The Lawbringer: Where localization meets legal reasoning

Have you ever been playing one of your favorite games, potentially developed in a foreign land, and felt an "off" feeling of oddness and wonder at word choice, phrasing, or character identity? Something within the core experience feels out of place or foreign, and you just can't put your finger on it? Welcome to the world of game localization.
You've all experienced good, bad, and everything in between in terms of game localization quality. Maybe you didn't notice it. Maybe you did. Were you the kind of person taken back when wise and sage Tellah insults Edward in Final Fantasy 2/4 by calling him a "spoony" bard? Who could forget the epic spell casts of Final Fantasy Tactics -- "Life's refreshing breeze, blow in energy! Cure!" And we all remember gaming's great master of unlocking...
Localization is more than changing phrases and dubbing voices. The world of localization exists to shape, mold, and conform a game and an experience to a completely new market filled with new and different expectations about the product. You also have a bevy of rules to follow and interpret, using deductive reasoning and precedent to figure out what changes need to be made to a game in order for it to pass the tests of foreign markets. You'd be surprised at the similarities between conforming a product to a foreign set of standards and the research and interpretation needed for legal reasoning.
What is localization?
Game localization at its core is about taking a product and conforming it, molding it, and changing it to meet a different set of cultural stigmas, criteria, agreed-upon rules, and language issues. There's more to it than that, of course, but the basics are taking one thing and making it acceptable for someone else. A game localized for Germany isn't going to have the same wording as a game localized for the United States; words and syntax are different, the language barrier is ever-present, and the game's coding needs to allow for and fit various spellings for each element.
Then there is the macro-localization of making sure each and every facet of the game's content, from box to bad guys, meet the local market standards. Is your game about the Nazis and Hitler? Better think again if you want to release in Germany. Excessive sex or sexual themes, as well as graphic depiction? Hope you've got a version saved without that stuff to get past the ESRB in the United States. Is your main character a junkie with segments of the game showing drug use? Australia isn't going to like it. Is your Oktoberfest spoof holiday going to require players to drink virtual alcohol to complete quests? It may get removed in the EU.
Yes, that last one was WoW. You remember that, don't you?
What gets localized in World of Warcraft? Practically everything. Game menus, documentation, manuals and instruction booklets, interface elements, creatures' names, items, voiceover work, ability names, boss attacks, the box the game comes in, and more. Now do it for every language supported. A word too large for the interface box ruins the look, feel, and cohesiveness of the experience. Poorly translated items, idioms, words, and phrases turn off an otherwise on board playerbase. You have to care about good localization to keep said local players interested and happy.
Good research makes good localization
Let me pose a question: How do you say "addons" in German? Do you go for the literal translation of addons, to mean something like interface additions? Do you leave the English version of addons intact, letting the international audience use this non-translation because there is no better way to say addons that's not 30 characters over your addon button's width?
Research is key to understanding what pieces of culture and language work well enough on their own to be left alone in localized versions of games versus what needs to be changed, rewritten, or accounted for. Did you know that there were multiple dialects of Portuguese? Which dialect will the Brazilian localized version of WoW use and why? Who do you even ask that question to? What color can the Cataclysm box be in France to avoid regulatory issues, if that is even a concern? Is it?!
That's where research comes in. Finding every possible answer to a simple question such as "does this word fit into the box that we've created for it in every language we are supporting" is imperative.

Here's where the rules interpretation comes in. Legal work, in many respects, is all about making facts fit the rules. Barring that, make the rules fit the facts. When push comes to shove, you bring up precedent to make your case for you.
Rules interpretation is a tough spot to be in, especially with government-run or non-governmental entity rating boards deciding the fate of the product you've spent tons of money and man hours on. When China says "no depictions of skeletons or human bones," as it did with Wrath of the Lich King, where does the interpretation of that rule begin and end? Who possibly makes the judgment call necessary to start down a design path that may or may not be seen as worthy or fit for publication and release in China? Rules interpretation is about gathering facts and making judgment calls.
So gather the facts. What pieces of The Burning Crusade, which was released in China successfully with some added tweaks, seemed to have skirted the line or conformed to the Ministry of Culture's rules? Are there any other U.S.-created games that got the seal of approval for release that might have content similar to that which is at issue? It's all detective work that is one part legal argument and one part predictive butt-covering. And it's exciting.
