(text-colour:blue)+(bg:(gradient: 0, 0,#ffffff,0.5,#e5e619,1,#ffffff))[//<span style="animation: blinker 1s linear infinite; font-size: smaller;">
Have you ever played a video game created by developers from a different cultural and linguistic background?
Did the immersive experience of the game spark your interest in learning a new language or exploring the culture of its origin?
While playing, did you encounter any elements that seemed out of place or disrupted your immersion in the game world?</span>//]
(bg:#eebefa)[//Moveover, have you ever pondered the intricacies of [[game localization]] and how it influences your gaming experience by adapting content for diverse audiences?//]
These questions delve into the intersection of:[
* [[Video Games]]
* [[Translation Studies]], and technical communication, shedding light on the complex processes of [[game localization]], the role of fan communities, and the rich interplay of various modes of communication and expression within the context of video games.Game localization, according to O'Hagan and Mangiron (2013), (text-colour:lime)[is the complete process of modifying video game software produced in one nation for the market of another, adjusting it to meet the particular linguistic, cultural, legal and technological needs of regional players].
Should it be distinguished and connected with [[internationalization]]?
(bg:#74c0fc)[Styles of localization:]
[[No localization]]
[[Box and documentation localization]]
[[Partial localization]]
[[Full localization]]
(bg:#74c0fc)[Production models:]
[[Localization Performer]]
[[Release Timing]]
(bg:#74c0fc)[History:]
[[Pioneering Era (Before the mid-1980s)]]
[[Golden Age (Mid-1980s to Mid-1990s)]]
[[Transition and Innovation (Mid- to Late 1990s)]]
[[Mainstream Expansion (2000s)]]
[[Diversification and Accessibility (2010s)]]
[[AI Integration (Since 2019)]]
(bg:#74c0fc)[Other topics:]
[[Gendered Languages in Games]]
[[Research Trajectory]]
[[Examples of Localized Games]]
Localization Quality Assurance (LQA)Munday (2008, 191) in turn observes that the distinction between lo- calization and translation is “blurred, but generally localization is seen by indus- try as a superordinate term that encompasses translation”.
[[Audiovisual Translation (AVT)]]
[[Fan Translation]]
[[Machine Translation (MT)]]
[[Computer Assisted Translation (CAT)]]Fan translation is a testament to the power of fan communities and their dedication to preserving and sharing cultural experiences across linguistic and geographic boundaries (Sauro, 2017). Fan translation of video games is either driven by fan-deemed "inferior translation", or "blindly translated" content, or unavailability of some games in certain languages (O’Hagan & Mangiron, 2013). Fan translation of video games also faces some technological and legal challenges.
<iframe width="560" height="315" src="https://www.youtube.com/embed/DRI5stRLtyk?si=ufLjjQxmbbSSimhw" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''Fan Translation Origins: ''The practice of fan translation emerged with the rise of video game console emulation and the Internet in the late 1990s [[Transition to 3D and Online Gaming (1990s-2000s)]] . A passionate community of gamers developed, interested in replaying and modifying games from their youth.
''Fan Translation Now:'' Digital media users today regard all of mass culture as an archive from which they can redeploy content for their own creations (De Kosnik, 2016). (text-colour:#91a7ff)[Romhacking.net] is a valuable online community and resource hub of this kind for video game enthusiasts, particularly those interested in modifying, translating, and enhancing classic video games. It is also a way of archiving those classic video games and making them playable again in various languages across platforms.
<iframe src="https://www.romhacking.net/" width="600" height="400"></iframe>
Another fan community //(bg:#99e9f2)[Legends of Localization]// serves as a platform for checking localization quality and analyze linguistic naunces.
Some fan translations are of high quality and end up in official localized versions.
Good fan translation example:
[[//Mother 3//|Mother 3]]
//The Great Ace Attorney//(bg:#b197fc)[History]
[[Beginning of Electronic Games (Pre-1970s)]]
The birth of the video game industry [[Arcade Era (1970s-1980s)]]
[[Home Console Boom (1980s-1990s)]]
[[Transition to 3D and Online Gaming (1990s-2000s)]]
[[Mobile Gaming Explosion (2000s-Present)]]
[[Virtual Reality and Augmented Reality (2010s-Present)]]
[[AI Integration (2020s-Present)]]
(bg:#b197fc)[Milestone]
[[Gaming Platforms]]
[[Technology Milestones]]
[[Iconic Games]]Audiovisual translation (AVT), also referred to as multimedia translation, is a specialized branch of translation studies that focuses on the transfer of multimodal and multimedial texts into another language and/or culture. The field of AVT is intrinsically tied to technological developments and the evolution of new media and digital media formats.
As digital media continues to evolve, encompassing a wide range of interactive, multimedia, and multimodal experiences, the traditional distinctions between localization and audiovisual translation (AVT) are being eroded. The lines separating the translation of software, websites, video games, and other digital content from the translation of films, television shows, and other audiovisual media are becoming increasingly indistinct. Game localization, in particular, exemplifies this convergence, as it involves the translation and adaptation of various semiotic modes, including text, audio, visuals, and interactive elements. Localizing a video game [[Full localization]] requires skills and processes that span both localization and AVT, such as subtitling, dubbing (voiceover), cultural adaptation, spatial and temporal constraints, and technical integration (O’Hagan & Mangiron, 2013).
No localization refers to the situation where a video game is released in a market without undergoing any adaptation or translation to accommodate the language, culture, or preferences of the target audience.
It was commonly adopted during the [[Pioneering Era (Before the mid-1980s)]].Box and documentation localization, also referred to as "Box and Docs" localization, is the practice of translating the packaging and documentation of a video game, into different languages to make it more accessible to foreign consumers, while the in-game texts remain in the source language. This practice became standard among publishers as they realized that investing in translation could increase their revenues. The term "E-figs" was coined to refer to the languages English, French, Italian, German, and Spanish, which are commonly targeted for translation due to the maturity of their national markets and the demand for entertainment products.
