Game Localization: Why Nuance Is Key in Discussing Automation

游戏本地化:为什么细节是讨论自动化的关键

2020-07-17 16:30 slator

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The game localization panel at the inaugural SlatorCon Remote on July 9, 2020 began with an icebreaker of sorts. Moderator Daniel Finck polled the audience to find out how many were gamers. More than half had played (avidly / regularly, 30%; or sometimes, 26%) compared to the 39% who said they never did; while the remaining 5% only played when Netflix was offline. Estimates peg the global gaming market to be worth north of USD 150bn. And, although an obvious revenue driver, game localization is only a small fraction of the business — a fact that poses a challenge, as panelist Tamara Tirják pointed out. Tirják is Senior Localization Manager at Frontier Developments, a self-publishing video game developer with a staff of over 500 in Cambridge, UK. Another challenge is overcoming the skepticism over the use of machine translation (MT) in game localization — “especially when dealing with entertainment texts — creative texts that are supposed to be funny and witty, and connect culturally or allow for cultural differences,” Finck said. Loquatics Solutions Architect Finck is an independent consultant who has designed and managed localization processes and teams for F2P and MMORPG on the publisher side. Cristina Anselmi agreed. Based in Cologne, Germany, Anselmi is Machine Translation Lead at gaming giant Electronic Arts (EA). She said, “Actually, the biggest challenge was not even finding the right provider and finding good translation quality, but educating to change the skepticism toward MT. The skepticism is understandable, because gaming text is very creative.” There are many ways to help people overcome their skepticism toward MT and get used to it, according to Anselmi. “The most effective one, I think, is transparency,” she said. In the case of external vendors, whom they regard as part of their team, Anselmi said, EA tries to “get them involved in everything — even down to the selection of the material to train the engines, so that they could give feedback.” On top of that, she told the online audience, “There was a lot of skepticism toward MT within the team itself, which is normal, and we used the same approach: keeping every department up to date on what we’re working on, trying to get everybody involved because everyone can actually take part in it. The situation is really improving. Way more people are interested in MT and believe it can help and not just create problems for them.” Moreover, Finck added, while translators often think that “MT might take their work away,” he sees it as the translator’s time simply being put to better use. “With MT, translators could spend their time on things that add more of value — the more creative parts that machines cannot do. Of course, that takes a little bit of task management,” he said. Emphasizing the importance of automation in general, Finck noted how “some of these games are role-playing games with millions of words, which you have to localize for a bunch of languages in sync with each other,” and so on for each update and iteration. He added, “This whole process takes so long and involves so many people. So everything you can automate means you can get content out faster.” For her part, Anselmi said this is the main reason EA decided to implement MT in April 2019. She explained, “We needed to process a super-large volume of translations very fast. That was after a long period of testing different providers to see which kind of quality would be better for our text. Text for video games is actually very peculiar. There are many challenges; for example, terminology, style, and the presence of a lot of variables.” Anselmi added, “We had to come up with something that wouldn’t create problems for the post-editors, but instead help them work faster. It’s not easy to implement MT, but it pays off in the long run.” Giving the audience at SlatorCon Remote a better idea of the types of content game