Download - Localizing Large RPGs
Localizing Large RPGs
Ryan Warden Localization Project Manager
(Mass Effect Franchise), BioWare
Chris Christou Lead Localization Tools Programmer, BioWare
BioWare
By the numbers Mass Effect:
300,000 words 25,000 lines of VO
Mass Effect 2: 450,000 words 30,000 lines of VO
Localized ME2: 2.7 million words 140,000 lines of VO 300+ days in studio, 350+ actors
Video game localization
Export text
Translate
Import text
Print scripts
Record VO
Test
Ship game
Sell game
Beach Volleyball!
Preparation
Compile a localization kit: Pronunciation guide IP Glossary Translator Q&A documents Character Bible
Character Bible
Text is ready for loc
Created huge, granular schedule This doesn’t work Too much churn during dev
What does work? Following EN VO recording
Our localization cycle
Export for translation
Translation
Import translations
Print VO scripts (as necessary)
Record VO (as necessary)
What needs localization?
Determined by major/minor string edits Major edit – requires translation Minor edit – does not require
translation
Standardized tools
Exports vs. Imports
Export: we send strings for translation
Imports: we receive translated strings and place them in the database
Our translation pipeline
Modified pipeline:no intermediate management system
String history timeline
String history timeline String does not require translation
String does require translation
Statistics How much text requires translation
& Re-translation?
Exports
Non-conversation strings• Too disparate to make sense; need to
provide context• Group like strings together in “string
types”• Export by string type
String Types Achievements Art placeables Character names 360 GUI PC GUI Credits
Error messages Galaxy Map Loading hints Quest title,
description
80%10%
10%
Word Count Distribution
Conversation
Journal
Everything Else
Conversation structure
Conversation Previewer
Conversation meta-data
Who’s speaking? Who’s listening? Are there any time restrictions for
the lines?
Data medium
XML Allows us to cleanly define
associative data Avoids proprietary file formats Fast to create, fast to process Facilitates cross-project apps
Imports
Use same XML structure as exported documents
XML is processed and validated Ensure that imported strings will not
break the game Automated checks to avoid bad data Can identify process gaps
Types of validation checks Non-critical
Warning-based Blank/non-existent translations
Critical Error-based
Multiple translations for a single uniquely-identified string
Loc VO recording
Same-day turnaround for loc recording scripts
EN reference audio provided with scripts
VO Scripts
Locking down content
When can content be considered locked? When the game is on the shelf
Data compartmentalization Create another release candidate Separate main game from DLC Create patch content Etc .
Compartmentalize by module Use different modules for data Control read/write access for each
module Safely create different amounts of
content
Localization testing
Try to front-load risk Jenga model Spell-check Web reports Out-of-game testing
Export text
Translate
Import text
Print scripts
Record VO
Test
Ship game
Sell game
Beach Volleyball!
90 k words
Same process, different projects
1 M words
450 k words