翻译一下游戏

游戏本地化不止是翻译,还有……
招聘信息:
本地化是推广游戏、扩大玩家群、提高收入的重要手段。但在本地化工作中,应该选择哪些地区?这些地区的先后次序又是什么?本地化应投入多少成本?又要走什么流程?手游那点事将对本地化的系列问题进行详细分析。一、各家对本地化工作的报价差异大如果你对本地化的工作比较陌生,那么要了解本地化的定价就会比较困难。从网络的调查和一些供应商中可以了解到,各家的本地化报价差异非常大。除了利润层面的原因外,影响本地化定价最重要的还是本地化的工作范围及各家擅长的范畴。基本上,本地化除了涉及到文本的翻译之外,还有各种各样其它的因素,下文会逐一介绍。二、翻译并不单纯是语言转化作为本地化工作中最重要的一环,翻译并不是从一种语言转化到另一种语言那么简单。免费的解决方案有谷歌翻译(不推荐)和玩家翻译(但前提是你已经有一定的玩家基础)。当然,一般都会采取直接聘请独立译者或者工作室的方式。实际上,许多工作室都会以“翻译”之名提供多种不同的服务,但其价格并不透明。他们的服务通常包括:翻译–单个译员完成翻译工作。校对翻译–译员外的另一位译员检查翻译工作,但他们一般不精通源语言;编辑翻译–也属于译员外的第二人,针对源语言检查翻译。自动质量检测–大部分的工作室都使用QA软件检查,看看是否有双空格或缺失某些标点符号等问题。开发者对这些服务的选择也会影响价格,因此,在研究不同工作室的报价时,要确保对各项服务进行对比。三、翻译价格取决于市场环境从上述数据可以发现,某些语言的翻译价格是其他语言翻译的四倍。因为翻译属于自由的市场,价格取决于供求,以及个人译员的收费。对于某些语言,由于高质量译员的数量较多、竞争也相对激烈,所以翻译的价格也比较低。但对于其他一些语种,拥有游戏背景的专业译员相当稀少,他们的收费自然就比较高了。此外,一些语种仅在消费较高的国家中流行,因此其价格也相对较高。四、除了翻译之外,本地化工作还包括什么?如果你就某款游戏的本地化工作只是翻译文本,相信可以省不少功夫,但如果是这样,世界半数的翻译工作室或许都面临破产了。因此除了翻译之外,还应该涉及到本地游戏推广的部分工作。搜索引擎–单靠谷歌是无法在所有地区做好本地化工作。在中国,百度才是搜索引擎的佼佼者,俄罗斯则是Yandex,而韩国则是Naver。推广–应该针对不同的国家开展不同的推广策略。例如在台湾,游戏电视广告是重要的渠道。应用商店–GooglePlay对于中国和越南都并非主流,其本地化应用商店更为流行。社交媒体–在许多工作,Facebook能一枝独秀,但在中国,微信、新浪微博和QQ空间才是这个领域的领头羊,俄罗斯则是VKontakte和Odnoklassniki,而日本和韩国则以LINE为主。五、各国的游戏市场有何特色?对本地化的影响有哪些?在了解了本地化工作的流程和重点之后,要确定游戏适合做那个国家的本地化?是否有必要做本地化?首先先来看一下这些数据。2014年全球游戏收入20大国家:2014年全球付费玩家数量最多的国家:2015年4月,全球各个地区的游戏市场产值及其增长趋势:通过以上的数据不难发现,似乎传统的英法意德西(EFIGS)和中日韩(CJK)将成为最重要的市场,但也有一些新涌现的语言值得开发者引起注意。1.英语英国已经成为了游戏开发本地化的首选。因为英语能让开发者进入美国市场和英国等部分西方国家,这样能覆盖的玩家数量更多。在这点上需要注意的是,需要针对英式英语和美式英语进行区分,特别是游戏涉及语音的时候。尽管英语能让你接触各个地区的玩家,但别忘了服务器的本地化。2.法语法语本地化不仅能让开发者进入法国市场,还能在某程度上接触比利时、瑞士、加拿大,以及法国前殖民地国家。法国人钟爱自己的语言,所以如果本地化质量不高则难以吸引本地玩家。法国的游戏开发者行业也非常发达,所以本地竞争也是一个值得考虑的因素。3.意大利语意大利由于近年来经济不景气,其市场地位也随之而下滑。除本土外,意大利语的人口并不多,所以意大利市场将与其经济发展紧密相联。但要注意,意大利对本地化质量要求极高。4.德语德语是德国和奥地利的主要语言。从语言学的角度上看,德语较其他FIGS语言与英语更为接近,而德语玩家的英语水平也相对较高。