This localization style appeared and went popular in [[Golden Age (Mid-1980s to Mid-1990s)]] with the famouse title [[Mario Bros]].Partical localization
Chandler (2005: 14) calls “partial localisation” for most titles, where also the UI (user interface or interactive menus) would be translated, and subtitles would often be provided for pre-rendered cut scenes, and in-game animations. This approach allows non-English speakers to navigate the game interface and follow the storyline more closely without relying heavily on manuals. Subtitles also make the game accessible to the deaf and hard-of-hearing community, both domestically and internationally, by providing intralingual and interlingual options (Bernal-Merino, 2011).
It was developed and went popular during [[Transition and Innovation (Mid- to Late 1990s)]] with the surge of visual novels and RPGs.Full localization involves translating all aspects of the game, including audio files such as voiceovers (Bernal-Merino, 2011). This comprehensive approach treats international players as local ones by providing them with a fully immersive experience in their native language. While more expensive and typically reserved for blockbuster titles, full localization sets a higher standard for the game industry and establishes game localization as a necessary partner. Games like //Baldur’s Gate//, which was fully translated and dubbed into Spanish, exemplify the extensive effort required for full localization, including translating hundreds of thousands of words and recording thousands of voiceover files for each language version.
Due to the high costs of this localization style, it is usually undertaken by AAA game companies and preferred by Japanese roleplaying games (RPGs) and visual novels. More and more games developed during [[Mainstream Expansion (2000s)]] began to adopt this style.
Examples:
[[Baldur's Gate]]
[[Personas]][[In-House Model]]
[[Outsourcing Model]]
[[Fan Translation]] [[Sim-Ship Localization Model]]
[[Post-Gold Localization Model]] Localization occurs concurrently with the game development process, allowing for the release of the original and localized versions simultaneously. This approach minimizes delays, supports marketing strategies, and fosters global gaming communities.
a broad alignment between the [[Outsourcing Model]] and the sim-ship models (O’Hagan & Mangiron, 2013)Localization takes place after the completion of the original version, resulting in a lag between the release of the original and localized versions. While this model allows translators to work with finished products, it may lead to longer wait times for consumers.
It was common in early days of game localization and is often connected with [[In-House Model]].Chandler and Deming argued that "internationalization and localization are the two basic areas to consider when creating international versions of game software" (2011, p. 4). But it falls short of capturing the comprehensive nature of game localization as it is understood and practiced in today's game industry. Contemporary game localization encompasses a much broader range of elements and considerations that go beyond the traditional notions of internationalization (the process of designing and developing a product to facilitate future localization efforts) and localization (the adaptation of a product's language and cultural elements for a specific locale or market).Localization is conducted internally by the developer or publisher, often involving a dedicated localization department and freelance translators. Translators typically have access to the original game and work closely with the development team.
It is often connected with [[Post-Gold Localization Model]].
Example:
[[Genshin Impact]] Localization is outsourced to specialized vendors or translators. The vendor manages the entire localization process, from translation to integration of game assets. Translators may work independently and have limited access to context.
Outsourced localization may lack contextual information, leading to challenges for translators known as "blind localization."
There is a broad alignment between the Outsourcing Model and the [[Sim-Ship Localization Model]] (O’Hagan & Mangiron, 2013).
Examples:
Outsourcing service provide: [[Keywords]]
Game: [[Baldur's Gate]](text-colour:#faa2c1)[1990s:]
Practitioners like Frank Dietz and Michael Scholand begin sharing insights based on their experience in game translation.
Game localization starts gaining recognition as a distinct form of translation, with articles appearing in industry publications like Language International.
(text-colour:#faa2c1)[2001:]
Language International features game localization, raising awareness within the translation community about this practice.
(text-colour:#faa2c1)[2004-2012:]
MultiLingual and the Localization World series become prominent platforms for discussing game localization issues.
Topics covered include terminology challenges, cultural adaptations, and geopolitical conflicts.
Increasing interest in targeting markets like China and exploring concepts like "gamification."
(text-colour:#faa2c1)[2007:]
The Localization World conference series begins hosting the Game Localization Round Table, addressing specific issues in game localization.
The International Game Developers Association (IGDA) establishes a special interest group (SIG) on game localization to raise awareness among game developers.
(text-colour:#faa2c1)[2008:]
The International Game Developers Conference (GDC) hosts a panel on game localization for the first time, inaugurating the Game Localization Summit.
(text-colour:#faa2c1)[2010:]
Translation and Accessibility in Video Games and Virtual Worlds conference series is launched, indicating a new interdisciplinary direction in game localization research.
The IGDA's game localization SIG begins organizing theme-specific online discussions, gathering insights from practitioners and drafting best practice guidelines.
(text-colour:#faa2c1)[2011-2012:]
Best practice guidelines for game localization are published, providing valuable insights for both localization vendors and game companies.
Reference: O’Hagan & Mangiron, 2013''Keywords Studios'', a premier game localization service provider, boasts a global network of studios committed to efficiency. Established in 1998, Keywords Studios has expanded through strategic acquisitions, aiming to offer comprehensive game localization solutions. Collaborating with numerous AAA game developers, Keywords Studios has contributed to localizing major titles. Notably, since 2015, they have worked on 162 games, including renowned titles like[[//Assassin's Creed Odyssey//|Assassin’s Creed Nexus VR]] (2021), //Avatar: Frontiers of Pandora// (2023) and //Contra: Operation Galuga// (2024). Their impressive clientele includes 24 of the world's top 25 gaming publishers, such as Activision Blizzard, Bandai Namco, Bethesda, Electronic Arts, Konami, Microsoft, Riot Games, Square Enix, Supercell, TakeTwo, Epic Games, and Ubisoft.
Keywords Studios is dedicated to integrating state-of-the-art technologies into its game localization solutions.
(bg:#e599f7)[Technological innovations:]
2020: [[XLOC]]
2021: [[KantanAI]]* Origins of Gaming: From early experiments to [[the birth of arcade gaming|Arcade Era (1970s-1980s)]].
* Home Entertainment Revolution: Introduction of [[home consoles|Home Console Boom (1980s-1990s)]] and early computer gaming.
* Japanese Games Entering the US Market:
[[//Space Invaders/スペースインベーダー (1978)//|Iconic Games]]
The game was developed and released by Taito in Japan and licensed to Midway Manufacturing for overseas distribution. It contains limited texts and all game texts are rendered in English.
