Seven steps to prepare a mobile game for localization

准备本地化移动游戏的七个步骤

2019-07-24 01:00 multilingual

本文共3594个字,阅读需36分钟

阅读模式 切换至中文

TwitterFacebookLinkedinBufferemailShare this page... According to App Annie’s “The State of Mobile” report, in 2018 games accounted for 74% of consumer spend in app stores. Games are huge, which is why MultiLingual‘s latest issue, which just went live, focuses on the topic. In 2019, mobile gaming is going to reach 60% market share of consumer spend. One of the reasons that makes it possible is the global presence achieved with the help of localization. Here is a guide for understanding whether the mobile game is ready for localization. In other words, this is a draft for a game localization maturity model. Language analytics A game might be developed and published by different companies. But even in this case, and even though the promotion team might also have the final say, it is recommended that marketing and analytics teams — in collaboration with localizers — make a general decision on what languages the game needs to be present in. Ekaterina Zaitseva, lead localization manager of RJ Games says that “we don’t translate game descriptions a few days before release in the App Store now. Everything is planned in advance.” When selecting the target languages, consider the following: The experience of your main competitors, including the popularity of their games in the country of your interest Publicly available research, such as insights on the game’s localization ROI The number of potential users speaking the language and their paying capacity Planned cost of localization Availability of quality translation service providers A few years ago, issues caused by miscommunicated expectations and process details between the development, design and localization teams emerged here and there in many games. The community reported cases of unlocalized text embedded in graphics, violated character limits and non-resizable text which both resulted in truncations, grammatical issues with gender and so on. Even today, in 2019, you download a game that boasts supporting, let’s say, the Russian language, and still (sad but true) you may get machine translation instead of a proper translation. But, on the other hand, localization is being increasingly integrated into the development process. The growing trend is for all the teams involved in a game creation to communicate constantly on how and when to do things. And interest in improving the quality of the process and its outcome is growing steadily Collaboration with the development team So, a responsible localizer does research and tells the developer in advance what problems may arise from a linguistic point of view. The priority and relevance of the main internationalization issues are to be carefully set depending on the project, as Ekaterina Zaitseva from RJ Games states: “Resourcing” all of the strings (when user-visible strings are put into resource files) Avoiding hard-coding or embedding text in any graphic files as much as possible Testing of every font for every planned language Paying attention to special characters, such as umlauts. (If you cannot find a font that blends appealingly with the game design and at the same time supports umlauts, use diphthongs instead) Remembering that UTF-8 is the right encoding choice most of the time Deciding whether or not you plan on mirroring the interface to consider the difference between LTR and RTL languages Making strings scalable, allocating space for size change, as some languages take more space than the source Enabling wrapping for multiline texts Taking into account how English is unique. Word order, use of genders, plurals and possessives, and other rules vary drastically between languages Creating text strings with variables for grammatical changes as well as time, date, currency and number formatting Localizers need to remember that collaboration with development and design teams covers not only the text and interface itself. Game sound and art need to be thought through and made localizable in advance as well. Ideally, all images, symbols and logos need to be focus-tested with the target locales to minimize the risk of offending certain audiences. IGDA, the International Game Developers Association, advises gaining awareness of the top four cultural variables as they apply to your target markets: history, religion, ethnicity and geopolitical considerations. In the subsequent discussion with the developers, when the process is already set up, it just makes sense to go through a localization sanity checklist, which should be compiled based on publicly available sources (such as “Best Practices for Game Localization” by IGDA), and of course, personal experience. Documentation and processes preparation Usually at some point when the game is still cooking, you already know what the target audience is, or what languages and game setting are planned, though there is no actual text to translate yet. Now is the time to set up the following: The localization processes and workflows, including decisions on what CAT environment to use, or who reports to whom and in what cases. For instance, how the work of Support will be organized and automated, and will it be multilingual or in English only? Documentation such as templates, checklists and rules, style guide, onboarding guide, language vendor scorecard, or the “Project localization Bible.” You can also start compiling a glossary: even though there’s no full source text available, some of the key terms are already known. A reference system for context. If you can ask the development