

Take the text, translate it, stick it into the game, and profit. So, what’s a developer to do if they don’t want their game to flop? Come talk to us, of course.

Beginner linguists may come up with fantastic translations, though they still won’t hold up under quality checks since they were done in an XLSX file-the lockit (the file with the text for localization) structure isn’t available, so all those rough edges can’t be smoothed down. No matter how experienced the translator is, their chances of guessing where a particular line goes in a game is directly correlated to the number of meanings the word has.
#Que es xbench skin#
Let’s take the word “bark.” Is it the sound a dog makes or the outer skin of a tree? Do you see the problem? There’s no way of telling unless you can see the context. What is a machine going to do when even humans don’t always understand the context right away? While machine translation is one answer to this problem, it is often less a solution and more a new set of problems. And those reviews might only be there because of the poor impression the players had of the localization. Even a masterpiece can get lost in the shuffle when you have an onslaught of new projects, one of which gets a series of negative reviews after launch. But there’s one thing that can negate all your hard work. Quality games take off with potentially exponential growth. The gameplay has to be fun, the plot has to be engaging, progress needs to keep you interested, and the bugs need to be out of sight or at least not critical.

If you want your game to be a hit, you’re going to have to invest heavily into it or get very lucky. One of our project managers at Allcorrect is here to share his experience and talk about some of the job’s key aspects. Sometimes it’s a scream of joy, others of horror. Working in localization can make you scream.
