LAI Interviews IndieDevs: Why More Indies Now Pay for Professional Game Localization

With the world increasingly more global and games reaching broader audiences than ever before, indie developers are localizing their games at higher rates.

In this blog post, we interviewed two indie studios, both of which used professional localization services to localize their games.

IndieDev Game Localization - Stupid Stupid Johnny Graves - MegaDwarf Games God of Word
 

As a localization & publishing company, we were curious to understand why more indie developers are starting to make the leap in paying for professional game localization.

LAI Global Game Services - Best AAA & Indie Agile Game Localization
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LAI’s Official GMA Contest – Win FREE Game Localization!

Calling all game developers & publishers!

You may have heard of an app we developed called GMA – the Game Market Analyzer. Well, we’re looking for feedback and giving YOU the chance to win FREE game localization!*

 

The top 3 submissions will receive FREE localization of app descriptions (of up to 200 words) for 3 languages of your choosing! See the Official Contest Graphic below for more details.

 

The rules are laid out in LAI’s Official GMA Contest Graphic below, but it’s really simple! All you have to do is:

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Which Languages Should I Localize my Game to? – Here’s an Easy Step Guide!

Congratulations! – You made a game (or are nearly done making your game)!

Now what?!




At this stage in development, many developers wonder if they should localize their game at all, and if so, which languages they should consider for localization.

If you fall into this category, you may have done some preliminary research and found out that there are these things called FIGS (French, Italian, German, and Spanish) and CJK (Chinese, Japanese, and Korean), both of which are popular language groupings within the game industry…

…but localizing into 7 whole languages

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Want to Release Your Game in China? Find Yourself a Quality Partner!


By Karin Skoog (@KarinESkoog) & Michelle Zhao (@MengxueZhao)

We frequently see articles about Chinese regulations on Gamasutra and across industry sites, with talk of consoles being banned and then reintroduced. The Chinese games
market is a complicated space, particularly if you don’t have local ties to China.

If you’re a mobile games developer, you may have noticed that the market became even more complicated this past year.

Yet another regulation introduced will prohibit your mobile game from being released in China unless you navigate very carefully.

Market Opportunity in China

China represents a huge market potential, but it is likely most mobile game developers who try to enter the Chinese market in the near future will fail.

  • China is currently the “most valuable [mobile games market] in the world” according to GamesIndustry.biz.

  • A recent report from Niko Partners estimates 465 million mobile players in China by the end of 2016, generating $1.3 billion from mobile game exports, nearly doubling to $2.1 billion by 2020.

  • Just yesterday, TechCrunch posted an article stating China has surpassed the US in iOS App Store revenue, with Chinese mobile games consumption far exceeding the US (driving 75% of App Store revenue!).

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关注主机游戏:中国上海自贸区文化市场开放细则

1月初,中国政府解除了长达13年的游戏主机生产和销售禁令,给中国游戏市场未来注入一支新的兴奋剂。4月21日,上海市政府公布了《中国(上海)自由贸易试验区文化市场开放项目实施细则》。LAI在此转载,内容摘自上海市政府网站:

http://www.shanghai.gov.cn/shanghai/node2314/node2319/node12344/u26ai38861.html

英文版请查看:

Detailed Implementation Rules for Cultural Market Opening in the China (Shanghai) Free Trade Zone

 

市政府办公厅印发市文广影视局等制订的《中国(上海)自由贸易试验区文化市场开放项目实施细则》

沪府办发〔2014〕18号
上海市人民政府办公厅关于印发市文广影视局等五部门制订的《中国(上海)自由贸易试验区文化市场开放项目实施细则》的通知

各区、县人民政府,市政府各委、办、局:
市文广影视局、市工商局、市质量技监局、上海海关、中国(上海)自由贸易试验区管委会制订的《中国(上海)自由贸易试验区文化市场开放项目实施细则》已经市政府同意,现印发给你们,请认真按照执行。
上海市人民政府办公厅
2014年4月10日
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Video Games & Global Valentine’s Day Traditions, Part 1

A Brief History of Valentine’s Day

To-morrow is Saint Valentine’s day,
All in the morning betime,
And I a maid at your window,
To be your Valentine.
Then up he rose, and donn’d his clothes,
And dupp’d the chamber-door;
Let in the maid, that out a maid
Never departed more.

