我认为最大的原因是,大多数人没有正式的翻译经验和实际工作方式。它通常被看作是一个简单的1:1过程,任何人只要知道两种语言都能做到。大多数人也不知道翻译成母语和翻译成非母语有很大的不同。这些东西对知情人士来说是非常基础的,但对世界上大多数人来说并不是常见的知识。 最重要的是,有一个人在本地说目标语言,需要在某个地方的方程,这是困难和可怕的一般人找到和交流这样的人。 因此,例如,如果一个美国游戏开发商想用日语发布他们的游戏,那么很可能开发人员不理解日语。缺乏对翻译工作方式的理解,加上缺乏母语的目标语言说话者,再加上对目标语言缺乏理解,自然会导致糟糕的结果。 奎因:也许这在过去更是一个问题,但有时在日本开发的游戏中表演的英语声音是奇怪的行为。我承认,情况可能也是如此,在游戏中糟糕的日语阅读来自说英语的开发者。你如何解释在日本大片大片中表演糟糕的声音?英语国家有没有类似的日语题目出现? 克莱德:这在过去是一个更大的问题,正如你所提到的,但可能主要是因为该行业的每个人仍然在学习,并首次找出一切。我认为,糟糕的声音表演是糟糕的翻译与尴尬的措辞、缺乏经验的导演、缺乏经验或没有经验的声音演员,以及普遍的“足够好”态度的结合。 我现在不会玩很多翻译成日语的英语游戏,所以我不太熟悉英语对日语的 dub 情况。一次快速的搜索显示,在子与子之间有很强的观点。在日本,也有一些坏例子,比如止痛药 Hell & Damnation 和 Fear 3。此外,还有一个常见的问题是“游戏越受欢迎,它也会收到越多的批评”,所以超级大的预算游戏,如 Skyrim 和 Fallout 和 Call of Duty 都有很多讨厌的人。 奎因:随着世界变得更加全球化,东方和西方公司的翻译和本地化是否变得更容易? 克莱德:我相信这一点,但大多数情况下,现在更容易找到合适的翻译和本地化所需的资源。以前,你要么必须认识一个人,他可能知道涉及的语言,不得不走出你的路去寻找一个代理,或者不得不完全放弃翻译/本地化。现在那里有更多的资源和人员,世界各地都很容易获得。 奎因:你有没有任何建议,让公司想要翻译的文本从英语到日语? 克莱德:这真的取决于翻译的内容,但最重要的是确保最终的版本能被一位日本本土语的人证明!理想的情况是,日本人也是翻译。 此外,在翻译开始之前提供尽可能多的细节是很重要的,并且随着翻译的进展,在那里回答问题或提问是很重要的。翻译不像是一家餐馆——你不仅仅是给你的订单,等待成品到达餐桌。如果你这样做,你的翻译会有问题。 奎因:本地化通常看起来像一门艺术。例如,我可以回想一下日本游戏的英文本地化,在那里所有神道的参考都被基督教的引用所取代,试图在更熟悉宗教传统的读者中保持理解和语气,而不是文本的最初确切含义。在你自己的翻译和本地化过程中,你试图保持什么样的平衡? 克莱德:因为我是一名翻译为雇佣,这更取决于客户的喜好和项目要求。一般来说,当我有选择的自由时,我倾向于只在直译不起作用的情况下改变文本。但是,每一个项目和每一个翻译选择都是不同的,所以它总是一个具体的事情。 奎因:了解到这两种语言都很复杂,而且往往非常不同,因为像你这样的整个网站都能专门探讨这个话题,为什么我们在日语中看到的一些常见拼写和语法错误会发生? 克莱德:早期的日语游戏经常被非英语母语的人翻译成英语,所以在大多数情况下,糟糕的英语技能应该归咎于此。今天,说英语的本土语的人做了这些事情,所以我们在现代游戏中看到的语法和拼写错误通常与你在任何写作领域中发现的错误类型没有什么不同。在最好的情况下,在最终产品发布之前,你会让人们检查翻译并校对最终翻译,但这增加了并非每家公司都能节省的时间和金钱。 奎恩:在西方如何看待本地化和翻译方面,你想看到一些根本性的变化吗? 克莱德:我认为,消除每种语言都能以1:1的方式转换成其他语言的错误观念是有帮助的。电影和类似的词汇掩盖了什么是翻译,它如何工作——电影翻译人员可以立即翻译任何东西,使它所有的押韵,把所有的语境信息从薄薄的空气中拉出来,就好像它什么都没有一样。由于这是最普通的人学习的翻译,它使它看起来像是翻译是迅速和容易,应该是便宜的。 “本地化”一词对西方的普通人来说仍然是新事物,对于“本地化”意味着什么没有真正的明确定义。如果你问不同的人,你会得到不同的答案。对一些人来说,这是让笑话在翻译中发挥作用的方法。对其他人来说,“本地化”是“审查”的同义词。一些专业人士使用“文化化”来表示我们所称的“本地化”,并将“本地化”一词用于更具地域性的东西。基本上,这是个大问题,我希望我所做的工作至少能帮助清理空气。 Quin :在这个问题的另一面,你想从日本企业或粉丝的本地化和翻译方式中看到什么变化? 克莱德:我不太熟悉日本的商业方面,但总的来说,我总是觉得日本企业被过度的官僚作风和缺乏发展动力所阻碍。从我很少见过的情况来看,热情的公司似乎做了最受欢迎的翻译/本地化,而老的公司巨头则很难赶上,从而产生质量较低的翻译/本地化。

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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