team to leave some notes for text strings, all the better. The precious information on game logic will help localization teams a lot, even if there’s going to be a full-scale linguistic testing. A draft of the testing plan. At the linguistic testing stage linguists verify in-game texts and overall game performance (such as the correct response of game elements to user inputs). A testing plan will help to get the most out of this stage. If it seems hard to draft it at the preparation stage, you can at least think of the environment to use. Will your testers report bugs and upload screenshots in a simple Google Sheet or use an online repository, such as Jira? Advanced companies create special onboarding kits for developers, something like “Globalization 101,” which can focus on internationalization and culturalization aspects, or, for instance, feature common mistakes found in some other games. The alternative is seamless continuous localization. Predefined and tuned processes are a benefit. But what if some of them could be bypassed for good? Open source solutions such as Serge, which stands for String Extraction and Resource Generation Engine, offer a trendy way to make manual localization management (exporting, converting files, sending them for translation, doing reverse conversion, committing changes to version control) unnecessary. The tool gathers new source, publishes it for translation, acquires translations and integrates them back into the product, pulling and pushing changes, and will also synchronize with an external CAT tool of your choice. Serge is being developed by Evernote, which has its products and marketing materials continously localized into 25 languages. This solution is mostly tailored to work with text translations, though. Its effect is not so noticeable in the localization of non-textual formats such as graphics or audio. So if you need to localize these things for a game, Serge will only grant you partial automation QA and testing setup Another extremely useful means of partial automation is QA checks. When a language vendor delivers the job, you can apply industry standard practices such as a third-party review of a sample translation and extensive QA metrics. But in a budget or time-constraint environment it makes sense to at least run a simple in-house check prior to importing localized content into the game build for future linguistic testing. Use QA tools: QA built-in CAT, Xbench or Verifika. QA or at least spotcheck methods should be thought about in advance, as they may and most certainly will be another expense item. Prior to actual QA, a handy approach for advanced teams is to build a pseudolocalization tool for the mobile application testing. Even MT helps get a view of the localized product. And this might lead to useful proactive design changes. In addition to linguistic testing, some games can afford to invite focus groups to actually play the game. Their gaming experience is recorded and analyzed to evaluate their playing habits, if and when (and why) they face any difficulties in the game. This type of testing, though, belongs at the final stage of the project. Budgets and legal matters To dive into the localization stage at full speed, one must come prepared. And this is almost impossible without having agreed on who would actually do the job. So test the waters with localization vendors in advance. Communication with vendors prior to the actual project’s start will help with calculating localization budgets (advice: add 15-20% for unforeseen expenses, especially if there is a voiceover planned on the project), and avoiding delays in production due to any possible legal issues. Early collaboration with your legal department on setting up vendor contracts will streamline your future mutual localization efforts. Each new language, though, generates additional costs associated with globalization, as you would likely need to invest in social media localization and tracking reviews in app stores. Feedback collection Speaking of reviews, you can actually start gathering feedback from gamers related not to your game but to similar ones. Search for competing games and pay attention to the comments and ratings in app stores. There’s always something to learn: if the errors themselves aren’t useful, the root causes for them will be. Another smart move is to make it easy for gamers to leave feedback in the game itself. But if you’re conducting a survey, for example, you should give an incentive, maybe by providing an in-game currency per reply. This is something to discuss with development and design teams, especially considering the multilingual background of the users, but any way to thank a user for informative feedback adds a nice touch. (Yearly) plan and user engagement Continuing on user engagement, the #1 thing to include in the game plan for the next year is culturalization. 