| Word
Games
Christoph Niedermair
Offering localization services for the game and toy industry
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a doubt, delivering translation and localization services
for the game and toy industries is more than child’s
play. These days, with billions of dollars in revenue
from international sales at stake, companies are becoming
more and more aware of the importance of delivering
quality localized products to specific markets. With
incredible growth rates in segments such as computer
and video games (which make more money than the US film
industry these days), but also with learning toys, board
games and many other products trying to find their ways
into playrooms worldwide, the industry is a strong player
that demands to receive quality services from translation
and localization vendors. While many of the same questions
that affect any translation and localization project
are also valid for these markets, there are a variety
of issues unique to the game and toy industry that need
to be addressed.
Apart
from all the challenges, however, working for this industry
also offers many unique advantages, among them not only
financial rewards, but also the pure fun of working
in an environment that focuses on exactly that —
fun. While working for the toy and game industry might
not always be as entertaining as playing the actual
games, any vendor offering localization services might
want to set its sights on a new client and its end consumers:
the toy and game industry and the kid (or adult, for
that matter!) eager to try out his or her new game or
toy.
Globalization
and Internationalization Trends
Apart from the usual current issues such as outsourcing
to low-cost countries, there are a few globalization
and internationalization trends obvious for the toy
industry. A good example for globalization trends is
the popular Playmobil® figures. Playmobil is a company
headquartered in Germany, while the actual figures are
mostly produced in Malta (yes, Malta!) and distributed
worldwide.
Now
let’s have a look at Playmobil globalization at
work. Not only are the products distributed worldwide
and the production outsourced to abroad, but the actual
products themselves are highly globalized. If you buy
a Playmobil police set in Germany, you’ll get
the traditional German green and white police car, and
the policemen and policewomen are wearing accurate German
uniforms (green and brown). For international markets,
however, Playmobil opted for a more “international”
look (dark-blue and white cars and uniforms) so that
police/rescue figures and accessories are available
in at least two different versions. When companies focus
on their international customer bases that much, it
is obvious that they also expect solid translation and
localization work of impeccable quality to accompany
their products. In order to do so, however, translators
and vendors have to realize the unique opportunities
and challenges offered by this industry. |
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Internationalization
at full speed — different versions for different
markets |
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The
Playroom — a Colorful and Diverse World
The quantity and diversity of different toys and games
offered can be mind-boggling. Computer games (from sophisticated
strategy, building and empire-creating games with hundreds
of thousands of words that need to be localized to first-person
shooters), electronic learning toys (from the popular
LeapPad products from LeapFrog to talking play kitchens,
workshops and language learning products), board games,
card games, action figures, construction toys, stuffed
toys, dolls and many other product categories all offer
unique translation challenges.
In
order to localize a computer game, for example, a translator
needs to be well versed in software localization per
se, since computer game localization involves many of
the same tasks and issues that localizers have to deal
with during any other localization project, such as
working with source code, creating functional and easy-to-use
help systems and manuals that are concise, accurate
and easily understandable as well as consistent with
the actual software. Translating product materials for
an action or play figure, on the other hand, might only
involve translating packaging or marketing text and
working with strictly defined space limits (oh no, not
those long German compounds again!), maintaining consistency
with existing text when product lines are extended,
while still trying to get the message across.
General
Aspects of Toy Localization
There are several issues translators and vendors have
to keep in mind when working with toy products, some
of which are important aspects of working for this industry
or for any other client, for that matter. |
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Playmobil’s home
page displays 13 language choices — and
toys such as the fire chief’s car and a
fire-breathing dragon |
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Foremost among these is the audience. While it is obvious
that the audience is important for any localization
project, there is a main difference between many other
projects and a project done for the toy industry: When
working with toys, you’re working for kids. When
localizing a manual for a highly sophisticated business
software application, the audience expects a formal
style, even though the main purpose of the translation
might be to describe a product’s functionality
as simply and concisely as possible. When translating
for kids, this approach will get you nowhere. Forget
the formal form of address; it’s du, tú
or toi with toys.
