Archive

Posts Tagged ‘localization’

2013 and Beyond

February 10, 2014 Leave a comment

2014 is shaping up to be a busy year. Right now I’ve got four mobile games, two tabletop RPG books, and two nonfiction books at various stages of development, and I’m also trying to keep my promise to myself that I will write more fiction.

With all this going on, I haven’t had time to put together an elegant and well-reasoned thought piece or a vivid and fascinating memory of The Old Days for this update. However, there are a few bits and pieces that might be of interest:

Kingdoms of Camelot: Battle for the North is now in its third year, and still going strong. I’m currently helping develop a great new feature that I can’t really talk about, which will be released later in the year. You’ll see some familiar faces, and I think that fans of deeper Arthurian lore will be pleasantly surprised. That’s the intention, anyway.

In other KBN news, the game is ranked #10 by worldwide revenue in App Annie’s 2013 retrospective. A year ago, it was the iTunes Store’s #1 top-grossing app of 2012. And, of course, it’s also available for Android. I’ve been involved with KBN since the very start, and I’m delighted with its continuing success.

Another Kabam title I’ve worked on also did well in 2013, according to App Annie. The Hobbit: Kingdoms of Middle-earth ranked #8 by revenue in the U.S., #5 in the UK, and #6 in both France and Germany. Over the last year I worked on a narrative campaign feature that allows players to fight the Goblins of the Misty Mountains alongside heroes from the movies – and, in the most recent instalment, lets them take on the dread Necromancer from Mirkwood to Amon Lanc and beyond. Like all of Kabam’s mobile games, this is also available on Android.

Dragons of Atlantis: Heirs of the Dragon has just acquired a great little feature that allows your dragon to go exploring when you’re not using it in battle, and find you all kinds of interesting treasures. I wasn’t involved with that particular feature, but throughout the last year I’ve been working on new dragons, new troops, and various other expansions. More on those when I’m allowed to talk about them. Also on Android.

Beside these three, I’ve been working on localization editing for a whole bunch of games from China that are hoping to build on their success in that booming market and move into the West. Three projects down so far, and two more in progress: more when I can talk about them. There is some good stuff coming out of China, for sure, and many commentators have tagged it as a market to watch. Russia, India, and Brazil are also poised to become significant mobile-games markets in 2014, according to many analysts.

And finally in mobile gaming, I’ve been working on a new fantasy RPG for iOS. I can’t give any details at this stage, but I will say that the setting is interesting and I’ve been having a very good time developing the backstory and advising on some quite intriguing features, both in narrative and gameplay.

The two books I wrote for Osprey Adventures in 2013 have been well received, and I’ve signed up to write two more. Thor: Viking God of Thunder in the Myths and Legends line has been getting good reviews, and the new Templar conspiracy I laid out in Knights Templar: A Secret History has been well reviewed and has inspired both fiction writers and tabletop RPG designers. I’ve been contracted to write two more titles: Theseus and the Minotaur is due to be released in November this year, and I’m just starting work on a yet-to-be-announced Dark Osprey title.

I’ve also been indulging my love for historical fantasy in a few tabletop RPG projects.

Colonial Gothic, the game of horror and conspiracy at the dawn of American history, received a great boost from the release of the Second Edition Rulebook, and that was followed up with the release of the Bestiary in October.

Just open for preorders is Lost Colony, a unique two-period adventure that explores the mystery of Massachusetts’ ill-fated Popham colony in both 1607 and 1776. It is written by award-winning author Jennifer Brozek, whose previous credits for Colonial Gothic include the acclaimed Locations mini-campaigns and the groundbreaking e-book The Ross-Allen Letters, which blurs the lines between adventure and fiction.

I’m working on another Colonial Gothic supplement at the moment. I can’t talk about it yet, but it’s one that has been very long in the planning and it reunites me with a favorite collaborator from my Warhammer Fantasy Roleplay days. We haven’t worked together for more than twenty years, and this project promises to be a lot of fun.

As much as I love Colonial Gothic, I am occasionally tempted by other tabletop RPG projects. When author and roleplaying luminary Robin D. Laws was recruiting talent for his Hillfolk Kickstarter campaign, I was honored to be one of the people he asked to submit an original setting for this fascinating game. I pitched Pyrates as “Firefly of the Caribbean,” and it was a lot of fun to write.

British publisher Chronicle City ran a Kickstarter campaign for their version of the Steampunk classic Space: 1889 – a favorite of mine from the 80s – and I offered an adventure for a stretch goal that, sadly, was not reached. I still hope to write it someday. Their Kickstarter campaign for Cthulhu Britannica saw me contribute to their intriguing postcard-based adventure generator. I was especially happy to be involved with this project because my first commissioned work for Games Workshop, way back in 1985, came when they were developing A Green and Pleasant Land, the first ever British sourcebook for Call of Cthulhu.

Last year I wrote a couple of articles for Steve Jackson Games’ Pyramid magazine, both about obscure guns. The Puckle Gun, a repeating heavy musket, was covered in issue 3/52 (February), while the fearsome Nock volley gun appeared in issue 3/57. I’m planning to adapt both these weapons for Colonial Gothic in the near future, possibly in an unannounced supplement that I have on the back burner. Meanwhile, I have another article – not gun-related this time – being considered for a future issue of Pyramid.

Finally, 2013 was the year I discovered the Oldhammer movement. It seems that there are a lot of folks out there who remember the Games Workshop products of the 80s with great affection, and several of them asked me to give them interviews or to share my memories of working at GW during what some regard as that golden age. I have a couple more interviews lined up, but here are links to some that have appeared so far.

So that’s what 2013 looked like for me, and what 2014 is looking like so far. As always, I’ll be covering ongoing projects in more detail just as soon as I’m allowed to talk about them. But now I’d better get back to work – there’s plenty to do.