<iframe src="https://spaceinvaders.jp/history.html" width="600" height="400"></iframe>
[[//Pac-Man (パックマン Pakkuman) (1980)//|Iconic Games]]
<iframe src="https://pacman.fandom.com/wiki/Pac-Man" width="600" height="400"></iframe>
//Pac-Man// is one of the earliest games to undergo localization, and it has been extensively discussed and documented in detail. Check the [[localization details |Examples of Localized Games]].
The need for localization is relatively low because as many video games emphasized straightforward mechanics and captivating gameplay (Bernal-Merino, 2011). Many games were [[No localization]].
Arcade Dominance: The rise of arcade culture and iconic arcade games during [[Arcade Era (1970s-1980s)]] promotes the needs for localization.
Console Wars and Innovation: Emergence of home consoles and landmark titles during [[Home Console Boom (1980s-1990s)]] witnessed more poeple playing games on a global basis.
Nintendo’s [[Mario Bros]], which was distributed with packaging and documentation translated into German, French, Spanish, Italian and Dutch with the in-game text (menus, etc.) remaining in English, promotes [[Box and documentation localization]] became a standard practice.
3D Revolution: Adoption of 3D graphics and gameplay mechanics during [[Transition to 3D and Online Gaming (1990s-2000s)]] required better localization services to provide seamless and immesive gaming experience.
Rise of [[Fan Translation]]: the birth of the Internet, the growth of the video gaming market, the increasing popularity of PC gaming, and the technological development regarding text extraction, version control and such provided a fertile ground for fan communities to flourish.
The rise of text-heavy genres: like role-playing games and visual novels contributes to an increased workload in game localization, promoting [[Partial localization]] and [[Outsourcing Model]].
The nineties are also known for some of the most iconic colorful and low quality translations. Check the following examples:
[[Personas]]
[[Zero Wing]] [[Mobile Gaming Explosion (2000s-Present)]] and online gaming enabled in the Internet era promoted gaming to go mainstream with increased popularity and cultural impact. As video games typically have a relatively brief period of popularity, even if they achieve significant success, game publishers found that the most effective strategy was to release all language versions simultaneously (Bernal-Merino, 2011). This also led to the [[Sim-Ship race|Sim-Ship Localization Model]].
Online Revolution:
The advent of massive multiplayer online games (MMOs) and the widespread adoption of digital distribution channels sparked a revolution in the gaming industry, necessitating efficient and real-time localization processes. This shift towards online gaming platforms drove the evolution of game localization, with a significant emphasis on web-based translation tools. [[Computer Assisted Translation (CAT)]] tools, traditionally utilized for offline translation tasks, underwent adaptation for online use during this time, enabling simultaneous and collaborative localization efforts across geographically dispersed teams.Indie Renaissance: Flourishing of indie game development and diversity of titles further promoted [[Fan Translation]] endeavors.
VR gaming: [[Virtual Reality and Augmented Reality (2010s-Present)]] saw a surge of VR and AR games. [[Full localization]] has become the norm, and games are being translated into more languages than ever.
VR games also promises to push the boundaries of both video games and localization. Players express deeper requirements for VR game localization the get an immersive and seamless experience.
VR games aim to create a sense of complete immersion, transporting players into virtual worlds that feel utterly real. Effective [[dubbing|Audiovisual Translation (AVT)]] ensures that the dialogue and audio cues seamlessly blend with the surrounding environment, enhancing the overall sense of presence and believability.
Players yelled for Spanish voiceover in fan communities:
(text-colour:#91a7ff)[//"VR is an ecosystem by itself. You are not in your room in front of your desktop, focusing just on the game character that is speaking to you. You are being distracted by the thousands of external noises the VR adds to the equation: your virtual hands, the environment, the interfaces, the action, other characters movements... instructions have to be crystal clear to allow somebody that doesn't speak fluently that language to know exactly what to do and how to do it in VR. Oculus, there are thousands of Spanish people, VR users, not buying your games. Not because they don't want them, not because they hate them, but because they can't understand them. And VR needs users. All of them. All of us. Every damn user no matter where in the word he/she is."//]
Source: https://www.reddit.com/r/oculus/comments/dwo5aw/languagesubtitles_in_oculus_games_should_be/AI and Game Development: [[AI Integration (2020s-Present)]] in game development, such as procedural content generation and AI-powered real-time interactions with NPCs enhanced player experiences and personalized content. But it also poses challenges such as the quest for speed and accuracy in translation. Translating nuanced and context-dependent content generated by AI algorithms requires not only linguistic proficiency but also cultural sensitivity and creativity to ensure that the localized version resonates with players worldwide.
Information Age: in the moderm world where data travels instantly, [[Sim-Ship Localization Model]] is the norm.
However, the same AI technologies that challenge game localization also offer solutions. AI-driven localization tools, such as [[KantanAI]], can help streamline the translation process by automating repetitive tasks, facilitating consistency across translations, and even adapting content dynamically based on player preferences and feedback. By harnessing AI capabilities, game localization teams can overcome the challenges posed by the integration of AI in game development and deliver high-quality localized experiences to players globally.
This period encompasses the earliest experiments and innovations in computer-based gaming, including text-based games and simple graphical interfaces.
''Early propotypes for electronic games:''
(text-colour:#c5f6fa)[//Tennis for Two (1958)//]
<div style="max-width: 100%; height: auto;">
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/2c/Tennis_For_Two_in_1959.jpg/1920px-Tennis_For_Two_in_1959.jpg" style="max-width: 100%; height: auto;">
</div>
(text-colour:#c5f6fa)[//Spacewar! (1962)//]
<div style="max-width: 100%; height: auto;">
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/2/23/Spacewar%21-PDP-1-20070512.jpg/2560px-Spacewar%21-PDP-1-20070512.jpg" style="max-width: 100%; height: auto;">
</div>(bg:#e599f7)[''The Birth of the Video Game Industry'']
This phase saw the rise of arcade gaming. Arcades became popular social spaces, and home gaming consoles started to emerge.
