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Why indies should translate their games?

by Stephan - viKKing - Bondier · 01/09/2007 (3:44 pm) · 16 comments

Why indies should translate their games?
Yes, will you ask, why?


The most important and obvious point: many customers are not english speakers.
What seems to me a somewhat important part of your market sales, is unable to understand your game.

Following analysis is based on French population, and may be slightly different in other countries.
1) First category: People over 60 years old, if they were not in an international business oriented company, they wouldn't figure one would need another language than their own.
2) Second category: people mostly over 30 years old, with average education. They don't speak anything else than their primary language.
3) Third category: same age with a higher education level, but they have chosen a different second language in learning: i.e.: German, Spanish, Italian, Russian, etc.
4) Fourth category: young boys and girls around 7 years old, once they are mastering reading and (nearly) writing. Yes they are able to read, but they don't understand.

I don't mean here, this is wrong to put someone in front of a computer, in a language he doesn't understand, and that he won't make significant progress in that language... no I won't, this is how I acquired some German bases in both German and computer science (may Windows NT4 be praised). And I'm still voiceless when I watch my nearly 4 years old son, handling TGE inteface and how easily he acquired "Quit" as a visual element (and also memorized "Apple+Q").

Many indie games are in my opinion suitable for for kids. Much more than Quake 3, anyway.
I would be ready, to buy much more games available through GG's store, for example, if they were available in our own language, for only one reason: I can't spend all the day aside my kids, explaining them what to do in that cool looking game, unfortunately written in a foreign language.
My older daughter 7 years old, is a fan of Venture Africa, but she can't play the game alone - at least not completely -, because she needs my help in undestanding what has to be done. And there are several examples that could be easily given: Rocketbowl, Minigolf, etc.

If parents don't buy a game for themselves, they would buy it for their kids, if they can handle it.

So, indie developpers, if you don't plan to translate your games for the parents, do it for the kids!


On a side note: if you are interested in getting you game translated in French (my German is definitively too poor), drop me an email. I'm certainly offering the best solution for indies.

#1
01/09/2007 (3:56 pm)
this is something i'd never even thought about. good thinking.
#2
01/09/2007 (5:06 pm)
This is a very good point.

I remember when I was young I would play Monkey Island, which I really enjoyed but I had to get my mother to help me read it all the time, especially with the sword mastering challenge.
#3
01/09/2007 (7:01 pm)
A bit idealistic but a good idea. Its hard for me to relate being english speaking.
babelfish?
#4
01/09/2007 (8:46 pm)
For Russian Translation - give me a shout (my wife actually) - She is a gamer, a graphic artist, modeler / texturer, journalist, published Russian poet, etc.., and has excellent mastery of Russian and English. I'm sure we could come to some sort of arrangement to enable a new market:)

-- actually a REALLY good idea. There are lots of people on the planet:) From a capitalist pig standpoint it's a big untapped market for your stuff. Most of the work is already done, just some minor interface rework, cultural sweeps if you feel the need (to make eliminate feaux paus) and possibly some visual updates to make the product more marketable.

Steve
#5
01/09/2007 (9:52 pm)
We (Russian Torque Community) have ideas on making stock SDK to be translate-ready and want to prepare localized SDK into Russian. As Torque can support localization with no big headache (see TDN article localization) first step will be moving all "strings" from *.cs/*.gui into language file, and then just push there additional languages (with making a gui to switch languages).

I've spoke with Ben G. and he said we community will give localization-ready scripts it will be pushed into HEAD/installation.

But.... still, not sure when we start working on it, we everyone busy with own projects..
#6
01/09/2007 (10:58 pm)
Thanks for this idea. Never thought of. Interesting. I'll get back to you when I need a french translation, ok?
(I'm from germany btw) :-)
#7
01/09/2007 (11:01 pm)
I would certainly be willing to help out with Japanese. I have a Japanese BA degree and my fiance is Japanese as well. The market in Japan is growing for Indie games, they have a magazine based on them.
#8
01/10/2007 (1:59 am)
Just as an offshoot. Wouldnt this be an ideal thing for the mechanical turk?

http://www.mturk.com/mturk/welcome
#9
01/10/2007 (2:07 am)
Very good point!
Hardcore gamers usually make a translation effort, but casual gamers don't.

Maybe the GG community can create a translation exchange program?

Christophe
#10
01/10/2007 (5:41 am)
Canon has a good idea with a translation exchange program. Probably other than not thinking of it I would assume that indies see it is another expense on top of something they try to keep cost down on.

I always thought much of Europe and Asia knew english as their second language. Most of us lazy americans ;) only know english and maybe a little bit of a second language from school.
#11
01/10/2007 (6:00 am)
@Michael: You not so wrong :-) English is teached here in Germany as first foreign language starting from the 4th or 5th class, depending on the school system the kid visits. Usually a second language like french or latin comes additionally in the 7th class. In some schools a third lanugage comes later on too. But to be honest, I don't know very many people speaking more than 2 languages fluent. Hell, even some people don't speak their first language fluent... :-)

Even speaking/understanding english fluent is a hard piece to master. I mean really fluent. I know some guys from Texas... that's what I mean with "hard to understand"... :-)
#12
01/10/2007 (9:20 am)
I agree as well.

When I start to get games out, it will be in English of course. Then I will plan to try to get it in other languages as well.

My question though is how does one choose which to work on. GG needs to do some research and let us know the hot markets. Right. : )

Also, I believe dialects would need to be addressed. I don't know if it would be considered dialects of English, but different parts of the US has quite different patterns of speech. I am from central Illinois. When I moved to Chicago (that is in Illinois no matter what they say), they joked I had a southern accent. It can take a moment for some sentences to sink in when traveling to a different part of the US. Many languages can have many dialects, even in the same country. Some cross understanding would be there. But in a fast paced game, it would be noticeable as well. So, it would be a task no matter how one looked at it.
#14
01/10/2007 (9:54 am)
This is something most games, indie or otherwise need to try and cover. I myself have arranged many different speakers to translate all in game menus and instructions, yet I still dont have a french translator lol.

I think as a community, it could be posted as a resource covering all the basics. 'Start' 'Game' 'Quit' 'Server' 'Join' 'Options' etc etc.. Could be covered by contributors from different languages. Doesn't solve the problem over night, but helps 'the cause'.

This would probably be the first step for everyone to work different language menus into their games, and require someone willing to edit and receive e-mails from several different people for language updates. I nominate Stephen Bondier as 'community language master' flashy title huh? ;)
#15
01/10/2007 (2:28 pm)
Thank you all for your participation in this blog. My best one ever. And thanks Chris for the nomination.
Providing community with a translation for basic ingame menus is a nice idea.
I figure we can focuse on standard TGE GUI first, yes.

I think it's time to think about building a database for that task and ease of use.
#16
01/19/2007 (4:56 pm)
Something to add to this is the idea of making interfaces use a CMS (Content Management System) style system. I have been very interested in this as I use Joomla for my web sites. I have begun to think about how to seperate the interface from the content. One could potentially create a generic page defined in a database that will be dynamically generated by script. This would make it easy for languages because you just have it pull the appropriate text for the selected language for each widget. I have not begun to work on this, just thinking out it.