是否开展德语本地化工作则取决于你的精准目标。5.西班牙语除了西班牙之外,拉丁美洲市场的崛起使西班牙语成为一大重要市场,西班牙语已经成为世界第二或第三大最多人说的语言。尽管拉丁美洲的市场价值仍相对较低,但其增长速度远高于其他地区。6.中文中文是世界上最多人说的语言,中国游戏市场也是近年来增速比较快的国家,其巨大的人口红利也将成为手游发展的重要因素。但由于文化差异、当地法律法规,中国也是最难以进入的市场之一。尽管中国大陆的手游本地化风险和投资需求都相当高,但其本地化回报率也非常高。7.日语在所有玩家心中,日本就是游戏的殿堂。日本是现代游戏行业的发源地,也产生了诸如任天堂、世嘉和索尼等游戏巨人,以及广为人知的《吃豆人》、《超音鼠》和《马里奥》等品牌游戏。日本是世界第三大游戏市场、仅次于美国和中国,其付费玩家的数量极高。但日本对于外国开发者来说是相当神秘的,目前尚未有外国游戏的本地化工作能成功征服日本,因此进军日本需非常谨慎。8.韩语韩国尽管人口相对较少(低于5千万),但其游戏市场稳居第6,其游戏文化与日本类似。韩国游戏行业竞争异常激烈,外国游戏进入韩国市场通常都需要进行深度的调整,制定周全的策略,以及与本地公司进行合作。韩国是世界著名的电子竞技中心,每年都会举办多项游戏活动吸引数百万的玩家。9.俄罗斯尽管俄罗斯在全球游戏收入的排名上仅位列第12,但其PC玩家数量占比最高,超过90%的玩家均玩PC游戏。俄罗斯的手游市场才刚起步,这对开发者来说是个切入的好时机。值得注意的是,俄罗斯经济波动较大,以及由于高零售价格和盗版猖獗的问题,俄罗斯的版权问题非常严重。10.印度印度的经济相对落后、互联网普及率低,游戏接受程度不高,但其手游市场的增速仍然非常可观。但是印度市场的本地化也充满挑战,该国共有22种官方语言,尽管英语人口相对较少,但许多玩家仍会选择使用英语。印度游戏行业年产值超过9千万美元,并拥有诸多尚未被开发的领域,但人均付费较低,手游定价甚至可以低至0.02美元。11.巴西2014年巴西游戏市场规模达到140亿美元。尽管拉丁美洲整体水平不高,但巴西是其中增速最快的国家,进入巴西市场得开展非常全面的本地化工作。12.东南亚与中国、日本或韩国相比,东南亚的手游市场竞争相对较小,但是东南亚在语言和文化方面非常多样化,开发者都需要针对这些国家作认真的研究。尽管东南亚共有11个国家,但其中6个国家占整个地区的游戏收入的99%:印尼、马来西亚、菲律宾、新加坡、泰国和越南。
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京公网安备89翻译安卓应用游戏下载_翻译最新手机版下载[第1页] - 豌豆荚官网游戏开发者本土化建议之文本翻译(1)
发布时间: 15:15:20
Tags:,,,,,
作者:Mike Souto
将你所有的东西打包成一个文件,听起来好像就可以进行本土化处理了。你已经用一个出色的excel/gdoc/loc工具将其整合在一起,是时间将其发送出去了。但这里要提个醒:你确定真的都准备好了吗?你会得到最好的翻译结果吗?它会准确无误,不含漏洞吗?以下就是面向开发者本土化处理的一些建议,本博文包括两个首要环节,游戏介绍以及背景/描述的重要性。
恰当地介绍你的游戏
翻译人员拥有你的文件,知道标题,你最好还要提供一些关于游戏和平台的信息。这就够了吗?如果你只打算收到简单的翻译结果,这就可以了。但如果你想收到出色的翻译内容,最好要让翻译人员更好地理解源文本内容。
我们有时候会收到大量很棒的信息。但如果只提供极为基本的信息,就只能得到极为普通的结果。所以尽量为翻译人员提供更多信息这一点就十分重要了。这种做法值得称道,你也确实不要过份担心安全性的问题。
如果有些内容是十分机密的,那就要确保与翻译人员签署保密协议。这样等于是告诉翻译人员,他们会知道即将发布游戏的细节,如果泄密的话就会追究他们的责任,你今后也不会再与他们合作。多数翻译公司会有一支可依赖的团队(签署保密协议)来翻译文本。
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那么关于游戏信息,你能否提供了以下内容?