Every country and market has different rules to follow and interpret. Some require less interpretation that others. Limits and prediction are key.
Don't risk it
Risking the horrible outcome of not connecting with your audience is just one of the pitfalls of poor localization. And, believe me, if you've played video games in the last 10 years, you've been exposed to some pretty awful localization. World of Warcraft's stalwart approach to localization is widely regarded as pretty damn good, with every aspect of the monolithic game being finely tuned and worked on to provide a solid experience for supported languages and cultures. You don't get to 11.4 million subscribers by making shoddy versions of your game for foreign markets.
Maybe thinking about localization from a legal and rules-dominated standpoint is a good thing. Research, dedication, and cultural savvy can be the crucial difference between saying the right thing in a different language or losing your audience altogether.
Filed under: Analysis / Opinion, The Lawbringer






Reader Comments (Page 1 of 2)
tchernobyl Jun 10th 2011 2:10PM
Excellent article, everything is accurate too. I'm currently finishing up a combined french/german bachelor's degree (fluently trilingual ;) to get into this exact industry: videogame localization. A good example of tough to localize items is not only the names and whatnot... but jokes. Something that can be funny in one culture or even simply language can completely lose its meaning in another, or turn out to be insulting.
Knowing how to handle those issues is key being a great localizer.
The Dewd Jun 10th 2011 2:36PM
I used to work with someone (here in the USA) who has a friend working for Blizzard's translation department in France. I assume he deals with localization issues and my coworker said that his buddy would get huge spreadsheets full of information to translate for upcoming patches. I'm guessing you have to be exceptionally fluent to even break into that work so I doubt it's "easy". Best of luck with your endeavors, tchernobyl!
On the other hand, I always found it interesting, after all the hubbub with WotLK in China started to die down, that the floors of ICC (which have embedded patterns of bones and skulls) passed the Chinese government's requirements. Obviously there's a line there that has Forsaken and Marrowgarr on one side and slightly embossed-looking floor textures on the other.
Nopunin10did Jun 10th 2011 2:45PM
I would say that the translators of the Asterix the Gaul comics show some of the finest work translating comedy from French to German and English, particularly when it comes to puns. If you haven't read any Asterix, I highly recommend it.
John Jun 10th 2011 3:21PM
Ah yes, these would be fun:
Getafix - alchemy trainer
Obelix - 2H mace vendor
etc. etc.
tchernobyl Jun 10th 2011 3:32PM
The Dewd: Thanks, I'll try! And yes. generally, you want to be fluent, or rather, a NATIVE SPEAKER in the language you're translating to. So a french person would be translating from english to french, a german from english to german, and so on. That's apparently how it works best. Although some french translations bug me... "blood elf" is "elfe de sang" which is more literally translated as "elf of blood"... I mean, it fits, bit it's slightly too literal for my taste!
As for the skull-floors, the depiction of that "symbol", so to speak (death head/skull and bones/etc) is usually fine. The depiction of an actual skeleton, bones, all that moving around as many undead do, THAT is crossing over the cultural line. Floor textures are fine!
Nopunin10did: I see what you did there, with your name! :P I agree with your comment though. I grew up mostly in Europe surrounded with comics like Tintin, Asterix, Lucky Luke, Aria, and many others (instead of DC and marvel comics :P). The punny names alone are comedy gold in Asterix :D
Dire Jun 10th 2011 5:40PM
As a professional translator I love this article. People tend not to understand what the difference between simple translations and localization is...it's damn difficult and it usually takes at least double the time to do it properly. Jokes are insanely difficult. Been working on the German localisation (a bit) for Portal 2 and that game does not consist of anything other than friggin jokes...
Personally I play WoW in English, because I don't like the German localisation (I am German apparently), but I doubt it would be possible to do it so well I'd actually consider switching to the German client. It just feels off...If a German wrote a fantasy novel it would be still be 100% different if the same novel was written by the same guy with the same ideas, only that he was say American, or Russian...you just have a different way of writing...of background...things that influence the story...
Oldschool WoW Players in Germany still say "Felwood" or "Stranglethorn Vale" instead of "Teufelswald" and "Schlingendorntal"...or "Black Rock Spire"..."Schwarzfelsspitze"...I don't know...it doesn't flow...