localizers, such as Frontier Developments, handle on a daily basis, Senior Localization Manager Tirják said, “We handle a broad range of content; we have on-screen text, dialogues, and technical content. We also have literary content, marketing transcreation, and legal copy, and the approach will be different for each.” Tirják said they also need to work on continuous delivery: “Once a game is published, development normally doesn’t stop there. There are usually regular updates for content and new features after the initial release.” On the potential of using computer-generated voices to dub games and further accelerate speed to market, Tirják pointed out how “text-to-speech will never be able to replace the high-quality performance of voice talents, which we have gotten used to when delivering in-game dialogue.” Rather than text-to-speech, she said Frontier has opted for synthesized speech. “In Elite Dangerous, we had an in-game news service, like a radio station, where the turnaround time for writing, translation, and voice support was often less than 48 hours. For this we used synthesized speech, as the computerized voice fit perfectly.” She added, “One thing that I would like to emphasize is that we do not use a fully automated workflow in localizing games. Everything in a game is curated by my team — by native speakers — to make sure that game-specific names, locations, etc. are pronounced properly.” Over and above advocating automation, Tirják pointed out the “big need to evangelize localization” within the organization. As mentioned, “Often the challenge within a game studio is that localization is a small part of the business,” Tirják said. “So we often find our tool development needs competing with those of the artists and programmers who create the game. For this reason, it is vital to ensure that people understand just how important it is for the localization team to have a proper toolset.”
2020年7月9号,在SlatorCon Remote的首届线上会议中,游戏本地化小组开始了一个类似于“破冰”的活动。 主持人丹尼尔·芬克(Daniel Finck )对观众进行了调查,以了解有多少人是游戏玩家。 超过一半的人玩过游戏(狂热派/游戏常驻玩家,30%;非游戏常驻玩家,26%),39%的人说他们从来没有玩过;而剩下的5%称他们只在Netflix下线时打开游戏。 据估计,全球游戏市场的价值将超过1500亿美元。 此外,尽管游戏本地化是一个明显的收入驱动因素,但正如小组成员塔玛拉·提里亚(Tamara Tirják )所指出的那样,它只是该行业的一小部分,这一事实构成了一项挑战。 提里亚是Frontier Developments的高级本地化经理,Frontier Developments是一家自出版视频游戏开发商,在英国剑桥拥有500多名员工。 另一项挑战是消除对在游戏本地化中使用机器翻译(MT)的怀疑,“特别是在处理娱乐文本,处理那些被认为是有趣的和益智的,跨文化或者允许文化差异的创造性文本时,”芬克说。 Loquatics Solutions设计师芬克是一位独立顾问,他曾在出版商端为F2P和MMORPG设计和管理本地化流程和团队。 克里斯蒂娜·安塞尔米表示同意。 安塞尔米位于德国科隆,是游戏巨头艺电(EA)的机器翻译主管。 她说:“事实上,最大的挑战甚至不是找到合适的供应者,也不是一流的翻译质量,而是引导大家改变对MT的怀疑态度。 这种怀疑是可以理解的,因为游戏文本非常有创意。” 安塞尔米说,帮助人们消除对MT的怀疑并渐渐习惯它的办法有很多。 她说:“我认为,最有效的办法是透明度。” 安塞尔米说,外部供应商将MT视为团队的一部分,EA试图“让他们参与所有事情,甚至是选择用于训练引擎的材料,以便他们能够给出反馈。” 最重要的是,她告诉在线观众,“团队内部对MT有很多怀疑,这是正常的,我们采用了同样的方法,让每个部门都了解我们正在进行的工作,努力让每个人都参与进来,因为每个人都可以真正参与进来。 情况确实在好转。 越来越多的人对MT感兴趣,相信它能帮助他们,而不仅仅是给他们制造问题。” 此外,芬克补充说,尽管译者经常认为“翻译可能会夺走他们的工作”,但他认为翻译只是更好地利用了译者的时间。 “有了机器翻译,译者可以把时间花在能增加更多价值的事情上,也就是那些机器无法完成的更具创造性的部分。 当然,这需要一点任务管理。”他说。 在强调自动化的重要性时,芬克指出,“其中一些游戏是具有数百万字的角色扮演游戏,你必须将一堆语言进行本地化,并与其他语言同步。”在每次更新和迭代时都是如此。 他补充说,“这整个过程需要这么长时间,涉及这么多人。 所以将所有能自动化的东西全都自动化,你就能更快地发布内容。“ 安塞尔米认为,这是EA决定在2019年4月实施MT的主要原因。 她解释说:“我们需要非常快速地处理超大容量的翻译。 那是在长时间测试不同的供应商之后,看看哪种质量会更适合我们的文本。 视频游戏的文本其实很奇特。 也有许多挑战,比如,术语、风格和许多变量的存在。” 安塞尔米补充说:“我们必须想出一些办法,既不给后期编辑带来麻烦,又能帮助他们更快地工作。 实施MT并不容易,但从长远来看是有回报的,“ 为了让SlatorCon Remote的观众更好地了解游戏本地化的内容类型,Frontier Developments每天都在做处理工作。高级本地化经理提里亚说:“我们处理的内容范围很广,包括屏幕上的文字、对话、和技术内容。 我们也有文学内容、市场改造和正版内容,每种处理方式都不同。“ 提里亚说,他们还需要在持续交付方面下功夫:“一旦一款游戏发布,一般来说,开发不会就此停止。 在首次发布之后,通常会对内容和新功能进行定期更新。“ 关于使用计算机生成的语音为游戏配音,并进一步加速推向市场这一方面的潜力,提里亚指出,“文本到语音永远无法取代语音人才的高质量表现,我们在处理游戏内对话时已经习惯了这一点。” 她说,Frontier选择了合成语音,而不是文本到语音。 “在《精英:危机四伏》中,我们有一个游戏内新闻服务,就像一个广播电台,写作、翻译和语音支持的周转时间通常不到48小时。 为此,我们使用了合成语音,因为计算机化的声音非常适合。“ 她补充说,“我想强调的一点是,我们在本地化游戏中并没有使用完全自动化的工作流程。 游戏中的一切都是由我的团队——由母语人士——策划的,以确保游戏中特定的名字、地点等发音正确。“ 除了提倡自动化之外,提里亚还指出了组织内部“推广本地化的巨大需求”。 正如前面提到的,“游戏工作室的挑战往往是,本地化只是该行业的一小部分,”提里亚说, “所以我们经常发现我们的工具开发需求与那些创造游戏的艺术家和程序员的需求相竞争。 因此,确保人们理解本地化团队拥有合适的工具集有多么重要,这一点非常关键。“

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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