游戏名称:这是个很简单的内容对吧?你希望将这一名称本土化吗?或许只是标签线?还是想在本土化标题后加括号用英文注明?
平台:这现在已经是个很简单的问题了。、
语言:确保你已经明确了你所需要的语言。如果你只是想要中文版,许多本土化专家就会问你偏好哪种风格。但如果你还没有事先调查自己的需要,那么这就会拖延你的翻译进程。
概述:告诉游戏玩家有关游戏本身、游戏题材,游戏主色,游戏目标等内容。
*目标受众:游戏所瞄准的对象,以及它应该包含哪种语言?它是否属于应该使用简单易理解文字的儿童游戏?
*年龄分级:这款游戏是拥有一些温各声明,面向更年长的用户市场吗?如果翻译人员知道其瞄准的分级情况,那么就会完成相应的本土化文本。每个国家的声明原则都会有所不同,所以明确的指示是关键。
视频以及代码:如果你有代码,或者游戏已经发布英文版,那就再好不过了。翻译人员可以下载试玩一下。对于主机游戏来说这当然并非易事。但最好是为之提供一些视频或网站上可点击的链接,让他们先体验一番。
截图/UI视频:如果你可以提供一个包括UI连续镜头的短视频,那么也会很有帮助。翻译人员就会理解他们需要应对多大的空间。这也有助于了解游戏情境。
之前的翻译:这是一个续作吗?如果是,那么就有必要让翻译人员看看前作的翻译内容。他们就能够确认是否可以翻译某些字段(以及他们应该翻译的内容)。如果你的前作中有一个称为“Demon Bob”的角色,但在续作中却更名为“Devil Bob”那就非常不可取了。如果地图图像无法更改,那么与城镇相关的翻译就应该保持为原来的语言。例如,翻译在本土化文本中就不应该涉及“Shadow cliffs”这一地名,否则玩家寻找这座城时就会不知所措。
哪些内容应该进行本土化处理:如果这是首次翻译,那么你就应该列出哪些内容要翻译,哪些保持原样。你可能并不是最理想的拍板人选,所以要与本土化合作伙伴进行沟通。
你可能还有不想本土化特定元素的其他原因。例如,有些文本可能含有图像元素特征,需要花费许多精力和时间进行本土化(游戏邦注:例如,你的某个地图含有城镇名称)所以要向他们指出这一点。例如,当你的地图中含有城镇名筄时,假如地图图像不可更改,那么文本中涉及城镇的翻译就要保持原来的语言,以便玩家寻找某一城镇时不知所措。
特殊字符和变量的说明:
你的文本是否含有需要区别对待的特殊字符?最好让翻译人员知道这些要求。例如:
1.你的字符串中是否含有“\n”?在 “\n”之前是否要留一个空格?这里有没有什么需要遵守的规则?
2.是否存在你无法支持的特定字符?最好在翻译之前进行确认。例如,是否只能使用特定类型的引号?
3.也许你需要确保“…”这一符号是3个单独的句号而非自然生成的省略号。
4.方括号里的内容是否都不需要翻译?
这些说明越多越明确。如果翻译人员完全清楚其中的约束条件和规则,那么之后发生的错误就会大大减少!
描述和情境
通常情况下,人们提交给翻译人员的文件是一系列没有描述或情境的字符串。这样他们就无法进行恰当的翻译。难道他们应该靠自己的猜测来完成翻译吗?有时候,如果字符串ID拥有明确的结构和注明用处,翻译人员就会知道其中情境。例如“STR_KillEnemyBarkOrder001”或“STR_Xbox360ButtonPressOK”。但多数情况下这种可能性很小。这正是字符串的描述/信息的关键所在。你可能会认为这很麻烦,不值得考虑。但事实并非如此。你都愿意花钱本土化自己的游戏,难道不该得到正确的翻译吗?提供情境和进一步信息,有助于削减之后翻译人员向你提问的次数,这不是更省时省力吗?
以下就是一些参考例子:
1.FIRE。这是什么意思?是指开枪的Fire还是指燃烧的Fire?
