This is not the first time for the first time large foreign publishers decide to release an ambitious multiplayer game in Russian earlier than in English. Starting for a truly extensive Russian -language audience is a good opportunity to evaluate the prospects of the project.
Black Desert too will come to Russia and the CIS before the European and American regions. This is one of the most promising rooks of the year, and she, unlike many, has a chance to get to the release. We have already shared thoughts about her with you. This time we asked the producers of the project, Timur Galyamov and Sergey Gerasimov, several questions about how Black Desert Correct for non -oreian players.
Translation and adaptation
How is work on localization? You get materials from developers, somehow agree on the results, use some tools and sources … Please tell us about all this in more detail!
[Timur Galyamov] Initially, we get an assembly (client, server), in which there is a separate package of documents with a full text option. We determine the composition of the structure, sometimes the developers themselves indicate what is responsible for. After that, we send the text to the translators, having previously divided it into pieces according to priorities. First of all, the text that determines the future terminology of the game (interface, all the names of locations, monsters, skills and the like) are translated. When the first part is translated, you can start working with the entire voluminous descriptive part (description of objects, skills and tasks).
Having received all parts of the translation, the editor compares them, corrects possible errors, and also makes literary processing. After that, the text is built into the client’s client and is transmitted to the tester who checks the correctness of his display and the logic of names regarding the game environment.
After testing, the final version of the translation is sent to the developer who “sews” it into the game and gives us. Then we check the performance of the new assembly, that is, we look so that the tables and lines of the translation do not violate the integrity of the game and do not bring down the client.
The translation documents are transmitted between the developer and the publisher only full localization packages, while for internal work the publisher shares the package into conditional parts according to the degree of priority.
From what language do you translate the game – from Korean, from English (suddenly Western colleagues are still ahead?) or from some other?
We only translated our own names from the English language – for the sake of atmosphere and to convey their correct sound. We translate everything else from Korean. The fact is that due to the high load in the development and refinement of the game, the developer did not have resources for transfer from Korean into English.
Of course, it is easier to find translators from English, because there are more of them, but even the developers do not even have an edited English version. It turns out that the game will be completely translated into Russian earlier than into English.
What problems did you encounter in the process and what caused the most difficulties?
The problems are mainly in the fact that while the translation is going on, the game does not stop developing. Developers constantly modify the structure, improve the game and modify key mechanics. All this also affects the composition of the localization package. The translation of the previous version of the game each time requires comparison with the new version, which delays the entire translation process.
The specifics of the public
Open Beta testing of Black Desert in Korea has already begun, but the Russian version, of course, will have separate servers. Than the start on the new server in Black Desert differs from the start on the server with an already established population? What new players have to build from scratch? Society? Economics? Politics? Is it possible that completely different situations will develop on different servers due to the actions of the players?
[Sergey Gerasimov] Each server is a whole world in which players establish their own orders and seize power. The start on the already established server will not allow new players and guilds to join a full confrontation, because players who play from the start initially stronger. The new server is a great opportunity to compete for power in equal conditions. At the start of Russian servers, all players will be equal, and what they can achieve will depend only on themselves.
Players will have to build absolutely everything from scratch-from society with their own orders to an integer system, due to which political ranges will arise. Each server will be unique in its own way.
Koreans have their own mentality, their own culture, their own flavor. How important it is, in your opinion, to save all this and convey when translating? Still, Black Desert is very reliable on the exotic and very interesting ideas of the Koreans about the beautiful-whether the abstract Ivanushka-Durachka and heroes with knights will be appropriate here? How do you feel about the Russian flavor in the Korean game?
The game has its own conceptual color, and there is no clear indication of the tradition of Korean culture there. When translating, we try to observe rather those canons that are tied to the classic Western Middle Ages, so that some witch definitely will not become a woman-yaga from the bay-bastard. But if images from Slavic mythology will ever appear in the game, then the names will be appropriate Royal Oak Casino.
Localization, of course, implies not only translation and voice acting. What else do you plan to touch? What data do you use when you correct (if you correct) gameplay elements? How the average Russian player differs from the average European or Korean?
Contrary to stereotypes, most Korean players are casuals that like to get the maximum result, making a minimum of effort. That is why many Korean projects are simplified every year (an example of this Lineage 2, Tera, Ragnarok And Aion). Our players, on the contrary, seek to get everything themselves, explore every corner of the game world and try out all the aspects of the game without exception. European players are something between Korean and Russians: they are ready to pay for a good and comfortable game.
But the game should not be too simple or too complicated. Of course, among Korean, Russian and European players there are both casuals and hardcores, but, in my opinion, we have more hardcores than anywhere else. And this is not at all surprising – many domestic online players grew by Ultima Online, Lineage 2 And Ragnarok , that one way or another affected their priorities.