The newest Story of Seasons game is already out in Japan, so we're starting to get more information trickling down to us as we wait another month for the western release. A new trailer premiered today, with an English voiceover talking about a year in the life of a farmer, and players have even discovered that the loading screens - which feature images taken by other players in Photo Mode - are already packed with terrible photos, like the one below.
But enough about butts! The XSEED blog has just posted an interesting look into what it's like to localise a title like Story of Seasons, and all the efforts the team put into making it the best-ever translation of the original Japanese. Localising is not quite as simple as just translating text into English - it involves understanding cultural references, jokes, puns, accents, and so much more.
Written by Lori Snyder, the Assistant Localisation Lead, the piece details how the localisation team were given a strict, tight deadline to finish their work, with a lot of unique challenges that came with turning the Japanese text into English, while not losing the character or personality within.
"After translating the basic system text (item descriptions, character names, etc.), I jumped into the editing process as our other translator took on the various events and NPC dialogue.Once she had finished translating, our team would edit the files and pass them off to our proofer.
The Japanese source text was being updated regularly during localization, so there were lulls in our workflow as we waited for newly written text or reviewed lists of changes that had been made to the Japanese text to determine what we would need to reflect in our English.
But even when things slowed down to let the Japanese development get ahead of us, we had to run like a well-oiled motorcycle to make our deadlines."
Two of the hardest things to translate from one language to another are puns, and gender. Pretty much every language carries within it a concept of gender - whether that's the gender of the person speaking, the person being spoken to, or sometimes just a randomly-assigned gender for an object that has none (looking at you, Europe). English often doesn't take these into consideration, except for things like pronouns - but Story of Seasons will be one of the first games that actually recognises the player's gender, rather than just referring to them (and their partner and child) with gender-neutral wording.
Ordinarily, it's a pain to program these things in, because localisation translates a line as a whole, and swapping out individual words is much harder. Pioneers of Olive Town has new text tags that make the process easier, allowing the localisation specialists to swap pronouns, or even change lines, like this example that Snyder gives:
If the player is male: "You're welcome to join us if you like! We wouldn't mind the extra company."
If the player is female: "You're welcome to join us if you like! We'd love to have another gal to chat with."
Although Snyder doesn't go into a lot of detail about puns, they are notably tricky to figure out in translating Japanese to English, since they rely on similar-sounding words. In order to recreate the joke in English, puns often have to be completely re-worked, and it's really worth reading Ace Attorney localisation expert Janet Hsu's piece on how it worked for them to get a full sense of how hard it is.
Luckily for the Pioneers team, one pun worked out perfectly: the name of gourmet chef, Lovett. In Japanese, his name isダイスキー (Daisukii) - a play on words meaning “I love (it)". Snyder calls her choice of "Lovett" as the English name an "amazingly timed localization epiphany" - sometimes things just work out perfectly!
There's even a bit of information on how the title was chosen. The original Japanese title is "Olive Town and the Land of Hope", which was deemed too wordy. The team wanted to explore the game's theme of the wild, untamed frontier, which eventually led to the "Pioneers of Olive Town" title for the western release.
Snyder ends the blog with a personal aside, saying that localising the game has brought the team "a lot of happiness and laughs" in a year that was incredibly difficult for many of us. "It is my sincere hope," says Snyder, "that when you pick up this game, you’ll be able to make the most of those small joys: growing crops, raising animals, customizing your farm, and getting to know Olive Town’s lovable and diverse cast of characters."
We don't have long to wait - so let's hope Snyder is right!
[source xseedgames.com]
Comments 14
Very interesting read about the underpinnings of bringing the game westward. Thank you!
It is always interesting to see how localization teams handle how punny of a language Japanese is.
Ace Attorney shot themselves in the face by changing the locale though. It took the series a while to recover from that imo. (It is still bad but it feel less clumsy now)
Been binge watching videos during work breaks. Trying Not To Buy Early....!
Subtitle: Butt we still have to wait a month
While indeed difficult, attaining this level of punning is possible. I've seen firsthand the wordsmithery of Nintendo Life writers, as they defy all obstacles in their way of landing perfect puns in the subtext line of the article, one after another.
I’ve thought about this too with games like Paper Mario: The Origami King. Some of the humor can be used directly. Other parts, though, will need to be updated.
This article was such a fun read. Pioneers of Olive Town is actually going to be my first Story of Seasons game and I can't wait. I already pre-ordered the physical version!
Near of date release, Marvelous keep updating the game with more information and screenshots. But by contrary, Natsume still did nothing to promote their game One World with further information.
@Desrever but we don't have the added challenge of having to translate them!
@realityxaidan cheers! I looove writing about localisation, so expect to see more like this whenever I get the chance
This is great!! I can't wait for it to drop here! Going to get it day one
This. OMG this. I try to explain this all the time when some aggressive tween who knows nothing about the game intestry start whinning “wHy WoN’T thEY PoRT THiS!? FRee MoNey!”.
In a lot of cases, localization costs more and takes longer then developing the game in the first place. Animal Crossing's localization team is like 3 times the size of the game development team, as just one example. It’s not easy to get stories from Japan, where the “love struck couple” starting a physical relationship are generally 13 to 15, boys have physically and emotionally intimate relationships with other boys that are not sexual (boys like to hug, yo) girls as young as 8 are in charge of households, people generally love their bosses (I remember a anime where someone is going to sneak out of work but runs into there boss, who says something, and that causes them to change their mind. In Japanize, the boss said “you’ve such a good worker. You wife (name) must be proud. I’m very happy you work for me” but in English he yelled at him because that type of boss relationship just isn’t a thing in NA), every name is a pun based on the first letter in the Kanji spelling looking like a katakana character or whatever.
It’s not easy to just magically make the story feel the same and say the same thing for a completely different culture, erase the history and idioms that people outside Japan wont know and so on. It’s time consuming, it’s specialized work, and it’s expensive.
I need to stop reading articles about story of seasons just because I get more and more impatient for the game, come out already pleeeaaase
Well, @KateGray, I no longer feel awkward about asking you to define the British use of "pants"... [grimaces] Not after seeing the imagery in this article...
I always appreciate articles about languages and localization. I look forward to more!
(Also - and this is not something I think I can attribute to the translators - the way this game seems to call attention to its acknowledgment of gender does seem awkward. I hope that impression is not correct.)
@COVIDberry This blog was called "localisation blog #1" so there might be more on this exact subject
I actually did my final university dissertation on translation - I studied Latin and Greek - so it's nice to put it to use in these pieces about localisation. The gender thing is a bit weird, but having done pronoun-based code myself for a Twitter bot I made, I can tell how much effort they put in!
@KateGray KEEP YOUR FILTHY HIGHER EDUCATION AND LONG-TERM THOUGHT OUT OF OUR VIDEO GAME COMMUNITY. THIS MEDIUM IS DISPOSABLE AND SHOULD PROVOKE NO QUESTIONS. HOW DARE YOU INTERFERE WITH SHORT-TERM COMMERCIAL IMPERATIVES, COMPLAINING ABOUT THE LAST DIRECT, AND IDEOLOGICAL BATTLES!!!!!1!
(On the other hand, I guess your Twitter bot can be a force for disruption and polemics. Carry on...)
@COVIDberry I DIDN'T LIKE WHEN NINTENDO ANNOUNCED A THING THAT WAS SLIGHTLY DIFFERENT THAN THE THING I WANTED
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