(bg:#b197fc)[''[[Platform Development|Gaming Platforms]] '']
1972 [[Magnavox Odyssey|Gaming Platforms]]
1976 [[Fairchild Channel F|Gaming Platforms]]
1977 [[Atari 2600|Gaming Platforms]]
(text-colour:#e5dbff)[''[[Technology Milestones]]'']
Integrated circuits to microprocessors: smoother and better looking animation
Apple II computer supporting a library of games
[[Iconic Games]]
//Computer Space (1971)//
<iframe width="560" height="315" src="https://www.youtube.com/embed/YR7gmVpw6Io?si=k_FOxlzwZo51J-tO" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
(bg:#b197fc)[''Establishment of the Game Industry: Wild Growth'']
The proliferation of home gaming consoles like the Atari 2600, Nintendo Entertainment System (NES), and Sega Genesis marked this era. Video games became a mainstream form of entertainment. Along the decade, the game industry in the US dramatically declined with the demise of Atari, while Japanese console manufacturers such as Nintendo and later Sega rose rapidly, leading a shift to 16-bit consoles. More and more Japanese games entered the US market.
(bg:#b197fc)[''[[Platform Development|Gaming Platforms]] '']
1983/1985 [[Nintendo Famicom/Nintendo Entertainment System (NES)|Gaming Platforms]]
1987 [[Sega MegaDrive|Gaming Platforms]]
1989 [[Nintendo Game Boy|Gaming Platforms]]
1989 [[Atari’s handheld Lynx|Gaming Platforms]]
(text-colour:#e5dbff)[''[[Technology Milestones]]'']
Handheld game consoles with communication cables
16-bit machines with better graphics and sound
Commodore 64 was released in 1982
[[Iconic Games]]
//Pac-Man (1980) - JP// [[Check localization details|Pac-Man]]
//Mario Bros (1983) - JP// [[Check localization details|Mario Bros]](bg:#b197fc)[''Transition of the Game Industry'']
The shift from 2D to 3D graphics transformed the gaming industry. Games like [[//Super Mario 64//|Iconic Games]] and //Tomb Raider// pioneered 3D gameplay, while Sony's PlayStation and Microsoft's Xbox entered the market.
(bg:#b197fc)[''[[Platform Development|Gaming Platforms]] '']
1990 [[Nintendo Super Famicom|Gaming Platforms]]
1994 [[Sony PlayStation|Gaming Platforms]]
1994 [[Sega Saturn|Gaming Platforms]]
1995 [[Windows 95|Gaming Platforms]]
(text-colour:#e5dbff)[''[[Technology Milestones]]'']
64-bit machines with CPU/GPU
Cartridges replaced by CD-ROM
2D to 3D
Inclusion of (unsynthesized) human voice in games becoming more common
Windows 95
[[Iconic Games]]
//Zero Wing (1991) - JP// [[Check localization details|Zero Wing]]
//Mario Bros 64 (1996) - JP//
//Personas (1996) - JP// [[Check localization details|Personas]]
//Baldur's Gate (1998) - US// [[Check localization details|Baldur's Gate]](bg:#b197fc)[''Globalization and Mobile Game Explosion'']
The Internet promoted globalization in ealy 2000s. Online gaming and massively multiplayer online video games (MMOs) and MMORPGs were gaining popularity, such as [[//World of Warcraft//|Iconic Games]].
The widespread adoption of smartphones led to a surge in mobile gaming. Games like //Angry Birds// and //Candy Crush Saga// became global phenomena, reaching millions of players worldwide.
(bg:#b197fc)[''[[Platform Development|Gaming Platforms]] '']
2000 [[Sony PlayStation 2|Gaming Platforms]]
2001 [[Microsoft Xbox|Gaming Platforms]]
2001 [[Nintendo GameCube & Game Boy Advance|Gaming Platforms]]
2004 [[Nintendo DS|Gaming Platforms]]
2005 [[Nintendo Wii|Gaming Platforms]]
2005 [[Sony PSP|Gaming Platforms]]
2005 [[Microsoft Xbox360|Gaming Platforms]]
(text-colour:#e5dbff)[''[[Technology Milestones]]'']
DVD
Integration of games, movies, music Xbox with internal hard drive
Touch-sensitive screen
Voice recognition
Radio sensor controller
Online networking mode
Multimedia storage
Blu-ray and High Definition TV technologies
ASCII strings
[[Iconic Games]]
//World of Warcraft (2004) - US//
//Mother 3 (2006) - JP// [[Check localization details|Mother 3]](bg:#b197fc)[''VR, AR and Immersion'']
The development of virtual reality (VR) and augmented reality (AR) technologies opened up new possibilities for immersive gaming experiences. Devices like the Oculus Rift and PlayStation VR brought VR gaming to mainstream audiences.
The democratization of game development tools and platforms allowed independent developers to create innovative and diverse games. Indie titles like //Minecraft// gained critical acclaim and commercial success.
(bg:#b197fc)[''[[Platform Development|Gaming Platforms]] '']
2010 [[Oculus Rift|Gaming Platforms]]
2012 [[Nintendo Wii U|Gaming Platforms]]
2013 [[Sony PlayStation 4|Gaming Platforms]]
2017 [[Nintendo Switch Family|Gaming Platforms]]
(text-colour:#e5dbff)[''[[Technology Milestones]]'']
VR and AR
Cloud gaming
Gaming subscriptions
Livestreaming
[[Iconic Games]]
//Minecraft (2011) - US//
//Fallenout 4 (2015) - US// [[Check localization details|Fallenout 4]](bg:#b197fc)[''Games in the Age of Generative AI'']
The integration of artificial intelligence (AI) technologies into game development can be dated back to 1950s and is becoming increasingly common, leading to advancements in procedural generation, NPC behavior, and player personalization.
The COVID-19 pandemic promoted the growth of the gaming market. One notable trend that emerged during this time was the rise of cozy games, games that create a relaxing vibe and enhance social connections.
(bg:#b197fc)[''[[Platform Development|Gaming Platforms]] '']
2020 [[Xbox Series X/S|Gaming Platforms]]
2020 [[PlayStation 5|Gaming Platforms]]
2020 [[Nvidia's GameGAN|Gaming Platforms]]
2023 [[Unity Muse|Gaming Platforms]]
(text-colour:#e5dbff)[''[[Technology Milestones]]'']
AI-Powered Game Engines
Procedural Content Generation (PCG)
AI-enhanced integrated development environments (IDEs)
Real-time and multimodal interactions with GenAI-powered NPCs
[[Iconic Games]]
//Genshin Impact (2020) - China// [[Check localization details|Genshin Impact]]
//Assassin’s Creed Nexus VR (2023) - US// [[Check localization details|Assassin’s Creed Nexus VR]](bg:#8ce99a)[''Timeline of the Development of Gaming Platforms'']
* 1st generation console Magnavox Odyssey – no sound
Release date: 1972 in NA and 1973 in EU
It consisted of a white, black, and brown oblong box connected to a television set, with two rectangular controllers attached by wires. The console could display three square dots and a vertical line on a monochrome black and white screen.
