Game Localization in Wonderland

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Game Localization in Wonderland

  1. 1. Víctor Alonso Lion @valion Localization Consultant Pink Noise - Globalizing Fun
  2. 2. “What do you know about thisbusiness?” the King said to Alice. “Nothing whatever.” said Alice.
  3. 3. “Begin at the beginning,” the Kingsaid, very gravely. “And go on till youcome to the end: then stop.”
  4. 4. • XML• XLS
  5. 5. “Alice laughed. “There’s no use trying,” she said: “one can’tbelieve impossible things.”“I daresay you haven’t had much practice,” said the Queen.“When I was your age, I always did it for half-an-hour a day.Why, sometimes I’ve believed as many as six impossiblethings before breakfast.”
  6. 6. New Needs Even Strange needs Batches Sprints Able to scale up and down (be big or be small)“What a curious feeling!”said Alice. I must be shuttingup like a telescope!”
  7. 7. Iterations Solid Methodology Proactivity“I wish they’d get the trialdone.” Alice thought, “ andhand round the refreshments!”
  8. 8. “I’ve something important to say!”Alice turned and came back again.“Keep you temper. “ said theCaterpillar.
  9. 9. “Speak English!” said the Eaglet. I don’t know themeaning of half those long words, and what’s more, I don’t believe you do either!”
  10. 10. “Would you tell me, please whichway I ought to go from here?” “Thatdepends a good deal on where youwant to get to,” said the Cat. “Idon’t much care where,” she said.“Then, it doesn’t matter which wayyou go.
  11. 11. Images copyright: Lego© Microsoft © CDC Games© NetGame © Blizzard© CCP Games©
  12. 12. Excel Trados Across TagEditorWordfast SDLX Alchemy Passolo Catalyst
  13. 13. Understand I18nAutomated ConceptsLanguage
  14. 14. “Oh, please mind what you’re doing”” cried Alice, jumping upand down in an agony of terror.
  15. 15. “Sorry, you’re much too big. Simply impassible,” said theDoorknob to Alice. “You mean impossible?” “No, impassible.Nothing’s impossible.”
  16. 16. “You ought to havefinished,” […] “When did youbegin?”
  17. 17. Localization World Barcelona 14 June 2011 Summary Game Localization in WonderlandGame localization? Outsiders see it as an obscure and mysterious process: lack of information, standards,procedures, planning, quality, references…. Actually the reality is different and the game localization industry isas mature as standard software localization and this session will prove why. The fact is that game localizationfaces the most complex challenge: localizing continuous innovation.“Begin at the beginning,” the King said, very gravely. “And go on till you come to the end: then stop.”Process/Project management in Wonderland: A project is simply a project, right? However, in games, projectsare ALL different. Players want new technology, new ventures, new art, new experiences and want to feel moreintense emotion: each and every time! Is it possible to use a project template for such projects? Can you reallyreuse plans, budget, leverage the experience of a former game? “Flexibility” and “adaptation” are the mostimportant concepts in game localization production.Alice laughed. “There’s no use trying,” she said: “one can’t believe impossible things.”“I daresay you haven’t had much practice,” said the Queen. “When I was your age, I always did it for half-an-hour a day.Why, sometimes I’ve believed as many as six impossible things before breakfast.”Internationalization in Wonderland: Why don’t we all work on perfectly internationalized games? Isn’t it amatter of applying a checklist to every game? Why don´t we simply standardize the engines, middleware, gamedesign? Reality is that success in interactive entertainment can’t be programmed. Big budgets do not guaranteesuccess. A revolutionary product has some problems to fit in a template.“Would you tell me, please which way I ought to go from here?” “That depends a good deal on where you want to get to,”said the Cat. “I don’t much care where,” she said.“ Then, it doesn’t matter which way you go.Perfect tools in Wonderland: Can tools fit perfectly the game localization process? Ideally each professionalwould focus on his own field for the perfect output. Content would be organized within simple CMSs andtranslation tools would comprehensively provide all necessary information. Still generating the perfect tool is areal challenge in game localization.“Sorry, you’re much too big. Simply impassible,” said the Doorknob to Alice. “You mean impossible?” “No,impassible. Nothing’s impossible.”Quality in Wonderland: Can translation in games be perfect? Is it possible to trigger the same emotionalreactions in Tokyo, Brasilia, Paris, Berlin or New York? Quality is especially difficult to measure in interactiveentertainment projects.Is game localization simply a non sense genre? Like Alice, game localization professionals try to find a “stableprocess” within an instable ground, a framework which is at all times challenging the status quo and looking forthe next ”revolution”.Quotes from Alice in Wonderland: Lewis CarrollPictures from original version: Sir John Tenniel

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