Ten Things I’ve Learned About Localization Editing

March 11, 2011 6 comments

I have worked as a localization editor on a half-dozen or so projects ranging from an MMORPG being imported from Asia to mobile phone games whose code and initial text were developed in eastern Europe. Here are a few things these projects have taught me, both as a writer/editor and as a freelancer.

 

1. Know What You’re Getting Into

Or more specifically, how much you’re getting into. The client may quote you a number of entries, but the number of entries is only a very rough guide to the amount of work required. Quite apart from the amount of editing the text requires, the number of entries gives you no real idea of the starting word count. Depending on the platform an entry may be as short as 2-3 words or as long as a half-dozen paragraphs.

There’s nothing wrong with being paid by the entry, so long as you know how many words there are in the average entry – if you don’t, you could be letting yourself in for a lot more work than you expect, and a lot more than you quoted for. Always get a word count when you can – or better still, sign a non-disclosure agreement and look at the work before you agree a price. If neither of these is possible, negotiate an hourly rate.

 

2. Learn to Love Excel

This kind of task is almost always done in Excel rather than Word. Excel is not the friendliest environment for text editing, but it does support automated uploading of text to the game program, and that is why producers prefer it for this purpose.

For reasons that will be made clear later, there is no way around this. Excel – learn it, love it, live with it. The alternative – if there is one – may be some home-brewed text management system, and they are usually far less friendly even than Excel.

 

3. Establish Word and Character Length Limits

Before starting work, ask the client if there are any limitations on the number of words (or, more usually, the number of characters, including spaces and punctuation) in an entry or type of entry. In general, the smaller the screen on the target platform, the more likely it is that character count will be an issue.

Once you know the maximum character length for an entry, here is a neat trick that will have Excel monitor the character count for you:

  1. Enter the maximum number of characters in a cell to the right of the edited text.
  2. In the next column, enter “=LEN(A1)” where A1 is the cell with the edited text. This column will display the actual character count for the text in cell A1.
  3. In the next column, enter “=IF(B1-C1>0; “OK”; “Too long”)” where B1 is the cell displaying the maximum character count from step 1 and C1 is the cell displaying the actual character count from step 2. This cell will now display “OK” or “Too long” according to the number of characters in cell A1, so you can see at a glance whether you are within the limit.
  4. You can copy these three cells into the entire column and Excel will automatically update row numbers as required.

 

4. Beware of Codes and Macros

Some of the original text may include codes for paragraph breaks, special characters, fonts, and so forth. Always get a list from the client to avoid deleting them by mistake, so that you can enter them correctly in the edited text, and so you can spot errors. The client may tell you not to worry about this, but you should. Original text may also include macros of various sorts, which will be attached to the spreadsheet cells in which the text appears and will not normally be visible. These can be lost if, for example, you copy the text into Word for editing and then copy it back into Excel.

 

5. Show Your Work

Unless the client insists otherwise (which may be because of macros) use a new column for the edited/rewritten text, so that the original and edited text can be examined side by side. This will help the client in the event that your editing turns out to be based on a misinterpretation of the meaning of the original. Original text can sometimes be ambiguous. If this is not possible, highlight the cells in which you have changed text by using a different background or text color.

 

6. Edit, Don’t Write

The product is already made, and the story is set. No matter how much you think you could improve the story, do not rewrite to change story elements, as this can cause problems. Just fix up the text. But see below.

 

7. Look for Cultural References

A game that is imported from overseas will probably use metaphors from its language and culture of origin, and these may be literally translated. There will almost certainly be other cultural references, included knowingly or otherwise. Here are a couple of examples:

A game developed in Asia may refer to rice cakes instead of rations; this is easy to fix, provided you check it with the client first. There could be art or other ramifications to changing the word without telling anyone.

A game from Russia may have tough guys calling other characters “darling” regardless of gender. This does not imply anything about the speaker’s sexuality, because terms of endearment are often used ironically in the Russian vernacular; instead, it implies a put-down. The phrase will have to be changed for an American audience, to something less ironic and more directly insulting.

If you are lucky (and the text is clean) most of what you don’t understand in the original text will be some kind of cultural reference. Ask at the outset whether you will have access to the overseas writers and/or a locally-based speaker of the original language, so you can clear up any questions or problems quickly.

 

8. Eschew Exuberant Punctuation

In Asia, particularly, it is common to use multiple sentence ending punctuation marks, especially question marks and exclamation points, to convey emphasis. The text can look like a written version of the archetypal screaming Japanese game show host, and this may not be the desired tone for the game. Check with the client first, but as a rule only use single sentence end punctuation and convey emphasis through word choice and sentence construction.

 

9. Typos are a Universal Language

At the start of the project, get a definitive list of character, place, and creature names from the client. There is no guarantee that they will be spelled consistently in the original text. If in doubt, query. A dargon may be a mis-spelled dragon, or it may be a completely different creature.

 

10. Clear Name Changes in Advance

Sometimes a name will have to be changed, either because it is too similar to another name in the game (like the dragon and dargon example above), or because it has a sound or meaning in English that is laughable or runs counter to the game’s intended tone in some other way (for example, a spell that conjures a scalding explosion of steam may be called Wet Bang in the original text). Be aware, too, that the original text may be the work of multiple translators, each with their own way of rendering names into English. The Dark Wood and the Forest of Gloom could be the same place.

Always run suggested changes by the client before making them in the text, as the original names may be tied to art and code entities and those links may be broken if the change goes unnoticed. Also, you may not be the only editor on the job – especially if it is an MMORPG with tens of thousands of lines of text – in which case the client will need to juggle the input of multiple contract editors. The sooner you get your suggestion in, the more likely it is to be the one that sticks.