Players controlled their dots with knobs and buttons on the controller according to the rules of the game. One or two players could play each game.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/9/99/Magnavox-Odyssey-Console-Set.jpg/2560px-Magnavox-Odyssey-Console-Set.jpg" style="max-width: 100%;">
* Fairchild Channel F – first cartridge home video game system
Release date: 1976 in NA and 1977 in JP
It is the first console that was based on a microprocessor and to use ROM cartridges instead of having games built-in. There are 29 video games on Channel F, released between 1976 and 2009. Most of them are sports and shooter games.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/d/df/Fairchild-Channel-F-System-II-Console.png/2560px-Fairchild-Channel-F-System-II-Console.png" style="max-width: 100%;">
* 2nd generation console Atari VCS (Atari 2600)
Release date: 1977 in NA, 1978 in EU, 1982 in FRA, 1983 in JP
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/0/02/Atari-2600-Wood-4Sw-Set.png/2560px-Atari-2600-Wood-4Sw-Set.png" style="max-width: 100%;">
* 3rd generation console Nintendo Famicom and Nintendo Entertainment System (NES)
Released data: 1983 and 1985
The Nintendo Entertainment System (NES) is an 8-bit third-generation home video game console produced by Nintendo. It was first released in Japan in 1983 as the Family Computer (FC), commonly referred to as Famicom. It was redesigned to become the NES, which was released in American test markets on October 18, 1985, and was soon fully launched in North America and other regions. A surge of Nintendo titles, such as [[//Mario Bros (1983)//|Iconic Games]] and [[//The Legend of Zelda//|Iconic Games]], became internationally popular.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/4/4c/Nintendo-Famicom-Console-Set-FL.png/2560px-Nintendo-Famicom-Console-Set-FL.png" style="max-width: 100%;">
* Sega Genesis
Released date: 1988 in Japan and 1989 in NA
The Sega Genesis, also known as the Mega Drive outside North America, is a 16-bit fourth generation home video game console developed and sold by Sega.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/a/a1/Sega-Mega-Drive-JP-Mk1-Console-Set.jpg/2560px-Sega-Mega-Drive-JP-Mk1-Console-Set.jpg" style="max-width: 100%;">
* 4th generation console Nintendo Super Famicom and SNES
Release date: 1990 in JP and 1991 in NA
The console introduced advanced graphics and sound capabilities compared with other systems at the time. It was designed to accommodate the ongoing development of a variety of enhancement chips integrated into game cartridges to be more competitive into the next generation.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/3/31/SNES-Mod1-Console-Set.jpg/2560px-SNES-Mod1-Console-Set.jpg" style="max-width: 100%;">
* 5th generation console Sony PlayStation
Release Date: 1994 in JP and 1995 in NA
The console proved popular for its extensive game library, popular franchises, low retail price, and aggressive youth marketing which advertised it as the preferable console for adolescents and adults.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/6/60/PlayStation-SCPH-1000-with-Controller.jpg/2560px-PlayStation-SCPH-1000-with-Controller.jpg" style="max-width: 100%;">
* PC gaming Windows 95 and Windows 98
Released date: 1995
Computers began to enter individual households and PC gaming was gaining popularity.
<img src="https://upload.wikimedia.org/wikipedia/en/e/eb/Windows_95_at_first_run.png">
* 6th generation console Sony PlayStation 2
Released date: 2000
It had a better controller with vibrating feedback, and included a DVD player. With its powerful processor, it delivered top-notch graphics and gameplay. It also supported online gaming and offered a wide range of game choices, making it hugely popular.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/1/1c/PS2-Versions.jpg/1920px-PS2-Versions.jpg" style="max-width: 100%;">
* 7th generation console Microsoft Xbox360
Released date: 2005
The Xbox 360 features an online service.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/6/67/Microsoft-Xbox-360-E-wController.jpg/1280px-Microsoft-Xbox-360-E-wController.jpg" style="max-width: 100%;">
* iPhone Mobile
Released date: 2007
The launch of Apple's iPhone in 2007 and the App Store in 2008 radically changed the market. The iPhone's focus on larger memory, multitasks, and additional sensing devices, including the touchscreen in later model, made it ideal for casual games.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/1/17/Playing_with_smartphone.jpg/1920px-Playing_with_smartphone.jpg" style="max-width: 100%;">
* Oculus Rift iPhone Mobile VR Headset
Release date: 2010
Oculus Rift is a discontinued line of virtual reality headsets developed and manufactured by Oculus VR. It was the first virtual reality headset to provide a realistic experience at an accessible price, utilizing novel technology to increase quality and reduce cost by orders of magnitude compared to earlier systems.
