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Free-to-PlayLocalization
How to reach your quality goals despite small budgets
and other limitations
VideoGames-GlobalMarketSizeByRegion
GlobalMarketSizeByPlatform-Volumes&Trends
Free-to-Play=Mobile?
F2P
Mobile
PC
Web
Console
ComparisonandChallengesForFree-to-Play
Fremium Web, PC, Console & Mobile
(Free-to-Play)
• Free to try out, purchases only by engaged
players, feeling compelled by the game
• Small/mid-sized dev budgets
• Marketing = User Acquisition
• Very high # of competitor titles
• Outsourcing, crowd-sourcing & machine-
translation (a.k.a.
‘The Good, the Bad and the Ugly’)
Classic PC, Console & Mobile
(Pay-to-Play)
• Purchased up-front, at one-time fee
• Big development budgets, high quality assets
(quality as USP)
• Marketing = PR
• Low # of competitor titles per genre
• Polished-decent localization (outsourcing)
ElevatorPitchforF2PHigh-QualityLocalization &LQA
➔ unless players decide to invest (time and money) in your and not the next game, there is
no revenue for devs+publishers
➔ goal needs to be to: hook players, lower barriers to spend money, avoid pitfalls to lose
players early on (crashes, bad UX, unclear instructions…)
➔ annoyed players quickly move on to the next title, won’t wait for fixes or later updates -
they are essentially ‘burned’, possibly not just for this but also your future games
➔ Good loca helps players enjoy a (hopefully good) game - and needs to be recognized and
supported accordingly
Loca head’s experience + clout with MGMT often deciding factor on a publisher’s
approach to loca (‘enlightened leadership’ needed)
Localization Management=ProjectManagement?
Project Management
● Proactive
● Responsive
Crisis Management
● Reactive
● Mitigating
Disaster Triage
● Best effort
● Prioritizing
UPSTREAM
HIGH involvement in schedules,
GREAT access to stakeholders
DOWNSTREAM
NO involvement in schedules,
NO access to stakeholders
How’dYouLikeYourLocalization? (YouMayPickOnly2)
(F2P)GameIndustry’sMainChallengesforLocalization
Challenge #1
Pervasive “Localization as afterthought, LQA as unnecessary luxury” mindset
Challenge #2
Perpetually young, inexperienced game development teams that re-discover
localization best-practices only through own experience
Challenge #3
Release cycles, peak times & headcount concerns
BestPractices:ProactiveLocalizationManagement
PlanAhead
● Select, groom and regularly evaluate preferred vendors (localization and LQA agencies,
freelance translators and reviewers, script doctors).
● Prepare for contingencies and have screened backups in place for peak and worst-case
scenarios.
● If you can justify the internal headcount, use SLV & freelancers over MLV and manage
workflows internally, for better control and scaling
IdentifyBottlenecks
● Look for resource and capacity bottlenecks like insufficient number and specialisation of
vendors or internal team members.
● Look for time bottlenecks like short lead times.
● Look for external constraints like being less attractive as a client (and getting less
experienced resources), compared to other publishers.
● Identify the parts in your localization workflow of a specific title that CAN be sped up with the
right interventions.
ResolveBottlenecks
● Increase number of available and screened resources (people, hardware ...)
● Make advance bookings for critical periods (esp. LQA); the additional costs are often well
outweighed by the benefits, and it can even be possible to negotiate lower rates.
● Work with producing and/or developers to establish early visibility on project milestones like
Alpha, Beta, Code-Freeze and Text-Freeze as well as communicate minimum time
requirements for localization.
● Make sure developers provide localizable assets as text (not bitmaps), with as much context
information as possible, and recording script lines sorted in dialog flow (not alphabetically).
● Reshape the economic conditions and create incentives for vendors.
● Make sure developers provide developer console/debug access or cheats in test builds.
Prioritize
● Focus money, time and people on mission-critical components of each localization project
(ex.: submission relevant tasks).
● Conduct early text reviews looking for terminology violations (ahead of LQA).
● Prioritize translation of recording scripts (also in text-freeze decisions), to have time for pick-
ups.
AchieveVendorBuy-in
● Start discussing workload expectations for the peak season(s) with internal Producing and
localization vendors as early as possible, including them in your planning.