2018 saw a trend of labeling culturalization as a fictitious step created for demonstrative localization activity purposes only, which some localizers get offended by. They’re putting their hearts into making the game content viable and meaningful. And to make content meaningful, it pays to ask questions. So open discussions inside and even outside of your team that relate to plot, characters and objects during the conceptual stage, which will help identify cultural patterns and possible issues. As The Game Localization Handbook says, culturalization is all the more effective the earlier it’s applied to game content. The same could be said about the planning itself. But it’s even more fun to make amendments to the plan in the localization process. So with all due circumspection, let the game begin! TwitterFacebookLinkedinBufferemailShare this page... According to App Annie’s “The State of Mobile” report, in 2018 games accounted for 74% of consumer spend in app stores. Games are huge, which is why MultiLingual‘s latest issue, which just went live, focuses on the topic. In 2019, mobile gaming is going to reach 60% market share of consumer spend. One of the reasons that makes it possible is the global presence achieved with the help of localization. Here is a guide for understanding whether the mobile game is ready for localization. In other words, this is a draft for a game localization maturity model. Language analytics A game might be developed and published by different companies. But even in this case, and even though the promotion team might also have the final say, it is recommended that marketing and analytics teams — in collaboration with localizers — make a general decision on what languages the game needs to be present in. Ekaterina Zaitseva, lead localization manager of RJ Games says that “we don’t translate game descriptions a few days before release in the App Store now. Everything is planned in advance.” When selecting the target languages, consider the following: The experience of your main competitors, including the popularity of their games in the country of your interest Publicly available research, such as insights on the game’s localization ROI The number of potential users speaking the language and their paying capacity Planned cost of localization Availability of quality translation service providers A few years ago, issues caused by miscommunicated expectations and process details between the development, design and localization teams emerged here and there in many games. The community reported cases of unlocalized text embedded in graphics, violated character limits and non-resizable text which both resulted in truncations, grammatical issues with gender and so on. Even today, in 2019, you download a game that boasts supporting, let’s say, the Russian language, and still (sad but true) you may get machine translation instead of a proper translation. But, on the other hand, localization is being increasingly integrated into the development process. The growing trend is for all the teams involved in a game creation to communicate constantly on how and when to do things. And interest in improving the quality of the process and its outcome is growing steadily Collaboration with the development team So, a responsible localizer does research and tells the developer in advance what problems may arise from a linguistic point of view. The priority and relevance of the main internationalization issues are to be carefully set depending on the project, as Ekaterina Zaitseva from RJ Games states: “Resourcing” all of the strings (when user-visible strings are put into resource files) Avoiding hard-coding or embedding text in any graphic files as much as possible Testing of every font for every planned language Paying attention to special characters, such as umlauts. (If you cannot find a font that blends appealingly with the game design and at the same time supports umlauts, use diphthongs instead) Remembering that UTF-8 is the right encoding choice most of the time Deciding whether or not you plan on mirroring the interface to consider the difference between LTR and RTL languages Making strings scalable, allocating space for size change, as some languages take more space than the source Enabling wrapping for multiline texts Taking into account how English is unique. Word order, use of genders, plurals and possessives, and other rules vary drastically between languages Creating text strings with variables for grammatical changes as well as time, date, currency and number formatting Localizers need to remember that collaboration with development and design teams covers not only the text and interface itself. Game sound and art need to be thought through and made localizable in advance as well. Ideally, all images, symbols and logos need to be focus-tested with the target locales to minimize the risk of offending certain audiences. IGDA, the International Game Developers Association, advises gaining awareness of the top four cultural variables as they apply to your target markets: history, religion, ethnicity and geopolitical considerations. In the subsequent discussion with the developers, when the process is already set up, it just makes sense to go through a localization sanity checklist, which should be compiled based on publicly available sources (such as “Best Practices for Game Localization” by IGDA), and of course, personal experience. Documentation and processes preparation Usually at some point when the game is still cooking, you already know what the target audience is, or what languages and game setting are planned, though there is no actual text to translate yet. Now is the time to set up the following: The localization processes and workflows, including decisions on what CAT environment to use, or who reports to whom and in what cases. For instance, how the work of Support will be organized and automated, and will it be multilingual or in English only? Documentation such as templates, checklists and rules, style guide, onboarding guide, language vendor scorecard, or the “Project localization Bible.” You can also start compiling a glossary: even though there’s no full source text available, some of the key terms are already known. A reference system for context. If you can ask the development team to leave some notes for text strings, all the better. The