helping

tranfree issue 28 - 19th March 2001

 

Games Localisation - An Introduction

by Carolina Medberg

The localisation of computer games holds opportunities for translators which, in my view, don't get their fair share of publicity. In textbooks and articles about localisation, games tend to be lumped in with the general term "software".

However, as the markets and processes relating to the localisation of games are very different to those of general application software, the area deserves some particular attention. This brief overview is intended as an introduction for freelance translators and other language vendors to this highly dynamic business area.


Market Structure

The majority of computer games (which can be taken to mean games for a variety of platforms) are developed in the US, with a smaller number of titles originating from the UK. Some games are developed by the production company's internal development team, while others are outsourced to third-party developers. Many titles are fully or partially localised into anything from one or two languages to ten or more.

Most of the production companies have internal localisation departments, who in turn work with vendors ranging from large localisation firms to individual freelancers. In cases where the production company does not have a localisation department in- house, the entire localisation process is normally outsourced to a localisation vendor or to the local distributors, who may or may not be owned by the production company.


Development Processes

Computer games fall within the multimedia category, and as such they are subject to extremely complex development processes. Multimedia products contain not only text but also any combination of graphics, sounds, animations and video. The techniques used to produce these components are tremendously diverse.

Not only does the technology vary from producer to producer, but different products by the same producer may also involve entirely different sets of tools. Even mid-way through the development of a title, the technology may change drastically.

The development of computer games is standardised to a much lesser degree than that of general software applications. However, most games developers like to keep the source code to themselves as a security measure. This means that the technical complexity tends not to be of great consequence to the individual translator, who often receives the text for translation in an easy-to-handle format such as Word or Excel. (To a localisation company, the picture might look rather different, though.)


Time Constraints

In today's games market, simultaneous release is the norm. In order to capture the foreign markets before it's too late (i.e. before impatient players have gone and bought the game in English), foreign language versions of a title are shipped at the same time as the English version.

Also, bundling several languages on the same disk saves money. This is by no means specific to the games industry, but as the product life cycle is much shorter for games than for most application software, simultaneous release is a more serious matter here. For the translator, the obvious implication of simultaneous release is an extremely tight...

...schedule.

As a rule (though not without exception), the translation of a product takes place alongside its development. The producer simply can't afford to freeze the development one minute too early, as every little improvement could be crucial for sales. So the translator can expect continuous amendments to the material throughout the translation process.

This can be frustrating, and involves superhuman organisational efforts (which, I might add, are not always matched by the producers!), but knowing that there is a reason for it helps.


Profit Margins

Computer games are consumer goods, not capital investments. A standard application may serve the user for many years, albeit in the form of updated versions. This fact is normally reflected not only in the development and localisation schedules of such products, but also in their budgets.

For games, the product life cycle is much shorter. This leads to a difficult trade-off for producers, in that they need to invest in the development of a cutting-edge product (or lose out to competitors) whilst keeping retail prices low.

The translator won't escape this dilemma, and may find translation rates for computer games comparatively low. In other words, if you want to get rich translating computer games, you need to increase your turnover, not your price!


Specific Skills

As mentioned before, computer games normally comprise a range of different components, such as graphics, audio and video. The localisation of these components places specific demands on translators. Translating an audio script, for example, you may not only have to adapt your translation for speech, but also consider timing and lip and/or picture synchronising.

Screentext is often length restricted, and may be in a custom font that doesn't support certain special characters. When translating computer games, I occasionally get asked not to use any words containing the very common Swedish special characters Å, Ä or Ö, as there is no room in the budget for localising the font!


Cultural Considerations

The term localisation (meaning more than "just" translation) is particularly appropriate for computer games. Filled with culture specific text, visuals and sounds, parts of the original product will be ill fitting, incomprehensible or even offensive to the target market.

In some cases, the differences may be so severe that in order to ensure that the product sells in the target market, it has to be virtually redeveloped. This is a challenging task, but can be extremely satisfying for the translator.


Is It Worth It?

With so many aspects of games localisation potentially making the translator's job difficult, is it really worth going into at all? Would it not be better to shy away from this complex and sometimes hugely demanding area? Well, if you aren't remotely interested in games, it probably would.

To translate at the speed that is necessary in this none too generously paid sector, you have to enjoy the subject matter and have extensive knowledge of gaming terminology. Lateral thinking, and a willingness to adapt to constantly changing requirements, also helps.

If you do have these abilities, translating computer games can be very rewarding. In my years as a localisation translator, I have never felt more involved in the look and feel of the final product than with games.

Perhaps due to the low level of standardisation in the industry, I have found that games companies (and as a consequence, the localisation companies who work for them) are exceptionally open to input from translators.

Being able to pick the final product off the shelf in the target country knowing that, from the box text to the CD label, audio script, screentext and manual, the work is your own is extremely satisfying.

 


Where To Start

So, you've decided that translating for the games industry is for you? Then you are hopefully already a keen games player who knows the names of most of the major games companies. Have a look at their web sites! It's rare that any of them advertise directly for translators, but through their sites you will get an idea of what sort of games each of them produces (sometimes including a schedule for future releases).

General information on the industry is available from the web sites of trade organisations, exhibitions, conferences and magazines. (At the end of this article, you will find some links you might want to check out).

Several of the large localisation companies work for games companies. Again, visit the companies' web sites. Client lists, where available, are particularly useful. If you decide to contact a localisation company, stress your interest in games. If they want to take your application further, they may offer you a games specific translation test.

There are also smaller localisation firms who specialise in games and multimedia products. A simple search on the web should give you an idea of who they are. If you are very keen to work primarily with games, these companies may be your best bet. Due to the high level of specialisation, work from these sources into your particular language may be limited.

The aim of this article was to give you an idea of what games localisation is all about. Hopefully, the article has either confirmed your fears about the industry or inspired you to think about getting into it. Either way, good luck!

 

Useful Links

Trade Organisations

European Leisure Software Publishers Association
http://www.elspa.com

Interactive Digital Software Association
http://www.idsa.com

The Game Manufacturers Association
http://www.gama.org


Publications

Computer Trade Weekly
http://www.ctw.co.uk

Gamasutra
http://www.gamasutra.com

The Market for Home Computing & Video Games
http://www.mcvuk.com


Trade Fairs And Conferences

Games Developers Conference
http://www.gdconf.com

Milia
http://www.milia.com

E3
http://www.e3expo.com

ECTS
http://www.ects.com


Carolina Medberg (MIL, English into Swedish) is a localisation translator and consultant based in the UK.


 

Click here to read the next article

Click here to return to tranfree 28 main page