● Identify differences in client/vendor agendas, and utilise them creatively to incentivise
vendors and build mutually beneficial trust relationships.
● Provide vendors with all available reference material (and, if possible, test builds) ahead of
translation hand-offs.
● Maintain and monitor a Q&A database between translators and developers/Producing with
quick turnaround times to provide missing translation context.
IntroduceCorrectiveMeasuresINTIME
● In case of late hand-offs, increase the number of translators (quality trade-off).
● Shorten test passes while booking additional testers per language.
● Have developers provide savegames and screenshots when cheats or developer console
commands are unavailable.
UseTheRIGHTTools
● Make use of latest developments in text analyzing tools, for instance create, use and
iteratively fine-tune blacklists to screen for profanity, culturally sensitive translations or
expressions that would not be in line with a targeted age rating.
● Maintain localizable text assets in online databases that are actually MADE for translations,
allowing text updates with change highlighting and notifications, on-the-fly text exports into
test builds by developers and translation-friendly interfaces, including glossary support.
● Use such online text databases also to have LQA testers trigger and check localized voice
recordings, or make changes and corrections directly to the in-game text, while giving the
game’s translators final approval of any such changes online.
(If you don’t have or find these tools, don’t be afraid to create them.)
ThankYou!
For(more)Questions&feedback:
MichaelK.Schmidt
SeniorLocalizationManager
GREEIntl.Entertainment
www.linkedin.com/in/michaelkschmidt

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Games Connection Paris 2016 - F2P Localization

  • 1. Free-to-PlayLocalization How to reach your quality goals despite small budgets and other limitations
  • 5. ComparisonandChallengesForFree-to-Play Fremium Web, PC, Console & Mobile (Free-to-Play) • Free to try out, purchases only by engaged players, feeling compelled by the game • Small/mid-sized dev budgets • Marketing = User Acquisition • Very high # of competitor titles • Outsourcing, crowd-sourcing & machine- translation (a.k.a. ‘The Good, the Bad and the Ugly’) Classic PC, Console & Mobile (Pay-to-Play) • Purchased up-front, at one-time fee • Big development budgets, high quality assets (quality as USP) • Marketing = PR • Low # of competitor titles per genre • Polished-decent localization (outsourcing)
  • 6. ElevatorPitchforF2PHigh-QualityLocalization &LQA ➔ unless players decide to invest (time and money) in your and not the next game, there is no revenue for devs+publishers ➔ goal needs to be to: hook players, lower barriers to spend money, avoid pitfalls to lose players early on (crashes, bad UX, unclear instructions…) ➔ annoyed players quickly move on to the next title, won’t wait for fixes or later updates - they are essentially ‘burned’, possibly not just for this but also your future games ➔ Good loca helps players enjoy a (hopefully good) game - and needs to be recognized and supported accordingly Loca head’s experience + clout with MGMT often deciding factor on a publisher’s approach to loca (‘enlightened leadership’ needed)
  • 7. Localization Management=ProjectManagement? Project Management ● Proactive ● Responsive Crisis Management ● Reactive ● Mitigating Disaster Triage ● Best effort ● Prioritizing UPSTREAM HIGH involvement in schedules, GREAT access to stakeholders DOWNSTREAM NO involvement in schedules, NO access to stakeholders
  • 9. (F2P)GameIndustry’sMainChallengesforLocalization Challenge #1 Pervasive “Localization as afterthought, LQA as unnecessary luxury” mindset Challenge #2 Perpetually young, inexperienced game development teams that re-discover localization best-practices only through own experience Challenge #3 Release cycles, peak times & headcount concerns
  • 11. PlanAhead ● Select, groom and regularly evaluate preferred vendors (localization and LQA agencies, freelance translators and reviewers, script doctors). ● Prepare for contingencies and have screened backups in place for peak and worst-case scenarios. ● If you can justify the internal headcount, use SLV & freelancers over MLV and manage workflows internally, for better control and scaling
  • 12. IdentifyBottlenecks ● Look for resource and capacity bottlenecks like insufficient number and specialisation of vendors or internal team members. ● Look for time bottlenecks like short lead times. ● Look for external constraints like being less attractive as a client (and getting less experienced resources), compared to other publishers. ● Identify the parts in your localization workflow of a specific title that CAN be sped up with the right interventions.