precious information on game logic will help localization teams a lot, even if there’s going to be a full-scale linguistic testing. A draft of the testing plan. At the linguistic testing stage linguists verify in-game texts and overall game performance (such as the correct response of game elements to user inputs). A testing plan will help to get the most out of this stage. If it seems hard to draft it at the preparation stage, you can at least think of the environment to use. Will your testers report bugs and upload screenshots in a simple Google Sheet or use an online repository, such as Jira? Advanced companies create special onboarding kits for developers, something like “Globalization 101,” which can focus on internationalization and culturalization aspects, or, for instance, feature common mistakes found in some other games. The alternative is seamless continuous localization. Predefined and tuned processes are a benefit. But what if some of them could be bypassed for good? Open source solutions such as Serge, which stands for String Extraction and Resource Generation Engine, offer a trendy way to make manual localization management (exporting, converting files, sending them for translation, doing reverse conversion, committing changes to version control) unnecessary. The tool gathers new source, publishes it for translation, acquires translations and integrates them back into the product, pulling and pushing changes, and will also synchronize with an external CAT tool of your choice. Serge is being developed by Evernote, which has its products and marketing materials continously localized into 25 languages. This solution is mostly tailored to work with text translations, though. Its effect is not so noticeable in the localization of non-textual formats such as graphics or audio. So if you need to localize these things for a game, Serge will only grant you partial automation QA and testing setup Another extremely useful means of partial automation is QA checks. When a language vendor delivers the job, you can apply industry standard practices such as a third-party review of a sample translation and extensive QA metrics. But in a budget or time-constraint environment it makes sense to at least run a simple in-house check prior to importing localized content into the game build for future linguistic testing. Use QA tools: QA built-in CAT, Xbench or Verifika. QA or at least spotcheck methods should be thought about in advance, as they may and most certainly will be another expense item. Prior to actual QA, a handy approach for advanced teams is to build a pseudolocalization tool for the mobile application testing. Even MT helps get a view of the localized product. And this might lead to useful proactive design changes. In addition to linguistic testing, some games can afford to invite focus groups to actually play the game. Their gaming experience is recorded and analyzed to evaluate their playing habits, if and when (and why) they face any difficulties in the game. This type of testing, though, belongs at the final stage of the project. Budgets and legal matters To dive into the localization stage at full speed, one must come prepared. And this is almost impossible without having agreed on who would actually do the job. So test the waters with localization vendors in advance. Communication with vendors prior to the actual project’s start will help with calculating localization budgets (advice: add 15-20% for unforeseen expenses, especially if there is a voiceover planned on the project), and avoiding delays in production due to any possible legal issues. Early collaboration with your legal department on setting up vendor contracts will streamline your future mutual localization efforts. Each new language, though, generates additional costs associated with globalization, as you would likely need to invest in social media localization and tracking reviews in app stores. Feedback collection Speaking of reviews, you can actually start gathering feedback from gamers related not to your game but to similar ones. Search for competing games and pay attention to the comments and ratings in app stores. There’s always something to learn: if the errors themselves aren’t useful, the root causes for them will be. Another smart move is to make it easy for gamers to leave feedback in the game itself. But if you’re conducting a survey, for example, you should give an incentive, maybe by providing an in-game currency per reply. This is something to discuss with development and design teams, especially considering the multilingual background of the users, but any way to thank a user for informative feedback adds a nice touch. (Yearly) plan and user engagement Continuing on user engagement, the #1 thing to include in the game plan for the next year is culturalization. 2018 saw a trend of labeling culturalization as a fictitious step created for demonstrative localization activity purposes only, which some localizers get offended by. They’re putting their hearts into making the game content viable and meaningful. And to make content meaningful, it pays to ask questions. So open discussions inside and even outside of your team that relate to plot, characters and objects during the conceptual stage, which will help identify cultural patterns and possible issues. As The Game Localization Handbook says, culturalization is all the more effective the earlier it’s applied to game content. The same could be said about the planning itself. But it’s even more fun to make amendments to the plan in the localization process. So with all due circumspection, let the game begin!
