Game Localization - Linguistic Assets

Linguistic Assets

Video games come accompanied by a variety of texts, for example manuals, dubbing scripts, and subtitles that need translating, but they also have other type of texts in a format only common to utility software, like a word processor, or an internet browser. All these programmes have one thing in common: information and commands are readily available at the click of a button. It is what we call ‘interactivity’. The interactive element of computer programmes has serious consequences for translators because it means that access to texts and information is random, i.e., each user will activate a particular message or command at a different point, or not at all. An arbitrary sequence of events does not allow for linear texts and contextual information, therefore, translators lose two of the most important sources needed in the decision making process: co-text and context. When the programme is still unfinished or no localization kit has been prepared, some information is still available, although difficult to obtain, from similar manuals, the localization manager, or the actual technical team responsible for the software. Esselink (2000) is probably one of the best references for the localization of utility software and web pages.

Unfortunately, the localization software industry has not been able to create a GUI (General User Interface) localization tool for translators to use with video games, like the ones used in the translation of utility software and web pages. These programmes (like Catalyst and Passolo) allow users to work directly but safely with the game code, generating a visual representation of the final product, which means that translators can see exactly what the end result will look like and adjust the text or the interface to suit the space available as well as the general look. The LRC (localization Research Centre) and LISA (The Localization Industry Standards Association) have ample information on these programmes.

Linguistic assets will be utilised in a variety of ways at different times throughout the creation, development, and launch of the game, mainly: the game itself, which has a variety of texts in multiple formats, the official web site of the game, promotional articles, game patches and updates.

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