MMORPG Localization

* See also Game_of_this_type_-_Difficulties
* See also Player_Created_Asset_Collaboration_System
Localization (in a game making context) is the Process of making a Game work in Different Languages (and Cultures).
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Localization Task (game production issue) :
How do you handle people who want to play the MMORPG, and it is only in English ?? ( You probably don't want to have it only be called "A chance to improve their English skills" ... )
Well nothing is stopping other-languaged Players from creating alternate translation Assets. Much of the rest of the content wouldn't need changing.
Facilitated with some appropriate programming which causes the alternates to be used for a Players with a particular Language mode setting ( including alternates list for multiple languages in a preference order - in case their first choice isnt available for THAT Asset ). It is unlikely there would be huge numbers of languages available, but some people can understand more than one and if its available it could be applied.
A Problem might be getting the alternate stuff vetted by 'trusted' inspectors ( fewer of them available for various languages ). Text can (generally) be put through online translators to do a basic check, but audio speech/graphic signs/in-game documents would need manual vetting. Signs/documents which are auto-generated ( using text parameters ) could be machine checked too.
Text subtitles used for translations ?? ( easiest, instead of voice dubbing )
Some adventures might be primarily created in a foreign language -- possibly INTENTIONALLY one that would be found in Rapture, and then (intended) it is upto the English-language Players to figure out what's being said. Probably not too common, as the model for Rapture is New York City which general had a well practical adjustment to the "melting pot".
Player Speech wouldn't translate ( unless auto-translate of voice gets really-really better and executing fast available sooner than later ).
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Content Localization (Idea of Way To get It Done) :
Alot More Content - In Language - SO ALOT More Things that need Translation.
Player Asset Creation 'localization' Sub-communities with goals of translating the game to different languages. Such tasks might be quite significant when you think of all the text translations for every object, sign translation, NPC quip and statement and quest story ( let alone any voice recording ). Tutorials, game instructions, tool documentation would add even more work for each language.
The Company doesn't want to spend money to do the translations ( that's why they skip so many), but they might arrange to get cooperation from various countries' Universities ( their native language departments ) to do such a thing, as a (ongoing) project. I could see alot of debate/discussion about the right equivalent phraseology, as the game offers many unusual situational contexts. Someone responsible would also have to make sure invalid/wrong/inappropriate translated text did not find its way inserted into the 'official' game data.
The collaboration effort could pay off, besides by the real world experience for the Universities students, in some number of free play accounts as a token compensation and visible credit for the achievement.
The game engine system would have to be set up to facilitate it ( the usual subtitles systems for picture signs, subtitles for unchanged audio voice assets, and substitution of text assets ). There could be tools to rebuild a subset of language specific pre-rendered assets to be substituted into the game asset 'dictionary' ( substitution flavors for the data sent to the client both static and dynamically ).
The Asset Creation Collaboration system would be directly useful to organize and drive the tasks involved ( which include getting new Assets to translate every time a new Asset is accepted and added to the game ).
All the same roles and accountability and vetting processes would be used, as well as the forums for discussions/assistance.
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Localization - Alternate Language Support (If the Player Created Asset System is ever implemented) :
Mechanism of Pointing at Text-based art Assets - Posters/Sign/Graffiti ( which would be too much work to provide alternates in multiple localized translations ) could show a simple 'subtitle' translation text like done in BS2 ( simple translations text would be included/added into Assets data - but that's easy to do after the primary Asset is operational ).
Translating ordinary text to another language Asset substitution - Mission/Quest spiels/dialogues/NPC text talk/names of objects, etc ... ( Which can add upto ALOT of translations being required AND then re-vetting of those translations - as extra work making sure it matches original meanings/idea and not just being valid/appropriate ).
Audio clips of speaking would have to be localized ( not sure how many Player Created voice Assets there would be ) - again a text translation being shown in parallel might suffice. NPCs also would do alot of talking via text (since so many different audio clips is hard to provide) and these could have similar text translations ( thought ASSEMBLED text with script assembled sentences ( situational substitutions ) might play havoc with grammar and more work than static phrases and sentences ).
Player in-game input talking/speaking bubbles (Over-the-head text) would NOT get auto-translated ( localized Game Servers with Players speaking same language would be likely ...).
Text/audio media created in-game (by Players - like Bulletin-Boards/Newspapers/TV/Radio-Ads/Mail ) would NOT get translated from the native language -- again localized Servers.
The PCA (Player Created Asset) commmunity itself might face similar problems ( since its based on massive Player involvement ) with communications of intent/design/comments/documentation likewise facing a different language issue.
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