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/7/76/Nintendo-Switch-Console-Docked-wJoyConRB.jpg/2560px-Nintendo-Switch-Console-Docked-wJoyConRB.jpg" style="max-width: 100%;">
* 8th generation console Nintendo Switch Family
Released date: 2017
<img src="https://upload.wikimedia.org/wikipedia/commons/thumb/0/09/Oculus-Rift-CV1-Headset-Front.jpg/1920px-Oculus-Rift-CV1-Headset-Front.jpg" style="max-width: 100%;">
1970s:
Integrated circuits to microprocessors: smoother and better looking animation
Apple II computer supporting a library of games
1980s:
Handheld game consoles with communication cables
16-bit machines with better graphics and sound
Commodore 64 was released in 1982
1990s:
64-bit machines with CPU/GPU
Cartridges replaced by CD-ROM
2D to 3D
Inclusion of (unsynthesized) human voice in games becoming more common
Windows 95
2000s
Integration of games, movies, music Xbox with internal hard drive
Touch-sensitive screen
Voice recognition
Radio sensor controller
Online networking mode
Multimedia storage
Blu-ray and High Definition TV technologies
ASCII strings
2010s
VR and AR
Cloud gaming
Gaming subscriptions
Livestreaming''Early 1970s''
//Computer Space (1971) - US//
<iframe width="560" height="315" src="https://www.youtube.com/embed/YR7gmVpw6Io?si=k_FOxlzwZo51J-tO" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''Late 1970s''
//Space Invaders (1978) - JP//
<iframe width="560" height="315" src="https://www.youtube.com/embed/MU4psw3ccUI?si=XYpGJNAfvAUeqCED" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''1980s''
//Pac-Man (1980) - JP// [[Check localization details|Pac-Man]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/XpTdt92olfk?si=bdpTjSI5Ot_NMR11" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
Japanese theme song:
<iframe width="560" height="315" src="https://www.youtube.com/embed/WvItnr59B1k?si=RcMmEFprRvY9GtSb" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
//Mario Bros (1983) - JP// [[Check localization details|Mario Bros]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/ly8DofqCuOs?si=FDAfJ79xumdV0r07" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''1990s''
//Zero Wing (1991) - JP// [[Check localization details|Zero Wing]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/MNpWepoX66w?si=jyWn9G_ot6zpHnqE" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
//Super Mario 64 (1996) - JP//
<iframe width="560" height="315" src="https://www.youtube.com/embed/bAg2Wz-gEX0?si=oeOdC3QhgZw1Nfgq" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
//Personas (1996) - JP// [[Check localization details|Personas]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/6l14KsdVqbU?si=kjz_81MaAJJ-uOZs" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
//Baldur's Gate (1998) - US (PC)// [[Check localization details|Baldur's Gate]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/W45ULNPqMSQ?si=u61IpVPzBH-9r07Q" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''2000s''
//World of Warcraft (2004) - US//
<iframe width="560" height="315" src="https://www.youtube.com/embed/nSFb_R9K4CI?si=0Pk-_AZkCChrzDEk" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
//Mother 3 (2006) - JP// [[Check localization details|Mother 3]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/3a_IuOffRYw?si=6Rpol6WimNgrxxLu" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''2010s''
//Minecraft (2011) - US//
<iframe width="560" height="315" src="https://www.youtube.com/embed/utnu89IglhQ?si=fNCVB935bKa9Zcak" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
//Fallenout 4 (2015) - US// [[Check localization details|Fallenout 4]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/S_Bi5fdAwig?si=hFj5MJPp8w5_u6Ex" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''2020 and beyond''
//Genshin Impact (2020) - China// [[Check localization details|Genshin Impact]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/tN5JACOEJFM?si=BmsTj-1BXDI0Vwdi" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
//Assassin’s Creed Nexus VR (2023) - US// [[Check localization details|Assassin’s Creed Nexus VR]]
<iframe width="560" height="315" src="https://www.youtube.com/embed/0rkajsg8qNs?si=6oBzVxdc_GB68blH" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>''(bg:#ffe066)[Representative Localized Games]''
Neutral works:
[[Pac-Man]]
[[Mario Bros]]
[[Baldur's Gate]]
[[Assassin’s Creed Nexus VR]]
Good works:
[[Mother 3]]
[[Genshin Impact]]
Bad works:
[[Zero Wing]]
[[Personas]]
[[Fallenout 4]]パックマン (pakku man) was written as "Puck Man" due to this U/A stuff when it was released in Japan. Word has it that "Puck" had to change because it was easy to vandalize to say the crude "F word" in English. So this same U/A thing was used to reverse the title back to "Pac Man", which has been the official spelling ever since.
<div style="max-width: 100%; height: auto;">
<img src="https://legendsoflocalization.com/wp-content/uploads/2018/04/puckman.jpg" style="max-width: 100%; height: auto;">
</div>
The names of the ghosts:
In addition, the names of the ghosts were originally based on colors - roughly translating to "Reddie," "Pinky," "Bluey," and "Slowly." They were renamed to Blinky, Pinky, Inky, and Clyde. This choice maintained the odd-man-out style of the original names without adhering to their exact meaning. This is an early example of a change in cultural context.
<iframe width="560" height="315" src="https://www.youtube.com/embed/XddagRCzzsg?si=YAC5-M9v1zTe1djs" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>(text-colour:#d3f9d8)[''Who don't love //Mario Bros//??!!!'']
Nintendo’s Super Mario Bros was not only localized into English from Japanese, but was also distributed with [[packaging and documentation translated|Box and documentation localization]] into German, French, Spanish, Italian and Dutch, although the in-game text (menus, etc.) remained in English.
It highlights playful and creative rather than translating word for word.
For example:
(bg:#ffe066)[Princess Peach says:「ありがとう!やっときのこのせかいにへいわがもどりました。おしまいっ!」(Literal translation: Thanks! Finally peace has returned to the mushroom world. The end!)
Translation: ‘Thank you! But our Princess is in another castle! … Just kidding! Ha ha ha! Bye bye.’]
An example illustrating the contrast between the Japanese and English manuals:
<div style="max-width: 100%; height: auto;">
<img src="https://legendsoflocalization.com/media/super-mario-bros/manuals/koopa_green_comp.jpg" style="max-width: 100%; height: auto;">
</div>
Quoted from Legends of Localization:
<iframe src="https://legendsoflocalization.com/super-mario-bros/" width="600" height="400"></iframe>//Baldur's Gate// 1 and 2 have a full localization of the game, with voice acting for each language (German, French, Spanish...) However, Baldur's Gate 3 (2023) doesn't have any voice acting in these language, this is just in English.
<img src="https://i0.wp.com/sbt.localization.com.ua/wp-content/uploads/2023/08/baldurs-gate-3-ukrayinska-lokalizatsiya.png?w=1164&ssl=1" style="max-width: 100%;">
While there is no professional or systematical analysis about the details of the localization work, there are some situations worth noting:
The localization of //Baldur's Gate 3// is conducted by [[outsourcing|Outsourcing Model]].
Fans are crying for a full localization and there are some [[fan localization initiatives|Fan Translation]].
It integrated inclusive and non-binary language into both the gameplay and dialogues of the Brazilian Portuguese version of the title for creating [[a game for everyone|Gendered Languages in Games]].Players of the //Personas// series compain the localization change and botch the games.