I once worked on an instruction book about the popular
Pokémon trading cards game. The book
was addressed both to children as well as to their parents
(mostly to the parents, since they were the ones who
had to actually learn about the world of Pokémon
— their kids were already intricately familiar
with it!), so it was necessary to switch back and forth
between formal and informal address when actual game
tips targeted to kids playing the game were described
in comparison to introductions into the complexities
and philosophies of the game world. When working for
a young audience, it is also often important to tone
down the tech lingo and use simpler, more concise language.
So, please save the complexity for the next defibrillator
manual and try to speak clearly and in simple terms
when describing the rules of a board game.
Cultural
Issues
Another important aspect: cultural issues. Similar to
any other translation and localization work, the importance
of cultural backgrounds and differences must not be
underestimated. I once had the unenviable task of localizing
a board game offering “fast action and gross-out
humor full of creepy fun.” The game was targeted
to 7- to 11-year-old (American!) boys who have a simply
uncanny fascination with body functions and featured
game figures such as an earwax monster, a vomit fiend,
a snot-throwing monster, a monster that coughed up hairballs
and other rather colorful characters with one common
trait: they were all incredibly disgusting. The client
was pretty surprised when I told them that German kids
were nowhere near as fascinated with gross-out humor,
bodily fluids and different kinds of mucus as US kids
were. Thus, even the game’s premise itself might
become a roadblock on the way to success in a different
market with other cultural values and sensitivities.
Individual
countries’ patriotic feelings and cultural differences
regarding a country’s military heritage can also
be of importance. That’s one reason G.I. Joe and
other, newer war toys will never be as big in Europe
as they are in the United States. Other qualities such
as workmanship, materials used (plastic vs. wood, for
example) and even the modes of play (individual play
vs. group play) can also be quite different from country
to country. Germany, for example, simply is the biggest
market for board games for adults. Germans love to get
together in the evening with a few friends to hoist
a few beers and play a strategy board game. This is
one reason why Germany every year is No. 1 in the highest
number of new “hardware” games developed
and released. In other countries, board games are not
nearly as popular among adult players.
Other
important cultural issues involve questions of sexuality
and violence in games, specifically in computer games.
While American youngsters can get their eager hands
on all kinds of bloodshed-inducing games, foreign kids
often face considerable hurdles such as very strict
age restrictions when trying to get the ultimate new
game. In Germany, for example, violence restrictions
are so severe that some computer games can only be purchased
by adults. For any game company, this reduces the potential
market considerably, causing companies to try to tone
down the violence a bit for the German market in order
to receive a lower age rating. If they don’t,
they simply cannot be successful on a more restrictive
market such as Germany.
Additional cultural issues might involve sexuality,
religious beliefs and a multitude of other aspects almost
as diverse as the world we live in. German parents clearly
are more concerned about this aspect of game play than
US parents. Websites such as www.zavatar.de,
where German parents can check out the contents of various
games, are vivid proof of that fact.
The Game Universe
While all of these points are common sense approaches
that often can also be applied to other types of translation
or localization work, there is one aspect that is uniquely
applicable to toy and game translation and localization:
Whether the work relates to a fantasy role-player computer
or board game, a trading card game based on a popular
movie or toy model starships, toys and games often create
their own worlds, the game or play environment in which
the player moves and acts and which is such an important
part of any play experience. It is absolutely essential
to stay within the boundaries of this play world. No
matter how good the overall quality of the localization
work performed, if the translation causes the player
to leave the play world, the product is not successful.
This
is even more the case for licensed products with a cult
following, such as products from George Lucas’
Star Wars merchandising empire. Imperial Stormtroopers
are Imperial Stormtroopers (or imperiale Sturmtruppen
in the German version of the movies), so please do not
call them “Empire soldiers” or something
else, or you might not only invoke the wrath of the
Siths, but also of a fan base about as loyal and adamant
about “their” world as they come. If the
localization process introduces different terms for
important, product-specific terminology such as this,
the player or gamer can be too distracted by the terminology
problem to even want to continue playing the game or
pick it up again in the future. The same is true for
terms or phrases that just don’t belong within
the world of a game, say anachronisms in a historical
game or even the wrong form of formal address or certain
phrases. So be mindful of the fantasy you are helping
to shape. Don’t call a coward in an Old West game
a wiener, no matter what.
