Final Logo

In the last post about the logo, A Police Officer with red blood was used.

The main problem was that the Police was the character that was being localized. Which meant that 9 different logos would have to be created for the 9 countries.

But zombies don’t have that problem. So a zombie was used instead.

Another problem was the red blood. Germany doesn’t show blood as red. So to as make sure that the same logo can be used for all countries, the blood was changed to green.

This is the final logo:

Logo4

Logo Design

The logo for the game had been changed so that the text “DND” would not have to be translated to the local languages.

So a common logo was created.

This logo will appear before the player chooses the region of the game.

A work in progress, but this logo will be used in all the regions the game will be localised in:

Logo2

Tasks and Challenges in Game Localisation

There are many tasks and challenges when it comes to localising a game:

  • Linguistic and cultural: the translation of language and cultural references maintaining the feel of the game but making it more appealing for the receiving locale.
  • Hardware and software: for example the change between PAL and NTSC, re-mapping of hotkeys, gameplay modifications.
  • Legal: age ratings may differ depending on the country of release. They are controlled by national or international bodies like PEGI (for Europe), ESRB (for US and Canada),ACB (for Australia), or CERO (for Japan).
  • Graphics and music: Some games may exhibit different characters, or the same ones with a slightly different appearance in order to facilitate players identification with theiravatar. Music may also vary according to national trends or the preferences of major fan communities.

Example:  When games are more story- than action-driven, culturalising them can be challenging because of all the premises the designers are taking for granted in the development of theplot. Asian gamers seem to prefer more childlike characters, while Western countries might emphasize adult features. An example of the changes that are likely to happen during localization is Fatal Frame (known in Japan as Zero and known in Europe as Project Zero) (Tecmo 2001). In the original Japanese version the female protagonist, Miku, was a frightened seventeen-year-old girl looking for her brother Mafuyu who disappeared after entering a haunted mansion. In the US and European versions Miku is nineteen, has Western features, and is not wearing the original Japanese school uniform. Unfortunately, developers did not think necessary to change her brother’s appearance, so when players do find Mafuyu at the end of the game they do not seem to be blood-related.

To know more details about localisation, please go to the source:

https://en.wikipedia.org/wiki/Video_game_localization

Some Mistakes in Game Localisation

There are some mistakes that Game Developers, Game Companies and Game Publishers make while localising a game:

1. Outsourcing translations to the cheapest agency, with dire consequences

2. Expecting a 100,000 word manual to be translated within 3 days

3. Embedding text directly into the code, instead of separate text files

4. Assuming every language has the same grammar as English

5. Assuming every language is as concise as English

6. Assuming that every word has only one possible translation

7. Not providing any context and not answering questions

8. Assuming that anybody can translate

9. Trusting Microsoft’s existing localization

10. Not giving enough information

To know about details and more mistakes, follow this link:

http://www.loekalization.com/mistakes.html