Video game localization | Wikipedia audio article
Channel: wikipedia tts
Date: 21/12/2018

This is an audio version of the Wikipedia Article:
https://en.wikipedia.org/wiki/Video_game_localization


00:01:38 1 History
00:04:47 2 Levels of localization
00:06:18 3 Production models
00:11:19 4 Tasks and challenges
00:16:00 5 Cultural changes
00:18:16 6 Linguistic assets
00:20:36 7 Textual types and file formats
00:21:21 7.1 Manual
00:22:05 7.2 Packaging
00:22:37 7.3 Readme file
00:23:09 7.4 Official website
00:23:52 7.5 Dialogue for dubbing
00:24:43 7.6 Dialogue for subtitling
00:25:33 7.7 User interface (UI)
00:26:16 7.8 Graphic art with words
00:26:40 8 Controversy
00:28:25 9 See also



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SUMMARY
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Video game localization is the preparation of video game software and hardware for sale in a new region or country. Although translating the text is a large part of localization, the process includes any changes made to a game, including altering art assets, creating new packaging and manuals, recording new audio, transforming hardware, cutting out whole portions of the game due to differing cultural sensitivities and/or local legal requirements, and even adding sections to replace cut content.
The decision to localize a game relies heavily on economic factors, such as the potential profits that could be made in a new country. As such, the process is usually undertaken either by the game developers themselves or by a third-party translating company, though unauthorized fan localizations can occur if a translation is poor quality or if a game is not going to be released in a specific language. As an industrial field, localization is still in development and lacks consistency in terms of implementation and importance. Gathering information about industrial localization practices can often be difficult because of the lack of consistency between companies, as well as non-disclosure agreements many translators have to sign.
The goal of localization is to create an enjoyable, non-confusing play experience for the end user by paying heed to their specific cultural context while being faithful to the source material. The suspension of disbelief is of utmost importance to the process; if a player feels as though the product was not meant for them, or if the localization creates confusion or difficulty in comprehension, this may break immersion and disrupt the player's ability to continue the game.