folks who do localization for your games, how do you handle translation where expressions and body language is concerned? Do you write descriptors into all your spreadsheets for every line or something??
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ikenfell’s writing contains a lot of weird subtleties, like sarcasm and intentionally misleading statements by characters. for example, someone might say something mean, but be grinning while saying it (signalling they mean it playfully, etc.)
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i won’t be able to do any localization until after release, and if the game does well enough, but this seems impossibly time consuming. like it would take me 5-6 months just to package it all together, and that’s not even counting revisions and feedback/etc. on the finish
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Als antwoord op @ChevyRay
might not need to be as detailed as you imagine tho. situations like a character saying something playfully/not earnestly usually read OK out of context (and even then, usually doesn't change the translation)
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Als antwoord op @theBanov
interesting. because in english it does, and sometimes i have to change wording because of a raised eyebrow or a subtle animation preceding the dialogue. so i just assumed other languages would have the same issues
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yeah, it really matters case by case ;0 its true, theres no easy way, its a lot of detail work in the long run. small bonus is that an explanation to help 1 translator benefits all of them... gl if you do decide to try it!
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