<iframe width="560" height="315" src="https://www.youtube.com/embed/YnnHXahwlxg?si=g4nzRfnFRk7U18cS" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
''Game Rant'' comments: "//Persona// serves as a crash course on what NOT to do when localizing a game for Western audiences."
It included many unnecessary changes, including the ethnicity of one of the main party members.
<img src="https://static0.gamerantimages.com/wordpress/wp-content/uploads/2021/05/Mark-in-Revelations-Persona.jpg" style="max-width: 100%;">Gender issues in video games prevail (Cunningham, 2012). It is essential to investigate the linguistic and cultural aspects of gender in the localization of video games, particularly addressing the complexities arising from grammatical gender during translation. A study focusing on gender dynamics within war-themed video games, such as Medal of Honor Warfighter, Battlefield 4, and Mass Effect 3, provides insight into how translators navigate gender-related issues across titles that span a spectrum from realism to fictionality in the context of war video games (Pettini, 2020). Additionally, it's crucial to recognize the potential for [[Machine Translation (MT)]] to perpetuate gender biases and how this impacts the localization process.You must have encountered this meme.
(bg:#74c0fc)[//"All your base are belong to us" (AYBABTU/All your base/AYB).//]
<img src="https://upload.wikimedia.org/wikipedia/en/0/03/Aybabtu.png" style="max-width: 100%;">
<iframe width="560" height="315" src="https://www.youtube.com/embed/nJNM377JlIg?si=hNDKSJJipQfx0zjz" title="YouTube video player" frameborder="0" allow="accelerometer; autoplay; clipboard-write; encrypted-media; gyroscope; picture-in-picture; web-share" referrerpolicy="strict-origin-when-cross-origin" allowfullscreen></iframe>
(text-colour:#c5f6fa)[Ealy localization were "literally done by a 'programmer with a phrase book' (O’Hagan & Mangiron, 2013, p. 327).]
The proper translation should be:
CATS has taken all of your bases.//Mother 3//, originally released only in Japan, did not have an official release outside of the country. However, in 2008, Starmen.net released a [[fan translation|Fan Translation]] patch. This patch, when applied to a copy of the //Mother 3// ROM image, translates all of the game's text into English. The translation included some minor changes, such as (text-colour:#ffdeeb)[localizing place names and puns]. Additionally, a few significant alterations were made, including (text-colour:#ffdeeb)[renaming certain characters and locations]. For instance, the character "Yokuba", derived from the Japanese word for "greed", was renamed "Fassad", inspired by the French word "façade" and the Arabic word for "corruption". The fan translation involved intricate ROM hacking, including assembly-level changes to the game code to support features like variable width fonts. The dedication of the fan base was highlighted by The Verge, which cited the two-year effort of the fan translation as evidence. Jenni Lada of TechnologyTell referred to it as "undoubtedly one of the best known fan translations in existence", with ongoing efforts to translate it into other languages.
<img src="https://upload.wikimedia.org/wikipedia/en/d/d1/Mother_3_fan_translation_disclaimer_screen.png" style="max-width: 100%;">(bg:#ffa94d)[''Machine Translation'']
* Before 1950:
A machine was presented that could select and print words when translating from one language to another (1933).
Warren Weaver introduced the concept of MT (1947).
* 1950s-1980 (bg:#9775fa)[(Rule-based)]:
Initial demonstrations and research began at institutions like MIT, Georgetown University, and Birkbeck College.
First MT conference held in London in 1956.
Logos MT system showed promise in translating military manuals during the Vietnam War.
SYSTRAN's commercial use for translating technical manuals in 1978.
* 1980-2000 (bg:#9775fa)[(Statistical)]:
Rise of statistical models for MT in the late 1980s.
Introduction of computer-based translation companies like [[Trados|Computer Assisted Translation (CAT)]] (1984).
MT on the web began with services like AltaVista Babelfish (1996).
* 2000-2015 (bg:#9775fa)[(neural)]:
Neural machine translation (NMT) methods replace statistical machine translation.
Introduction of innovations like MOSES, SMS translation services, and speech-to-speech translation functionality for mobile devices.
Google Translate announced translating text equivalent to 1 million books in one day (2012).
* 2016 and beyond(bg:#9775fa)[ (natural language processing)]:
Google introduced NLP (2016).
DeepL was launched (2017).
Facebook AI is introducing M2M-100, the first multilingual machine translation model that can translate between any pair of 100 languages (2020).
Large language model (LLM)-driven MT (2024)?
However, machine translation driven by NLP or LLM can bear [[gender bias|Gendered Languages in Games]] due to factors such as under-representation of language use, stylistic bias, morphological agreement, and the need for manual analysis to identify and address gender-related issues (Savoldi et al., 2021).
Despite its extensive language options and [[full localization|Full localization]] endeavors, which offers abundant audio content for listening practice, rich vocabulary to learn, and ample text for reading practice, the game has been criticized for its extensive audio, text
and translation errors.
Some translations, notably the Portuguese version, have been criticized as "awful" by various gaming communities.
Inconsistencies in translations are also evident, such as discrepancies between male and female speech patterns in voiceovers for Japanese players.
One simple English phrase in Fallout 4 wound up with a hilariously strange translation in Japanese: (text-colour:#c3fae8)[“hell yeah!”] was literally translated into (text-colour:#ffdeeb)[地獄だ!やぁ! (jigoku da! yaa!)], which means something like (text-colour:#ffe8cc)[“This is hell! Yahh!” ]or “It is hell! Yahh!”.
<img src="https://external-preview.redd.it/5pOAtueL5RXH3kPY1DVZ_4SMkHvAkrpCj6OaASSfYjM.jpg?width=1080&crop=smart&auto=webp&s=61a736dab8be262c59294a2ebcca5e5304b7f32d" style="max-width: 100%;">//Assassin's Creed Nexus VR// supports English, French, German, and Spanish regarding audio, subtitles and interfaces on all platforms. Since it was relatively new, there hasn't been a systematic review of its localization quality, and there were few comments about it. But there was some players mentioning that:
(bg:#a5d8ff)[//"It's rare to find a VR game with full Spanish audio, so I'm excited about this one and wanted to let you guys know. The game seems to have a decent amount of dialog, so it might be a good one for CI. Fun game too. It also has French and German audio, but I haven't tried those."//]
In the realm of VR game localization, dubbing takes on heightened significance as it plays a crucial role in delivering an immersive and compelling gaming experience.