2.WATCH。这是指认真观察还是手腕上戴的手表?
3.KICK。是指痛打敌人,还是在多人游戏中把某位玩家踢出局?
这里还有像HAT和CHAIR的例子。
你应该说明哪种帽子或椅子。许多语言针对帽子或椅子类型会有不同的词语。这是一个大礼帽,猎鹿帽还是常礼帽?至于椅子,这是一个餐椅,手扶椅还是办公椅呢?
清晰和情境是关键,如果你的游戏让玩家去找一顶帽子,而翻译中的帽子与他们所找到的帽子截然不同,那就很糟糕了。
针对平台的文本
你应该如何向翻译人员讲述文本针对的是哪个平台?这个问题给翻译人员制造了大量问题。如果目标平台就在字符串摘要栏中,这种情况就很理想。
千万不要创造“这是面向所有平台”这种描述。你也不要指望某个字符串的翻译与英文字符串一模一样。例如,意大利语中的“按钮”在PS和XBox平台上就存在区别。所以你可能会有一个“摁压按钮”的字符,并认为这种翻译适用于所有平台。事实并非如此。因此你要确保每个平台都有特定的字符串,并清晰指出它们针对的是哪个平台。没错,这会有相当数量的副本,但这总比最后才被告知翻译有所区别要好,因为这意味着你要重新为新字符编码,以呈现这种区别。如果早期就制定计划,就可能避免这种情况。
你还应该确保自己区分和复制了涉及平台上的点触、触摸和摁压这些字符。在移动平台上,点触和触摸是很常用的词语,但却甚少出现在主机平台上。如果翻译不准确,那么团队就得重新创造字符,这本是在开发循环初期就可以避免的麻烦。
确认这些平台特定字符尤其重要。在提交过程中发现的任何问题都可能威胁到发布日期和相应的PR工作,以及你可能规划好的营销活动。(本文为游戏邦/编译,拒绝任何不保留版权的转载,如需转载请联系:游戏邦)
Developers – Make your text translator-friendly – A few tips (Part 1)
by Mike Souto
The thoughts and opinions expressed are those of the writer and not Gamasutra or its parent company.
This blog was originally posted on Localize Direct’s blog on Feb the 12th, 2014.
Developers – Make your text translator-friendly – A few tips (Part 1)
Putting together a file with all your strings may sound like enough to then push into Loc. You’ve put it all together and it’s in a nice excel/gdoc/loc tool etc. Right then, time to send out. Although a word of warning, is it all really ready to go? Will you get the best possible translations back? And will it all be accurate and bug free? Here are a few tips to help you along the way. This blog contains the first two sections, Game Introduction and Importance of context/description on strings.
Introducing your game properly
The translator has your file, been told the title and hopefully provided with some info on the game and platforms. Is that enough? This can suffice if you plan to receive a basic translation result. If you want to receive superior quality the translator needs to have a greater understanding of the source text.
We sometimes receive a huge amount of information and that’s great. It’s all too regular however that the request comes in, very basic info is provided and that is all. It really makes a lot of sense to provide the translator with as much information as possible. It is greatly appreciated and you really don’t need to be too worried about security. If it’s something super secret then by all means get the translators to sign an NDA. That said however, the translator is fully aware that should details of the game be released and they are to blame then they will not be asked to work with you again. Most translation companies will have a trusted team (under NDA) that work on the text.
So with regards to the game information, are you able to supply the following?
Game name. Nice easy one eh? Although do you want this to be localised? Or perhaps just the tag line? Or perhaps you want the English in brackets after the localised title?
Platforms: Now that’s an easy one.
Languages: Ensure that you have been specific enough with which languages you require. If you just asked for Chinese then most LSPs will ask which flavour you desire. However if you haven’t researched which you need in advance, then this will delay kicking off the translations (obviously).
Overview: Tell the translator about the game, the game genre, who the main protagonist is, what the aim is, etc.
Demographic: Who is the game aimed at and what kind of language should it contain? Is this a kids game so the language used should be simplistic to understand?
Age rating: Is this a game for the older market with some mild swearing? If the translator is aware of the target rating then the text can be localised to suit. Swearing guidelines vary in each country so a clear indication is key.
Video and/or Code:
If you have code or the game has been released in English already then great. The translator can usually download and have a play. This is of course not so easy for console titles. As a backup then it’s very useful to either provide some video or links to clips that can be found online.