  • 13. ResolveBottlenecks ● Increase number of available and screened resources (people, hardware ...) ● Make advance bookings for critical periods (esp. LQA); the additional costs are often well outweighed by the benefits, and it can even be possible to negotiate lower rates. ● Work with producing and/or developers to establish early visibility on project milestones like Alpha, Beta, Code-Freeze and Text-Freeze as well as communicate minimum time requirements for localization. ● Make sure developers provide localizable assets as text (not bitmaps), with as much context information as possible, and recording script lines sorted in dialog flow (not alphabetically). ● Reshape the economic conditions and create incentives for vendors. ● Make sure developers provide developer console/debug access or cheats in test builds.
  • 14. Prioritize ● Focus money, time and people on mission-critical components of each localization project (ex.: submission relevant tasks). ● Conduct early text reviews looking for terminology violations (ahead of LQA). ● Prioritize translation of recording scripts (also in text-freeze decisions), to have time for pick- ups.
  • 15. AchieveVendorBuy-in ● Start discussing workload expectations for the peak season(s) with internal Producing and localization vendors as early as possible, including them in your planning. ● Identify differences in client/vendor agendas, and utilise them creatively to incentivise vendors and build mutually beneficial trust relationships. ● Provide vendors with all available reference material (and, if possible, test builds) ahead of translation hand-offs. ● Maintain and monitor a Q&A database between translators and developers/Producing with quick turnaround times to provide missing translation context.
  • 16. IntroduceCorrectiveMeasuresINTIME ● In case of late hand-offs, increase the number of translators (quality trade-off). ● Shorten test passes while booking additional testers per language. ● Have developers provide savegames and screenshots when cheats or developer console commands are unavailable.
  • 17. UseTheRIGHTTools ● Make use of latest developments in text analyzing tools, for instance create, use and iteratively fine-tune blacklists to screen for profanity, culturally sensitive translations or expressions that would not be in line with a targeted age rating. ● Maintain localizable text assets in online databases that are actually MADE for translations, allowing text updates with change highlighting and notifications, on-the-fly text exports into test builds by developers and translation-friendly interfaces, including glossary support. ● Use such online text databases also to have LQA testers trigger and check localized voice recordings, or make changes and corrections directly to the in-game text, while giving the game’s translators final approval of any such changes online. (If you don’t have or find these tools, don’t be afraid to create them.)

Editor's Notes

  1. In 2016, 58% of growth of the global games market comes from the APAC region, which constitutes 47% of the global market North America is the second largest region with estimated revenues of $25.4 billion
  2. Video games is a $100bn/year industry, with developers worldwide, developing in all kinds of languages and locales General growth continues, with Mobile a big driving force
  3. F2p not just mobile (though mobile mostly f2p), but also PC, web and even console…
  4. The free-to-play = shift from the traditional model success no longer measured by multiplying the number of units of a game sold by the unit price For f2p the most important factor is the number of players that a game can keep continuously engaged how many compelling spending opportunities the game offers
  5. Strong competition! Loca always needs to be transparent, invisible, and can contribute to lure players into games, not put them off. Management buy-in is crucial!
  6. Localization Management: Project Management (Proactive + Responsive) vs Crisis Management (Reactive + Mitigating) vs Disaster Triage (Best effort, Prioritizing) Upstream/Downstream Balance of Power
  7. Borrowed this gfx with it’s special take on the well-known “Time / Cost / Quality vs Scope” Project Management concept
  8. #1: Game localization costs usually 1-3% of the development+marketing budget, but has the potential to multiply revenues. Nonetheless, it is often treated as just an afterthought as the main focus is always on finishing the game. #2: Game development is constantly renewing (new teams popping up, established teams being laid off) -> not much that can be done except evangelizing decision makers and constantly fighting the good fight #3: more pronounced peaks for p2p/console, flattened-out for f2p; even f2p loca has to compete for outsourcing resources during p2p peaks
  9. Generally valid, not just for f2p F2p challenge is to do these things on a budget