Synopsis: This full-day round table consists of several distinct sessions presented by experts in game localization. This round table series is open to clients (game developers and game publishers) and to qualifying vendors (game localization specialists). We aim to provide the best possible venue to enable a fruitful and balanced debate, so we will do our best to maintain a balanced group of participants. The day will end with an open discussion based on information and questions from the day's presentations.
Synopsis: Today, the games localization processes are not as stable and standardized as they are in many other industries performing software localization. Linguistic testing is often viewed as a separate quality control at the very end of the game development rather than as an essential part of a holistic localization strategy. The session will discuss the lessons and best practices to be learned from software localization and how they can be adapted to games industry. The audience will learn how integration of linguistic testing within the overall localization process will shorten the localization cycle and minimize cost.
Synopsis:Rating boards may play an important part in the localization process of certain video games, especially when they touch upon real-life themes that are culturally sensitive for some of the receiving countries. Although there is a legal aspect to PEGI, it is not a whimsical or impersonal procedure; PEGI strives to protect children and national sensibilities across the EU. While most games (49%) are suitable for players of all ages, and only 4% are made for adults, there are many aspects that need to be considered before releasing a game in multiple locales, and localization professionals can only benefit from knowing about them. Maud will talk about the major issues involved in the rating process, as well as common, easily avoidable mistakes.
Synopsis: Video games have consolidated their place in today’s entertainment landscape, and development and publishing companies are starting to realize that foreign markets are not just a “nice” complement to core revenues but a necessary option with immense growth prospects for their businesses. Game localization is, of course, an essential factor in this equation and one that can make the difference between the great and the average. Localization as a serious part of video game marketing strategy is relatively new but professional translation has been going on in other industries for many decades. What can we learn from them and how can we meet the expectations of today’s unavoidably global markets?
14.15-15.00
Making the Good Better: Full Access to Fun Speaker:Miguel Á. Bernal-Merino (Roehampton University)
Synopsis:When we look back at the past 15 years of game localization, there is no doubt that the quality, as well as the amount of languages, has increased dramatically and more players around the world are enjoying games in their mother tongue. Although translating the content and correcting typos may be for many the end of the process, there are other factors that localization should take into account because they have a direct bearing on the ease of use of the game, and therefore the fun that can be derived from it. By fine-tuning processes and including some easy checks, we can guarantee players’ full access to fun, cater to the more disadvantaged and at the same time enhance the value of games beyond entertainment.
Synopsis: Quality is easy to recognize in many areas but the closer products get to entertainment and language, the more subjective their assessment may become. Gaming is the leisure activity of choice for a growing number of children and adults alike and localization professionals need to identify and build quality in all processes. How can we improve on the practices we see in the game and localization industry to maintain quality across languages? How can we balance motivation with responsibility and recognition in our teams?