Screenshots/Video of UI: If you can provide a short video that contains footage of the UI then that really helps too. The translator can then understand how much space they have to play with. It will also help with context of strings (see below).
Previous translations: Is this a sequel? If it is then the translator really needs to see the previous translations. They are then able to check on whether certain terms should be translated or not (and also what they were translated to). It’s quite an error if you have a character called “Demon Bob” in the first game who has now changed to “Devil Bob” in the sequel.
What should and shouldn’t be localised: If this is a first-time translation then you should have a list of what you do and don’t want localised. You may not however be the best person to make this call so speak with your localisation partner.
You may however have other reasons for not wanting to localise certain elements. For example, certain text may feature in graphical elements which would take an age (and great effort) to localise. Point these out and let the guys know. An example is if you feature a map containing names of towns. If the map graphic cannot be changed then references to the towns featured in the translation should be kept in the source language. A translation shouldn’t refer to the “Shadow cliffs” in a localised form for example, when the player looks for this town they will have no idea where or what to look for.
Guidelines on special characters and variables:
Does your text feature special characters that must be treated in a certain way? Best to get this information in front of the translator. For example:
1. Do you feature “\n” in the strings? Do you need to have a space before the “\n”? Are there rules to follow?
2. Are there certain characters that you cannot support. Best to catch them before they go in.
For example, only a certain type of quotation mark can be used?
3. Perhaps you need to ensure that an elilipsis “…” is three separate full stops as opposed to the auto character that can be generated.
4. Is anything in square brackets to be left untranslated?
The more the merrier on these guidelines. If the translator is fully aware of the limitations and rules, then the number of errors found later can be greatly reduced!
Description and Context
All too often translators are provided with a file containing a collection of strings with no description or context. As such they find that they are none the wiser when it comes to appropriate translation. Should they speculate and use guesswork to base their translations on? Hmm, I don’t think they should. Sometimes context can be worked out if the String ID has a clear structure and points to where it will be used. “STR_KillEnemyBarkOrder001” or “STR_Xbox360ButtonPressOK”. All too often however, it’s not possible. This is where description/information on strings is key. You may think that this is a pain and not really worth it. It really is worth it. If you are willing to spend money to localise your game then shouldn’t it contain the correct translations? Providing the context and further information will also cut down on the number of translator questions you receive later on, isn’t that worth it?
A few examples for you:
1. FIRE. What does FIRE mean? Fire (as in to shoot) or Fire (as in the logs/coal burning hot thing)?
2. WATCH. To observe something or the time keeper on your wrist?
3. KICK. To kick an enemy protagonist or to eject a player from your mplayer game?
Then there are things like HAT and CHAIR (to provide two examples).
You should be clear in what kind of hat or chair it is. Many languages will have specific words for the type of hat or chair. It it a hat or cap? Is it a top hat, deerstalker or bowler? With regards to chair, is it a dining chair, armchair, office chair etc?
Clarity and context is key, it’s not the greatest advert for your game if the player is told to find a hat and the translation for this hat is very different to what they are looking for.
Platform specific text
How will the translator be able to tell which platform the text is for? This is a very popular type of problem that generates a large number of translator questions. Again if in the String ID then that certainly helps. If the target platform is included in a string description column then that is ideal.
Do try to get away from creating “this is for all platforms” strings. You also cannot rely on the translation for a string being the same for an identical string in English. For example, Button in Italian is different on PS and XBox. So you may have “Press a button” and assume that the translation for this will be fine for any platform. It will not. You should therefore ensure that there are specific strings for each platform, and clearly label which platform they are for. Yes, there will be a fair amount of duplication, however this is preferable to being told at the last minute that there are differences in the translation. You now have to code a new string into the mix to allow for the difference. This is something that can be avoided if planned for early in the process.
You also need to ensure that you have separated and duplicated strings with references to Tap, Touch and Press depending on the platform (for example). Tap and Touch are regular terms when it comes to mobile platforms but very rarely used on consoles. Again a popular area where translators will regularly notify the team to point out an inaccuracy. Once pointed out then the team have to create a specific string which is a pain and can be mitigated earlier in the dev cycle.
It’s extremely important that these platform specific strings are identified. Any problems found once in submission can jeopardise release date and corresponding PR and marketing you may have planned. The importance cannot be overstressed. A little extra effort in preparing your strings will result in minimising the potential for this catastrophic event.
In the next B preparing your script strings and max text length considerations.(source:)
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