Was Localizing Defender's Quest Worth It?
fortressofdoors.com
fortressofdoors.com
It is nice to make your game available in many languages, but getting translations that aren't terrible is hard, and I have never seen a clear business case for it. So I think the proper attitude is "there is not an obvious business case, but we are doing it because we want to."
But as the author alludes, the company is much better positioned for "the next one," so the investment actually has yet to pay off and there's plenty of upside left. From that perspective it was a huge win, since it appears that he came close to covering his costs, and now the company has a competitive advantage.
If this was the only game I was ever going to make, I probably would have spent my time better on things other than localizing it nearly a year into its lifespan.
I think the most important point is that we left plenty of money on the table by not having the localization available on day one. The localization was launched very late into the game, and almost all revenue comes from the major promotional periods.
It will be interesting to compare results with the sequel to see if we have notably larger market share right from the start in the languages we choose to localize in, I think that will provide a little more conclusive data than this admittedly murky analysis.
This effort is great and its awesome to an effort that speaks to a variety of audiences
The only thing that requires a lot of heavy lifting is if that language requires a previously unsupported font (like a new Asian language), or if the new language has problems fitting in the User Interface.
As I said in the article, I would not consider fan translations a replacement for professionals so much as a supplement, although I guess this depends on the needs of your app/game. In my case we had a big story-based RPG with 45,000+ words, which is not a trivial exercise and there's all sorts of opportunities for it to go off the rails in ways that kill the sparkle (inconsistent grammar, poor or erroneous characterization, horrible translations of jokes, etc). Fans can and do produce great work, but you can't assume that's what you'll receive.
For languages you're really interested in targeting (for us our top priority was German) you don't want to roll the dice on that. But for "like to have" languages it's not a bad idea.
Even if you don't plan on localizing, it's a good habit to move all your strings to one place like this, as you can quickly see in one place if all of your strings have consistent tone, style, and word usage.
Internationalization is making it possible to swap out language-specific assets at runtime (which is what Lars points to as the difficult part of this which can be carried over to other projects); localization is the process of actually making those language-specific assets. Internationalization is done by spending (usually in-house) programmer time; localization is about throwing money at (usually outsourced) translators.
* Punting on localization can make a lot of sense. It helps to do localization up front and plan for it, but that's when opportunity cost is at its greatest. It's also a marginal "multiplier" effect, and so it's not a make-or-break engineering item usually.
* I doubt localization to Russian is as good as Spanish, very often.
* Definitely agree that translations from actual users are leagues ahead of professional translator services, good thought to cultivate that.
* You can do it incrementally, and localize your app description prior to the app itself, which doesn't have the same engineering requirements.
Not really. In recent month I was very active in translating software and web site from English to German and found a lot of weird and partially wrong translations.
Some of those are due to the context free way translation sometimes works. You get the original string and you have to translate it. For example "Sync", but is that a verb or a noun? In English it might not matter but in German it does.
Also sometimes you get people with a dialect in, which use different words and even a different word order which might only be used by a small minority but it is not consensus in the language.
I think the best approach would be to do both. Get professional translators and use direct feedback from users.
URLs in HTML are treated as relative by default, so doing <a href="playism-games.com"> creates a link to http://www.fortressofdoors.com/was-localizing-defenders-ques...
I would think there are some number of people in the USA that appreciate having the option to play in their preferred language.
It'd be more interesting to find out how many people picked language X vs buying from country Y.
Unfortunately, Steam doesn't really give me access to that sort of data (an oversight I hope they fix) -- they know what language people are running Steam in, there's no reason they couldn't pigeonhole the language of your player base and show you that data.
if it's chosen in-game, you could HTTP some basic analytics data to yourself.
And I suspect any game engine intended for text-heavy games would provide something. Ren'Py is one example.
But I'm fairly sure that Unity doesn't.