TwitterFacebookLinkedinBufferemailShare 这个页面。。。 根据 App Annie 的“移动状态”报告,2018年游戏占应用商店消费者支出的74%。游戏是巨大的,这就是为什么多语言的最新问题,刚刚开始,关注的主题。2019年,移动游戏将达到消费支出的60%市场份额。使之成为可能的原因之一是在本地化的帮助下实现了全球存在。 下面是一个了解移动游戏是否准备本地化的指南。换句话说,这是一个游戏本地化成熟度模型的草稿。 语言分析 游戏可以由不同的公司开发和发布。但即使在这种情况下,即使推广团队也可能有最终发言权,但建议市场营销和分析团队与本地化人员合作,就游戏需要使用何种语言做出总体决策。RJ 游戏的首席本地化经理 Ekaterina Zatseva 表示,“我们在 App Store 发布前几天不会翻译游戏描述。一切都是事先计划好的。” 在选择目标语言时,考虑以下内容: 您的主要竞争对手的经验,包括他们的游戏在您感兴趣的国家的流行 公开可用的研究,例如对游戏本地化 ROI 的深入了解 潜在用户使用语言的数量及其支付能力 本地化计划成本 提供优质翻译服务 几年前,开发、设计和本地化团队之间出现了许多错误的预期和流程细节导致的问题。社区报告了嵌入在图形中的非标化文本、违反字符限制和不可调整文本的情况,这两种情况都导致截断、语法问题和性别等。即使在今天,2019年,你下载了一款游戏,它自称支持俄罗斯语言,而且仍然(令人难过但真实的)你可以得到机器翻译,而不是合适的翻译。 但另一方面,本地化正日益融入到开发过程中。不断增长的趋势是,参与游戏创作的所有团队都要不断地交流如何和何时做事情。人们对提高这一进程的质量及其成果的兴趣正在稳步增长 与开发团队协作 因此,一个负责任的本地化人员会事先研究并告诉开发人员从语言角度可能会出现什么问题。正如 RJ Games 公司的 Ekaterina Zatseva 所说,主要国际化问题的优先次序和相关性将根据项目加以认真确定: “资源寻猎”所有字符串(将用户可见的字符串放入资源文件时) 尽量避免在任何图形文件中硬编码或嵌入文本 为每个计划语言测试每个字体 注意特殊字符,如 umlauts 。(如果你找不到一个与游戏设计完美结合的字体,同时又支持 umlauts ,那么用 dihthongs 代替) 记住, UTF-8在大多数时候是正确的编码选择 决定是否计划镜像接口,以考虑 LTR 和 RTL 语言之间的差异 使字符串可伸缩,为大小更改分配空间,因为有些语言占用的空间大于源代码 启用多行文本的包装 考虑到英语的独特性.语序、性别、复数和所有物的使用以及其他规则在语言间有很大的差异 创建具有语法变化以及时间、日期、货币和数字格式变量的文本字符串 本地化人员需要记住,与开发和设计团队的协作不仅包括文本和接口本身。游戏的声音和艺术需要通过思考,并使地方提前。理想情况下,所有图像、符号和徽标都需要与目标区域进行焦点测试,以最大限度地降低冒犯某些受众的风险。国际游戏开发商协会( IGDA )建议,在你的目标市场(历史、宗教、种族和地缘政治等)中,了解前四大文化变量。 在随后与开发人员的讨论中,当流程已经建立时,通过一个本地化健康检查表是有意义的,该检查表应根据公开的来源(例如 IGDA 的“游戏本地化最佳实践”)以及个人经验进行编制。 文件和工艺准备 通常在游戏仍在烹饪的某个时刻,你已经知道目标受众是什么,或者计划使用什么语言和游戏设置,尽管还没有实际的文本可以翻译。 现设立时间如下: 本地化过程和工作流程,包括决定使用何种 CAT 环境,或由谁向谁报告,以及在何种情况下报告。例如,如何组织和自动化支持的工作,它是多语种的还是只有英文的? 文档,如模板、检查表和规则、样式指南、登录指南、语言供应商记分卡或“项目本地化圣经”。您还可以开始编译一个术语表:即使没有完整的源代码可用,一些关键术语已经知道。 上下文参考系统。如果您可以要求开发团队为文本字符串保留一些注释,那就更好了。游戏逻辑上的宝贵信息将帮助本地化团队进行大量工作,即使会进行全面的语言测试。 测试计划草案。