-          Hamlet

 

Valentine’s Day is already here! To some people, it means doing something romantic for a loved one. And to some game developers, it means adding holiday-themed content to their games. This may mean adding hearts, Cupid arrows, and pink items, such as in Angry Birds Seasons, or it may mean letter and gift deliveries depending on relationships with in-game characters, such as in Animal Crossing.

 

The holiday, as we know it today, is said to have its roots in 14th century England. According to scholars, February 14th first became associated with love and romance thanks to Geoffrey Chaucer, the “Father of English literature” and notable poet of the Middle Ages. Chaucer’s writing supposedly incorporates the first written record of Valentine’s Day: Continue reading

从游戏本地化视角看新兴的中国游戏机市场

从游本地化角看新的中国游机市

作者:赵梦雪,美国LAI(Language Automation, Inc.)大中华区执行长

Rory Schussler, 特别通讯员

译者:赵梦雪

 

一月初,中国政府解除了长达13年的游戏主机生产和销售禁令,给中国游戏市场未来注入一支新的兴奋剂。然而, 面对这个机会,要想知道大型游戏主机厂商是否能成功把握,还时机尚早。(任天堂表示至今未有进入中国市场的计划,索尼雄心勃勃,计划在2014年3月出售500万台PS4 。)政策的修改细节还未颁布。内容限制会对游戏设计造成问题。盗版和水货市场也令人担忧。摆在我们面前的最大的挑战,是如果适应独特的中国市场。


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Perspectives on Game Localization for the Emerging Chinese Console Game Market

Perspectives on Game Localization for the Emerging Chinese Console Game Market

By Michelle Zhao, LAI’s Managing Director for Greater China and Rory Schussler, Special Correspondent

Earlier this January, China lifted a 13 year ban on the sale and manufacture of gaming consoles. This has generated great excitement about the future of the video game industry in China, but it is still too early to know how successful the big console players will be in taking advantage of this opportunity. (Nintendo has said they have no plans so far for entering the Chinese market; Sony is making ambitious plans to sell 5 million PS4s by March, 2014.)

We’re still waiting on more details from the government on how the change in regulation is going to work. Restrictions on content are an issue for game designers. Piracy and the grey market are major concerns. The biggest challenge is how to adapt to the differences of the Chinese market.


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LocaLAIse This! – Interview with Executive Director of the IGDA, Kate Edwards

LocaLAIse This! (pronounced “Localize This”) features an interview with Kate Edwards, Executive Director of the IGDA. Kate has worked extensively as a geopolitical strategist and localization expert at leading companies such as Google, Amazon, and Microsoft. She has worked on numerous AAA titles, including the Dragon Age series, Modern Warfare 3, Star Wars: The Old Republic, Mass Effect 3, and Halo 4.

 

In this episode, Kate discusses emerging markets, proper culturalization of games, and her work consulting on AAA titles. You can check it out at this link, or download it for free from the iTunes Store. 

 

The Regional Differences of Languages and Their Impact on Game Localization: Exploring Spanish Localization across the Americas

 

Localization is one of the few parts of the production process where you know you’ve done a good job when no one ever mentions it.  A good localization isn’t intrusive and should make the player feel that no matter what language they’re playing the game in, that is the original.

-    Capcom’s blog for Dragon’s Dogma

  

I recently returned from DevHour, an incredible industry conference in Mexico City.  The organizers have done a fantastic job of bringing together game development talent from states across Mexico, making DevHour the largest conference specifically for game developers in Latin America.  As a result, the conference is gaining more traction from organizations abroad, this year including talks by the IGDA, King.com, YetiZen, and TechBA Vancouver.

 

Since very little has been written about the nuances of game localization, particularly for languages outside of Japanese and English, I interviewed Language Automation’s Latin American localization team and gamers from the region, in addition to scouring gaming forums.  This article reflects the compiled information – how linguistic differences across 20 Latin American countries affects immersion in games and how translators are able to compensate for these linguistic variations.  I’m publishing this article in follow up to my DevHour presentation about game localization, in which I spoke about the complexities of global markets and why proper localization (and culturalization) is key.
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