Anyway if you consider going into localization a degree in languages might not be enough and a company who has some sense will only hire native speakers and not even foreigners who have lived for several decades in the country they're localizing to. I speak English fluently...I can translated German to English without problems, but I could never ever do serious localizations properly. Just a word of advice, the industry is brutal...deadlines are extreme, you're going to be pushed around and you might need to make decisions you don't want to (like length restrictions or client wishes)...and it's not even that well paid. ;)
tchernobyl Jun 10th 2011 8:08PM
Danke schön Dire, das werde Ich mir merken :)
I think the problem with some translations is wow is that they are just that... "translations" of the words as they are in english, into accurate translations in other languages... but, in those languages, it just seems off, as you said. Maybe due to exposure to the original... in any case, Schlingendorntal does sound rather awful, but at the same time, I'm not sure what I'd replace it with. I just know I'd want to replace it :P
At this point I'm practically native (all my education up until college was in french, and I am half french anyway) in my "second language", and I'm fairly good in German (habe 8 Jahre in Niedernhausen gelebt :) as well!
A question if I may, do you work for a particular gaming studio (such as blizzard, bioware, etc, those are individual studios), or do you work for one of those localization companies that take on jobs from various places? I believe the work atmosphere differs between the two, but I admit I don't know for sure.
Steve G Jun 11th 2011 2:15PM
@tchernobyl well don't be looking into translating games from English to French or German unless you are a native speaker. Your best bet if you are interested in actual localization would be translating French or German content into English.
But there are other jobs that can benefit from your skills in the localization industry. Games localization is not glamorous, you don't get any input into the games, you don't get any direction they take. It's a service to the developers, not part of the team.
While localization teams work close to development, it's not the same thing.
tchernobyl Jun 11th 2011 4:35PM
@steve: I'm aware of that, and I actually may have a job in a company for french-> english translation soon! Not 100% sure yet though, obviously :)
I'm well aware of the little input in the game dev process! Maybe someday in years and years if I build up skills, down the line.. but no, I'm not expecting it :)
What are these "other jobs" that you mention, if I may ask?
wow Jun 10th 2011 2:25PM
Pity there's not an English translation of WoW... the Americanisms in the EnGB client can be a bit annoying at times. It's not *bring* that to the person over there, it's *take* it to them, damn you! :)
Idaelus Jun 10th 2011 2:55PM
Hell, I am an American and little things like that bug me too. :)
Vael Jun 10th 2011 3:06PM
You also have to be aware of slang, in localization, which can really throw a wrench into the process. 'Take it to 'em' could mean quite a few things!
EricG Jun 10th 2011 3:36PM
Not to mention "color" rather than "colour" etc. But then don't get me started as I'm likely to go into pedant mode! :) Especially when the phrase "I could care less" is uttered on TV... It's "I couldn't care less" meaning there is no lower on the scale of caring I could go.
Diop Jun 10th 2011 3:09PM
You talk about bad localizations and don't include "ALL YOUR BASE ARE BELONG TO US"
Madness!
Zapwidget Jun 10th 2011 5:14PM
This was the first thing I thought of as well.
For great justice!
Sally Bowls Jun 10th 2011 9:18PM
^^^
Young people forget the classics!
Sonork Jun 10th 2011 3:22PM
I'm a Spaniard and WoW Spanish localization is quite good. BUT, some things I don't like:
- They translate everything. And i mean e-v-e-r-y-t-h-i-n-g. Even places and people's names. It's not Stormwind, it's Ventormenta. It's not Windrunner, it's Brisaveloz. And the worst offender: it's not Ironforge, it's Forjaz (ass-pulled translation).
-The troll accent. Come on! English!Trolls have Jamaican accents. The perfect accent for Spanish!Trolls was a Cuban accent! It could have been so awesome... But no, they ass-pulled again a really annoying made-up accent no Spanish speaker has. Some kind of illiterate rural dumb accent. It ruined the race for many people.
KvanCetre Jun 10th 2011 3:53PM
Spanish troll examples PLEASE! And don't hold back on the spanish :)
Falarson Jun 10th 2011 3:57PM
http://www.youtube.com/watch?v=G_Nnc87fjZo
THE HORROR!
WTB Old WC3 spanish translation :( Shit was epic.
Continuum6 Jun 10th 2011 5:29PM
Bilbo Baggins' name is localized to "Bilbo Bolson" in the spanish translation of Lord of the Rings. Another gleaming example of horribad localization.
Translates to ---> Bilbo Big Bag.
wtf localizers???