在语言测试阶段,语言学家验证游戏内文本和整体游戏性能(如游戏元素对用户输入的正确响应)。一个测试计划将有助于最大程度地摆脱这个阶段。如果在准备阶段很难起草,至少可以考虑使用环境。您的测试人员会在简单的 GoogleSheet 中报告 bug 和上传截图,还是使用在线存储库(如 Jira )? 先进的公司为开发人员创建特殊的登机包,比如“全球化101”,它可以专注于国际化和文化化方面,或者,例如,在其他一些游戏中常见的错误。 另一种选择是无缝连续本地化。预测和调整过程是一个好处。但是如果他们中的一些人能被旁路好呢?开源解决方案,如 Serge ( String Extraction 和 Resource Generation Engine 的缩写)提供了一种时尚的方法,使手动本地化管理(导出、转换文件、发送文件进行翻译、进行反向转换、对版本控制进行更改)变得不必要。 该工具收集新的来源,出版它的翻译,获得翻译和整合回到产品,拉动和推动变化,并将同步与外部 CAT 工具的选择。 Serge 由 Evernote 开发,该公司的产品和营销材料不断地本地化到25种语言。不过,这个解决方案大多是针对文本翻译而量身定制的。在非文本格式(如图形或音频)的本地化中,它的效果并不那么明显。因此,如果您需要为游戏本地化这些东西, Serge 将只授予您部分自动化 QA 和测试设置 另一个非常有用的部分自动化手段是 QA 检查。当语言供应商提供该工作时,您可以应用行业标准实践,例如对示例翻译的第三方审核和广泛的 QA 指标。但是在预算或时间限制环境中,至少在将本地化内容导入游戏构建以用于将来的语言测试之前运行简单的内部检查是有意义的。使用 QA 工具: QA 内置 CAT 、 Xbench 或 Verifika 。应该提前考虑 QA 方法,或者至少是选配方法,因为它们可能是,而且最肯定是另一个费用项目。 在实际 QA 之前,高级团队的一种简便方法是为移动应用程序测试构建一个伪本地化工具。甚至 MT 也有助于查看本地化产品。这可能导致有用的主动设计变更。 除了语言测试之外,一些游戏还可以邀请焦点小组真正玩游戏。他们的游戏经验被记录和分析,以评价他们的游戏习惯,如果和何时(和为什么)他们面临任何困难的游戏。不过,这种测试属于项目的最后阶段。 预算和法律事务 要以全速潜入本地化阶段,必须准备好.这几乎是不可能的,没有商定谁会真正做这份工作。因此,提前与当地供应商一起测试水域。 在实际项目开始之前与供应商进行沟通将有助于计算本地化预算(建议:增加15-20%的不可预见费用,特别是在项目计划中有声音的情况下),并避免因任何可能的法律问题导致生产延迟。早期与您的法律部门合作建立供应商合同将简化您未来的相互本地化工作。 不过,每种新语言都会产生与全球化相关的额外成本,因为您可能需要在应用商店中投资于社交媒体本地化和跟踪评论。 反馈收集 说到评论,你实际上可以开始收集来自游戏玩家的反馈,而不是你的游戏,而是类似的游戏。搜索竞争游戏,关注应用商店的评论和评级。总有一些事情需要学习:如果错误本身不有用,那么它们的根本原因就是。 另一个明智的举措是让玩家在游戏中留下反馈变得容易。但如果你正在进行一项调查,例如,你应该给出一个激励,也许是通过提供游戏内的货币每个答复。这是与开发和设计团队讨论的内容,特别是考虑到用户的多语言背景,但是任何感谢用户提供信息反馈的方式都会增加一个很好的触摸。 (年度)计划和用户参与 继续用户参与,明年游戏计划中要包括的第一件事是文化化。 2018年出现了一种将文化标签贴上标签的趋势,这只是为了证明本地化活动的目的而创建的一个虚构步骤,一些本地化人员因此受到了冒犯。他们正在努力使游戏内容变得可行和有意义。为了使内容有意义,提问是值得的。因此,在你的团队内部甚至外部进行公开的讨论,这些讨论涉及概念阶段的情节、人物和对象,这将有助于识别文化模式和可能的问题。 正如《游戏本地化手册》所说,文化更有效的是更早地应用于游戏内容。规划本身也是如此。但是在本地化过程中对计划进行修改更有趣。所以以应有的谨慎,让游戏开始! TwitterFacebookLinkedinBufferemailShare 这个页面。。。 