//Assassin’s Creed® Odyssey// even supports Arabic and was rated as "Top 10 Video Games with Localization" by Blend (Givon, 2023).Genshin is an action RPG developed and published by a Chinese game company, miHoYo. The game was released worldwide in September 2020, and went virus immediately after its release. According to Metacritic, a review aggregator which influences the sales of games, Genshin received generally favorable reviews. Forbes comments that Genshin feels complete and coherent (Tassi, 2020). It was awarded “iPhone Game of the Year” in the Apple Store Best of 2020 by Apple, and “Game of the Year” at the TapTap Game Awards 2020. Although its largest revenue came from China, it also enjoys great popularity in the overseas markets, especially Japan, South Korea, and the United States, which proved that the game localization succeeded in retelling the story. Its launch was the largest release of an RPG on mobile in the history of the US (Chan, 2020). In 2021, it is reported as the NO.1 revenue-generating action game and earned $406.3 million in the US (Sensor Tower, 2022a).
miHoYo adopted the [[In-House Model]] for localization, with a professional localization team consisting of native speakers of various languages. It pursued [[Sim-Ship Localization Model]] to enable the simultaneous release globally.
<img src="https://webstatic.hoyoverse.com/upload/op-public/2023/05/13/7c2ebfcf6249a27936ae313009398fe1_5497031864965442483.jpg" style="max-width: 100%;">
Computer-assisted translation (CAT) is the use of software and tools to help human translators translate text from one language to another. CAT tools are designed to improve the quality, consistency, and efficiency of the translation process while also leveraging the skills of human translators
Translation Memory (TM) is a component of CAT tools that stores previously translated segments of text, known as "units," in a database. When a translator encounters a similar or identical segment in a new text, the TM suggests the previously translated equivalent, reducing the need for re-translation and ensuring consistency across documents (Shuttleworth, 2014).
CAT tools use [[Machine Translation (MT)]] to generate autocompletion suggestions, allowing translators to complete segments more quickly. This feature has shown promising results in improving translation speed.
CAT tools like Trados use of a centralized workbench, where translators can work on translations collaboratively. This centralized platform fosters collaboration by providing a common workspace for translators to communicate and share resources, thereby enhancing management efficiency for both [[In-House Model]] and [[Outsourcing Model]], and promote collaboration such as [[Fan Translation]].
(bg:#ffd43b)[''Timeline:'']
* 1930s:
Petr Trojanski was believed to have created a machine for concurrent word selection and typing during translation, though this is a refutable fact.
* 1947:
The term [[Machine Translation (MT)]] is coined by Warren Weaver, leading to initial experiments with automatic translation, particularly financed by the U.S. and Russia.
* Mid-20th Century:
Systran (System Translation) is developed by American researcher Toma, used by the U.S. Air Force for decoding Russian text. Initial enthusiasm for machine translation fades due to disappointing results.
* Late 1960s - Early 1970s:
Shift towards developing CAT tools to facilitate human translators' work rather than aiming for full automation.
* Late 1970s:
Terminology databases and translation memories begin to emerge, laying the foundation for modern CAT software.
* Mid-1980s:
Alpnet introduces TSS (Translation Support System), the first commercial CAT tool, but its high cost limits its adoption.
* 1984:
Trados is founded, offering the TSS-inspired "text tools" system developed by the Dutch company INK in the late 1980s.
* 1990s:
Efforts to expand the CAT market to smaller companies and freelance translators face challenges due to high prices and the need for additional resources.
* 2000s:
The rise of the internet drives the need for web-based translation tools, leading to the adaptation of CAT tools for online use. Translation memories become essential for global communication.
* Present and Future:
CAT tools like Trados, Wordfast, and DéjàVu offer sophisticated features such as segmentation, translation memories, and terminology databases to assist human translators.
''(bg:#3bc9db)[Some commonly used CAT tools include:]''
SDL Trados Studio
memoQ
Memsource
XTM Cloud
Wordfast (Classic & Pro)
Déjà Vu
Across
[[XLOC]]
XLOC (2020), a part of the Keywords Studios group, is a leading provider of web-based localization management solutions specifically designed for the computer and video games industry. It functions as a content management system (CMS) and a [[Computer Assisted Translation (CAT)]] tool, offering comprehensive support for managing global resources, including audio, graphics, texts, and other assets, throughout the game development process.
The primary objective of XLOC is to simplify and optimize the localization workflow by seamlessly integrating localization processes into the development cycle. XLOC tracks every version of every string, facilitating the continuous flow of new and updated strings in and out of the system, from source control to translation and back. This ensures that all translated strings remain aligned with the source and accessible to everyone involved in the localization process, including developers, project managers, producers, translators, and language quality assurance (LQA) professionals.
One of XLOC's key features is its ability to bridge with popular CAT tools like (text-colour:#e599f7)[memoQ], enabling developers to streamline the translation workflow and reduce manual effort. With the XLOC memoQ Connector, asset strings can be seamlessly transferred from XLOC to memoQ for translation and back, allowing for easy integration of translated assets into the central XLOC repository. This integration eliminates the need for developers to use multiple tools and simplifies the management of localization content.
XLOC's development is driven by a commitment to improving efficiency and streamlining localization processes for game developers. By automating manual tasks, tracking assets through the localization workflow, and providing seamless integration with CAT tools like memoQ, XLOC enables developers to focus on gameplay and IP development, ultimately enhancing collaboration, flexibility, and control throughout the localization process.Keywords Studios has developed KantanAI, an advanced tool utilizing neural machine translation technologies to expedite translation delivery. By integrating human expertise with artificial intelligence, KantanAI enables faster and more effective engagement with global users. Key features include support for 53 languages, customizable solutions, user-friendly interface, and auto-scaling cloud deployment for scalability.
The tool has been instrumental in addressing challenges faced by big tech companies in managing continuous localization for video games, offering a fully automated solution capable of handling thousands of translation jobs daily with fast turnaround times and high throughput.
The solution, known as KantanStream, was collaboratively developed and rolled out into production, featuring automated workflows for job intake, dispatch, and delivery, as well as integration with internal and external platforms.