Localizations that take up one year to do just that.

#1Chenmaster2Posted 1/3/2013 10:27:09 AM
What's your opinion on it?
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#2IHeartMetroidPosted 1/3/2013 10:28:23 AM
Sometimes it can't be helped. RPGs can have scripts that rival the longest works of Victor Hugo; Trails in the Sky 2 is over three million characters, for instance.
#3kdiz4321Posted 1/3/2013 10:34:27 AM(edited)
When a lot of RPGs have been done in 6 months, it just shows that the company didn't even think about localization until after it was out in Japan. Which mostly means that they had so little faith in their product that they had to see Japanese sales before they would start, and that's kind of sad.
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#4IHeartMetroidPosted 1/3/2013 10:42:52 AM
"When a lot of RPGs have been done in 6 months, it just shows that the company didn't even think about localization until after it was out in Japan. "


I don't agree with this. Again, some RPGs (like Etrian Oddysey) are text-light, so they take less time to localize. Some RPGs, like Trails, are massively text heavy, so they take far longer.
#5Mega_RatPosted 1/3/2013 11:13:46 AM
I heard a group of chineseguys translated Final Fantasy Type Zero in 3 months. =/
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#6malfionPosted 1/3/2013 11:17:36 AM
Mega_Rat posted...
I heard a group of chineseguys translated Final Fantasy Type Zero in 3 months. =/


They did.
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#7yankee6903Posted 1/3/2013 11:18:02 AM
malfion posted...
Mega_Rat posted...
I heard a group of chineseguys translated Final Fantasy Type Zero in 3 months. =/


They did.


Then they cancelled it
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#8jovewolfPosted 1/3/2013 11:53:42 AM
I'd much rather they take their time and do a quality job on it (and properly integrate the changes and quality check them) than get another bug and mistake-ridden mess like Ar Tonelico 2.
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#9Tha_DegeneratorPosted 1/3/2013 11:55:18 AM
Mega_Rat posted...
I heard a group of chineseguys translated Final Fantasy Type Zero in 3 months. =/


Translating =/= Localizing.
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#10PoltergustPosted 1/3/2013 1:05:57 PM
Yeah, there's more to localizing than just translating (which is a humongous task in of itself). You'd also need to edit the extensive script get rid of phrases and jokes that wouldn't make sense outside the country the game originated in, and perhaps change some components of the game to have it make more sense to foreign audiences. And if the game has voice acting and music with vocals, that may also get changed as well.

There's probably some other stuff I'm forgetting, but the main point is that localizing is not just about translating; it's about making the game feel right at home to foreign audiences.
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