根据 App Annie 的“移动状态”报告,2018年游戏占应用商店消费者支出的74%。游戏是巨大的,这就是为什么多语言的最新问题,刚刚开始,关注的主题。2019年,移动游戏将达到消费支出的60%市场份额。使之成为可能的原因之一是在本地化的帮助下实现了全球存在。 下面是一个了解移动游戏是否准备本地化的指南。换句话说,这是一个游戏本地化成熟度模型的草稿。 语言分析 游戏可以由不同的公司开发和发布。但即使在这种情况下,即使推广团队也可能有最终发言权,但建议市场营销和分析团队与本地化人员合作,就游戏需要使用何种语言做出总体决策。RJ 游戏的首席本地化经理 Ekaterina Zatseva 表示,“我们在 App Store 发布前几天不会翻译游戏描述。一切都是事先计划好的。” 在选择目标语言时,考虑以下内容: 您的主要竞争对手的经验,包括他们的游戏在您感兴趣的国家的流行 公开可用的研究,例如对游戏本地化 ROI 的深入了解 潜在用户使用语言的数量及其支付能力 本地化计划成本 提供优质翻译服务 几年前,开发、设计和本地化团队之间出现了许多错误的预期和流程细节导致的问题。社区报告了嵌入在图形中的非标化文本、违反字符限制和不可调整文本的情况,这两种情况都导致截断、语法问题和性别等。即使在今天,2019年,你下载了一款游戏,它自称支持俄罗斯语言,而且仍然(令人难过但真实的)你可以得到机器翻译,而不是合适的翻译。 但另一方面,本地化正日益融入到开发过程中。不断增长的趋势是,参与游戏创作的所有团队都要不断地交流如何和何时做事情。人们对提高这一进程的质量及其成果的兴趣正在稳步增长 与开发团队协作 因此,一个负责任的本地化人员会事先研究并告诉开发人员从语言角度可能会出现什么问题。正如 RJ Games 公司的 Ekaterina Zatseva 所说,主要国际化问题的优先次序和相关性将根据项目加以认真确定: “资源寻猎”所有字符串(将用户可见的字符串放入资源文件时) 尽量避免在任何图形文件中硬编码或嵌入文本 为每个计划语言测试每个字体 注意特殊字符,如 umlauts 。(如果你找不到一个与游戏设计完美结合的字体,同时又支持 umlauts ,那么用 dihthongs 代替) 记住, UTF-8在大多数时候是正确的编码选择 决定是否计划镜像接口,以考虑 LTR 和 RTL 语言之间的差异 使字符串可伸缩,为大小更改分配空间,因为有些语言占用的空间大于源代码 启用多行文本的包装 考虑到英语的独特性.语序、性别、复数和所有物的使用以及其他规则在语言间有很大的差异 创建具有语法变化以及时间、日期、货币和数字格式变量的文本字符串 本地化人员需要记住,与开发和设计团队的协作不仅包括文本和接口本身。游戏的声音和艺术需要通过思考,并使地方提前。理想情况下,所有图像、符号和徽标都需要与目标区域进行焦点测试,以最大限度地降低冒犯某些受众的风险。国际游戏开发商协会( IGDA )建议,在你的目标市场(历史、宗教、种族和地缘政治等)中,了解前四大文化变量。 在随后与开发人员的讨论中,当流程已经建立时,通过一个本地化健康检查表是有意义的,该检查表应根据公开的来源(例如 IGDA 的“游戏本地化最佳实践”)以及个人经验进行编制。 文件和工艺准备 通常在游戏仍在烹饪的某个时刻,你已经知道目标受众是什么,或者计划使用什么语言和游戏设置,尽管还没有实际的文本可以翻译。 现设立时间如下: 本地化过程和工作流程,包括决定使用何种 CAT 环境,或由谁向谁报告,以及在何种情况下报告。例如,如何组织和自动化支持的工作,它是多语种的还是只有英文的? 文档,如模板、检查表和规则、样式指南、登录指南、语言供应商记分卡或“项目本地化圣经”。您还可以开始编译一个术语表:即使没有完整的源代码可用,一些关键术语已经知道。 上下文参考系统。如果您可以要求开发团队为文本字符串保留一些注释,那就更好了。游戏逻辑上的宝贵信息将帮助本地化团队进行大量工作,即使会进行全面的语言测试。 测试计划草案。在语言测试阶段,语言学家验证游戏内文本和整体游戏性能(如游戏元素对用户输入的正确响应)。