Guest post by Javier Gómez and Sandra Lucía Toledo
You wake up. You take a shower, have breakfast, diddle around on web comic sites and meme repositories, or maybe do a short meditation, do couple of stretches to get the body and the mind ready to plug into the Matrix. Among the social media notifications and the “you have inherited one million dollars” scams, there it is. The project manager’s hand-off for a new game localization project. It contains URLs, a few images, a query log, a playable build if you are an incredibly lucky human being.
We are talking about making localization decisions with limited information. Under such circumstances, how can a loc team immerse themselves enough to produce a seamless localized game? Not having the game build is not an excuse; a true professional grabs their cultural suitcase, full of experience and tools, and finds a way to sync with the title by making use of other resources.
How to get in sync
When we localize a game, we are adapting whole worlds, not just words. Lexicon, tone and style are paramount, and they can be significantly improved when our minds are in sync with the game world’s atmosphere. And the best way to get there is by playing, watching and reading works that have similar settings and shared tropes.
There is no tried and true method other than the accumulation of material in your head. Examples usually work better as explanations, so let’s say you’re assigned to an RPG localization project. The game is set in a dark fantasy world, where limited technology is available and it’s sometimes an unpleasant mix of arcane energies and steampunk contraptions. What have you read, played, or watched that has the same vibe? China Miéville’s Bas-Lag series, with its unconventional races and use of magic, would be a good start. Even better if it was translated into your own language! That’s like experience points that you can exchange for a whole plethora of perfect and creative word choices.
A title that’s not directly related to the game’s genre or style can be useful too. Let’s say there’s a greedy half-ghoul tinkerer with expressions and turns of phrase that remind you of Gollum. You could take those elements from your language’s LoTR translation.
In a sense, your loc team members are like RPG characters. You could think of the loc team as an RPG party .
Sometimes, all the cultural knowledge will be available to you, in your head from the beginning and ready to be molded into target strings. You will cut like a knife through butter if you’re a hardcore Marvel fan and your next project is an Avengers game. But it might not always be that easy. Maybe you don’t like war-based FPS titles because they feel too realistic, but you get to work on one of those set in the Vietnam War. That copy of Apocalypse Now that’s gathering dust on a shelf will come in handy. See where this is going? It will work as long as you get the gist, the feel, and the vocabulary that act as framework for the emotions and nuances that you are trying to convey in the target language.
Maintaining the suspension of disbelief by transmitting cultural baggage
The player is referred to as read-yer here based on the notion that all games are narratives, so the user is a reader as much as a player. To rebuild the game’s ambiance in the read-yer’s mind, you need to build a sort of new narrative in your own corner.
Despite having visual and aural support, sometimes there is an element of suspension of disbelief that needs more support in localized titles than in the original version. That element should be upheld at all costs, all the time.
A shoddy translation can destroy the value of a game by breaking the spell that it has on the read-yer. This can be due to literal translations, jarring words or sentences that don’t fit the atmosphere, and other more common localization blunders. Likewise, a great localization can strengthen the suspension of disbelief, carrying the readyer further down the rabbit hole .
A vast majority of spell- can be avoided by rooting the thinking process on background knowledge, whether it’s part of your history or if you acquire it during familiarization. That cultural baggage needs to come across in the product, and the quickest and safest way of making it happen is by creating a sense of familiarity with the setting and the situation. By building a solid localized world that echoes with the readyer’s mind, we establish a retroperception, a sense of “I’ve seen something similar”. Those echoes feed the dialogue between user and product, bringing it closer to the heart.
To find the best ending in this unwritten Choose Your Adventure tale of familiarization, you must always keep the target locked. The mission you need to complete to clear this level is keeping the read-yer immersed in the fictional world. And there’s no more powerful immersion than the one that can be achieved by playing a title that feels written in your own language. To reach that ultimate goal of video game localization is to achieve a delicate balance between science and art, a technique that owes as much to translation theory as it does to pop culture and geekdom. So before you start working, start hoarding memories!