Issues
Due to Product Licensing
One other important aspect of working on toy and/or
game projects is related to licensing and licensed products.
As is obvious from the Star Wars example, movies,
television shows, books and many other media products
are nowadays often accompanied by a plethora of merchandise,
from computer or video games to action figures, card
games, board games, stuffed toys and many others. If
a translator is working on a licensed product such as
the ones mentioned, it is essential to stick to the
terminology and mind frame set by the original, which
often already has been localized for the respective
target market.
When I recently worked on a trading card game based
on the famous Harry Potter book series, for
example, it was absolutely essential to use the correct
German terms from the books for persons, objects, locations,
creatures, spells and other product-specific language.
In some language versions of the books, even proper
names of persons were localized, not to mention place
names and so on, so when doing localization work for
licensed products, the same names have to be used in
order not to confuse the customer and create consistency
within the wide range of Harry Potter-themed products.
In order to do so, it is essential to familiarize yourself
with the source product. In this example, one would
go through the books and create glossaries and lists
with product-specific terminology. Under these circumstances,
it’s not creativity that’s asked for, but
rather remaining consistent with somebody else’s
solutions for linguistic problems. |
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A LeapPad
(left) is the basis for a prototype Afghan Family
Health Book (right) |
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Issues Unique to Certain Products
There are also some issues that are definitely unique
to the individual product. A prime example would be
a learning toy such as the popular LeapPad. This product
is essentially a foldout computer (although that’s
not really visible to the young readers targeted as
its potential users — it has no keyboard or screen,
for example). The “software” is bought separately
in the form of a cartridge and a spiral-bound book.
The book is inserted into the LeapPad, and the child
uses an attached pen to activate objects on the individual
page that he or she has opened (to make a lion roar
or an orchestra play, for example) as well as to touch
sentences or individual words on the page. The words
or sentences then are read out loud or even spelled
out. The individual “software” for a certain
page (or the two opened pages, to be more precise) is
started when an object such as a green circle is first
activated on the page. The software strings for this
individual set of pages are loaded into the computer,
and the objects on the pages come to life.
Obviously, a complex product such as this poses many
challenges, not only of a technical nature, but also
culturally and linguistically. Words and letters are
pronounced and spelled out differently in different
languages. The pages in the localized version of the
book might not be big enough when text expansion is
an issue. Some of the information might be too obvious
or easy for certain cultures or too hard and obscure
for others (think of a book about the history of baseball
for European audiences or about soccer for American
ones), among numerous other challenges.
This
is just one example among many sophisticated and highly
complex products on the market. The learning-toy sector
alone is constantly growing and consists of a multitude
of manufacturers, product types and individual products.
The
same could be said for the hugely successful computer
and video game industries. For products of such complexity,
a joint effort of developers, translators, engineers
and technical staff as well as marketing and sales personnel
is necessary in order to achieve successful localization
results.
While
translation and localization work for the toy and game
industry obviously poses various challenges to the language
professional, one aspect that must not be neglected,
however, is the fun and excitement projects for this
sector can offer as well. Due to the immense diversity
of products and subject matters, translators will not
get bored. The differences between a Pokémon
card game and a World War II combat computer game are
as huge as can be, while language professionals get
to know (and must get to know) different subject areas,
time periods or even fantasy worlds. And then there
is one factor that is probably more important than any
other: the mere joy of visiting a toy or computer store
in your country of origin and seeing the eyes of a kid
light up when he or she gets a toy or game item for
which you offered translation or localization services.
Your latest terminal emulator localization project definitely
can’t beat that! |
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| Reprinted
from MultiLingual magazine (2006, #74 Volume 16 Issue
6) with permission from Multilingual Computing, Inc.,
www.multilingual.com. |
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Christoph
Niedermair is a freelance English-to-German translator
specializing in software localization and game
and toy translation.
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