一个测试计划将有助于最大程度地摆脱这个阶段。如果在准备阶段很难起草,至少可以考虑使用环境。您的测试人员会在简单的 GoogleSheet 中报告 bug 和上传截图,还是使用在线存储库(如 Jira )? 先进的公司为开发人员创建特殊的登机包,比如“全球化101”,它可以专注于国际化和文化化方面,或者,例如,在其他一些游戏中常见的错误。 另一种选择是无缝连续本地化。预测和调整过程是一个好处。但是如果他们中的一些人能被旁路好呢?开源解决方案,如 Serge ( String Extraction 和 Resource Generation Engine 的缩写)提供了一种时尚的方法,使手动本地化管理(导出、转换文件、发送文件进行翻译、进行反向转换、对版本控制进行更改)变得不必要。 该工具收集新的来源,出版它的翻译,获得翻译和整合回到产品,拉动和推动变化,并将同步与外部 CAT 工具的选择。 Serge 由 Evernote 开发,该公司的产品和营销材料不断地本地化到25种语言。不过,这个解决方案大多是针对文本翻译而量身定制的。在非文本格式(如图形或音频)的本地化中,它的效果并不那么明显。因此,如果您需要为游戏本地化这些东西, Serge 将只授予您部分自动化 QA 和测试设置 另一个非常有用的部分自动化手段是 QA 检查。当语言供应商提供该工作时,您可以应用行业标准实践,例如对示例翻译的第三方审核和广泛的 QA 指标。但是在预算或时间限制环境中,至少在将本地化内容导入游戏构建以用于将来的语言测试之前运行简单的内部检查是有意义的。使用 QA 工具: QA 内置 CAT 、 Xbench 或 Verifika 。应该提前考虑 QA 方法,或者至少是选配方法,因为它们可能是,而且最肯定是另一个费用项目。 在实际 QA 之前,高级团队的一种简便方法是为移动应用程序测试构建一个伪本地化工具。甚至 MT 也有助于查看本地化产品。这可能导致有用的主动设计变更。 除了语言测试之外,一些游戏还可以邀请焦点小组真正玩游戏。他们的游戏经验被记录和分析,以评价他们的游戏习惯,如果和何时(和为什么)他们面临任何困难的游戏。不过,这种测试属于项目的最后阶段。 预算和法律事务 要以全速潜入本地化阶段,必须准备好.这几乎是不可能的,没有商定谁会真正做这份工作。因此,提前与当地供应商一起测试水域。 在实际项目开始之前与供应商进行沟通将有助于计算本地化预算(建议:增加15-20%的不可预见费用,特别是在项目计划中有声音的情况下),并避免因任何可能的法律问题导致生产延迟。早期与您的法律部门合作建立供应商合同将简化您未来的相互本地化工作。 不过,每种新语言都会产生与全球化相关的额外成本,因为您可能需要在应用商店中投资于社交媒体本地化和跟踪评论。 反馈收集 说到评论,你实际上可以开始收集来自游戏玩家的反馈,而不是你的游戏,而是类似的游戏。搜索竞争游戏,关注应用商店的评论和评级。总有一些事情需要学习:如果错误本身不有用,那么它们的根本原因就是。 另一个明智的举措是让玩家在游戏中留下反馈变得容易。但如果你正在进行一项调查,例如,你应该给出一个激励,也许是通过提供游戏内的货币每个答复。这是与开发和设计团队讨论的内容,特别是考虑到用户的多语言背景,但是任何感谢用户提供信息反馈的方式都会增加一个很好的触摸。 (年度)计划和用户参与 继续用户参与,明年游戏计划中要包括的第一件事是文化化。 2018年出现了一种将文化标签贴上标签的趋势,这只是为了证明本地化活动的目的而创建的一个虚构步骤,一些本地化人员因此受到了冒犯。他们正在努力使游戏内容变得可行和有意义。为了使内容有意义,提问是值得的。因此,在你的团队内部甚至外部进行公开的讨论,这些讨论涉及概念阶段的情节、人物和对象,这将有助于识别文化模式和可能的问题。 正如《游戏本地化手册》所说,文化更有效的是更早地应用于游戏内容。规划本身也是如此。但是在本地化过程中对计划进行修改更有趣。所以以应有的谨慎,让游戏开始!

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。

阅读原文