On June 17, domestic translators Yo Muto tweeted on June 17 about the importance of the LQA process in the game on Twitter. The tweet seems to be receiving a response from experts such as game developers and translators.
Muto is a translator who was involved in Japanese localization of many games such as Gone Home and VA-11 HALL-A. On June 17, he commented on his Twitter account about one of his localized processes, Linguistic Quality Assigne. Mr. Muto shares his own views as LQA is the most important process for us (translators).
According to Muto’s tweet, he talked about LQA was Dialogue with Bridge Games. This is a video released on Youtube’s the other day. In the same picture divided into the first part/second part, Domestic Game Publisher Yoriko Kuwahara and Mr. Muto talk. He talks about the Japanese language of TREK TO YOMI that Kuwahara was in charge. He was also mentioned in the representation of localization and quality, and indieveropper’s religion, whose budget was strict and could not be expanded very much on localization. Muto seems to have tweeted about LQA on such content.
What is LQA
In the first place, what kind of process is LQA? For example, in Japanese local localization, translators translate English text into Japanese. And LQA is the process of checking such translation results in the actual game. In LQA, translated texts are implemented in the game, and the native speakers of the target language are actually played. In the case of Japanese, check whether you can play in Japanese without any problems even in real play. And if there is a problem, it is a process of feedback to the developer.
Muto said in a series of tweets that I don’t want to give a name (my) name that I don’t do LQA myself. He explains that he doesn’t know anything about not doing LQA. LQA is a localization finish, and there will be errors and improvements that can only be understood in the process. The final language quality cannot be controlled by not performing such a finish with your own hands. Under such circumstances, it is intended to be concerned about giving a name as a translator in a work that does not work on LQA.
What happens when you cut LQA
In fact, the impact of LQA on the language quality of the game seems to be significant. This is because various problems may occur if the translated text is implemented in the game. For example, in English and Japanese, even in textbooks with the same meaning, the number of characters, the size of the display, and the appropriate fonts change. Therefore, even if one conversation window is taken, problems such as the line space is narrow and the letters are overlapped, the letters protrude from the window, and the characters are not displayed due to inappropriate fonts.
In addition, problems such as the character setting and tone are different, There are unrequited-localized parts such as strings built into the game code and additional developed elements, which is difficult to discover until you actually play it. is. If you cut LQA, a game with these problems can reach the user. In addition, it seems that LQA is often performed with the actual game play. In other words, LQA is not only a defect and error correction, but also a process that improves all user experiences related to language.
To support the importance of LQA, the voice of domestic translators has been sent to Muto’s tweet. Yuta Kurosawa, who was involved in translations such as Katana Zero, Nobody Saves The World, and Blasphemous, tweeted, I often change the translation through LQA work. He agreed on the opinion that LQA was important. According to Kurosawa, the impressions of receiving English and Japanese sentences are different from the text of the Japanese sentence and the impression that they receive when they are actually displayed in the game. Therefore, unless the LQA stage is actually checked in the game, it will not be possible to adjust the game production and impression.
Ryu Ito, who worked on translation such as the Salt and Sanctual series and Hollow Knight, also testified that I am a type that rewrites me at the LQA stage. He agrees to Muto’s opinion, which conveys the importance of LQA. In addition, Mr. Ito has conveyed the idea of why LQA does not penetrate, such as the difficulty of securing the LQA budget on the development side.
Mr. Yamanaka, Chief Manager of PLAYISM, a public gaming media public gaming media, also responded to Muto’s tweet on Twitter. I also agree with Muto’s importance of LQA. The Playism also states that before the start of localization of the game work, the developer may check the debug function and hope that LQA will include useful functions. That means that the smooth progress of LQA is directly linked to localization quality. In the following tweets, the translators are looking for opinions on what functions of LQA have.
Causes of LQA are not implemented
However, it seems that LQA, which all the intellectuals are important, may not be implemented. Muto mentioned that some of the series of tweets did not emphasize LQA. He reports that he tends to be unable to carry out LQA, especially for indie developers.
There are also opinions from developers. Interiver, a personal developer Miyako Publishing, who worked on Spring Penguin and Spring and Shura, pointed out that LQA could not be implemented due to budget issues. He conveys his experience of implementing LQA of his work on a budget issue. Mr. Muto also agreed to this point. It is testimony that small developers may not have a budget for LQA in the first place.
What specific circumstances are there? We talked to PLAYISM Chief Manager Yamanaka. First of all, there is a hurdle to carry out LQA. For LQA, it is necessary to create a test version game that can be played with the target language. For example, in the case of Japanese-speaking English games, a version of the translated Japanese text is needed in the game. However, in the case of a developer who is unfamiliar with localization, it may be difficult to display Japanese in the first place. It seems that the development period for supporting Japanese display will take further, and there are cases where it will be an obstacle in LQA implementation.
In addition, even if LQA is implemented, the development side has realized that it is difficult to realize that the quality has improved. Because you don’t know the language to be localized, you can’t realize the rise in quality and you’re recognized as only cost. Even an important LQA is a case where the developer cannot recognize the value and reduce it as a wasted development cost. Also, it is unknown whether the cost can be collected as sales even if LQA is implemented. Even if you recognize the value of LQA, you may be able to reduce LQA costs as a business decision.
First of all, LQA cognition
LQA is extremely important for game translation quality, as you can see from the voices of a series of experts. The demand for games multilingual and the need for localization by experts continues to increase. And LQA is an indispensable process as the last finish for games over the language wall.
As an example of the benefit of LQA, Mr. Ito mentioned above reports that Salt and Sanctualy originally implemented the Japanese version in machine translation, and that sales have grown due to the re-recalling bridge games. Even if you add that the work was originally a topical work, there is certainly the advantage of improving translation quality. And the most benefit of LQA is the user who is the only 1. I hope this article will help LQA to be aware and understand.