Javier G ó mez 和 Sandra Luc í a Toledo 的客座邮件
你醒来了。你可以洗澡,吃早餐,在网络漫画网站和 Meme 库中穿行,或者做一些简短的冥想,做一些伸展运动,让身体和头脑准备好插入矩阵。在社交媒体通知和“你继承了一百万美元”骗局中,就是这样。项目经理对新游戏本地化项目的交接。它包含 URL 、一些图像、查询日志、一个可玩的构建(如果您是一个非常幸运的人)。
我们正在讨论如何利用有限的信息做出本地化决策。在这种情况下,一个 loc 团队如何能够沉浸在足够的地方,以产生一个无缝的本地化游戏?没有游戏建立不是一个借口;一个真正的专业人士抓住他们的文化手提箱,充满经验和工具,并找到一种方式与标题同步利用其他资源。
如何同步
当我们定位游戏时,我们正在调整整个世界,而不仅仅是文字.词汇、音调和风格是最重要的,当我们的思维与游戏世界的氛围同步时,它们可以得到显著的改善。最好的方法是玩,看和阅读具有相似设置和共同的取向的作品。
除了在你头上积累物质外,没有任何尝试过的真正方法。示例通常作为解释更好,因此我们假设您被分配到 RPG 本地化项目。游戏设置在一个黑暗的幻想世界,在那里有限的技术是可用的,有时是一个令人不快的混合神秘能源和蒸汽朋克的装置。你读过什么,玩过什么,看过什么,都有同样的氛围?中国米维尔( Mi é ville )的 Bas-Lag 系列将是一个良好的开端,它拥有非常规的种族和魔法的运用。更好的是,如果它被翻译成你自己的语言!这就像你可以交换大量完美和创造性的词语选择的经验要点。
与游戏的体裁或风格没有直接关系的标题也是有用的。让我们说,有一种贪婪的半 ghoul 修饰语,它的表达和短语的转换提醒了你 Golum 。您可以从语言的 LoTR 翻译中提取这些元素。
从某种意义上说,您的 loc 团队成员就像 RPG 字符。您可以将 loc 团队视为 RPG 团队。
有时,所有的文化知识都会提供给你,在你的头脑中从一开始,并准备成型成目标字符串。如果你是惊奇漫画的铁杆粉丝,下一个项目就是复仇者游戏,你会像刀子一样切到黄油。但这可能并不总是那么容易。也许你不喜欢基于战争的 FPS 标题,因为他们觉得太现实了,但你可以在越南战争的其中一个设置。《启示录》的副本现在在书架上收集灰尘将会派上用场。看看这是怎么回事?只要你得到了要点、感觉和词汇,它就会起作用,它们是你试图用目标语言表达情感和细微差别的框架。
传送文化行李,以维持怀疑精神
在这里,玩家被称为 read-yer 基于所有游戏都是叙述者的概念,因此用户既是玩家也是读者。要想在读取者的头脑中重建游戏的氛围,你需要在自己的角落建立一种新的叙述。
尽管有视觉和听觉的支持,有时有一个元素的怀疑暂停,需要更多的支持本地化标题比原来的版本。应始终不惜一切代价维护这一要素。
一个拙劣的翻译可以破坏游戏的价值,打破了它对阅览者的咒语。这可能是由于文字翻译,行话或句子不适合大气层,以及其他更常见的本地化错误。同样,一个伟大的本地化可以加强怀疑的暂停,把读者进一步拉下兔洞。
大部分的拼写-可以通过在背景知识上的思维过程来避免,不管它是历史的一部分,还是在熟悉过程中获得的。这种文化包袱需要出现在产品中,最快和最安全的方法是创造一种熟悉环境和情况的感觉。通过建立一个与读者的思维相呼应的坚实的本地化世界,我们建立了一种倒退,一种“我见过类似的东西”的感觉。这些回响为用户和产品之间的对话提供了素材,使之更接近内心。
要在这个不成文的选择你熟悉的冒险故事中找到最好的结局,你必须始终锁定目标。你需要完成的任务是保持阅读人员沉浸在虚构的世界中。而且,没有比起通过用你自己的语言写一个标题来实现的更强大的沉浸感。实现视频游戏本土化的最终目标是在科学和艺术之间取得微妙的平衡,这一技术既得益于翻译理论,也得益于流行文化和极客。所以,在你开始工作之前,开始囤积记忆!
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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