localization for media is one hell of a job.
do a quick exercise with me if you don't believe me. here are 5 JP words and phrases real quick
ヨハン = yohan = Johan
良い = ii (read as ee in reed) good, positive, nice
人 = hito = person
は = ha = is
ですよね = desuyone = an ending syntax to end a question. often used as "isn't that right?" to the prior topic.
now here's my challenge phrase. ヨハンは良い人ですよね? how would you translate this? your first pass will probably be:
Johan is a good person, isn't he?
which is... technically correct, but if this phrase is used in the presence of Johan himself, then this is a wrong translation. the speaker is also saying this in response to Johan helping them out with something. if thats the context, then this would be translated as
Johan, you're a good person, aren't you?
but... reading this phrase out loud, it sounds... wrong. clumsy. awkward. odd. if you put this in a 1st party nintendo video game, it just straight up doesn't work. a voice actor might look at this and raise an eyebrow and ask, "yo, is this a draft?"
so localization parses this, and probably looks at the bigger context of things. they may or may not be able to ask the original writer directly for any additional info like intention and hidden contexts, and may even have mandates passed down from the company to ensure that certain sensitive things are avoided. but either way, the end result is to always deliver something tonally accurate and smooth/engaging in english, since the audience is fluent in english.
and factoring that the speaker is a bit of a flirt, ヨハンは良い人ですよね? might become...
Well, aren't you just sweet, Johan?
and so, despite sounding nothing like the original first parse, this end result is actually correct and ultimately more serviceable. based on additional overall context, the line may end up extra flirty or be toned down depending. sometimes the original writers may even have a hand in localization. just because they may be say japanese doesn't mean they don't understand english enough to want things to be portrayed in a certain way
thanks for reading, peace
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"And the most important considerations when they're designing the lore is how to make these influences fit into the world of Fourteen. Like Oda-San wanted to emphasize that it's really important that what we're trying to do is we're not trying to recreate reality. We are trying to imagine a world with perhaps similar locations, but still fitting the history of FF14. But you know at the same time, when we do draw on real life cultures and languages, we want to develop an understanding and a respect for those cultures and we want to try to demonstrate that the best we can. Yeah. And this is a real point of focus for 7.0. I can't say much about it, but I will say that is something the team is very aware of. They're aware that we have not always made our goal of being, demonstrating the proper respect for cultures in the past as a game and as a franchise, and we are really working on it."
-English Localization Lead Kate Cwynar on developing lore for Final Fantasy XIV, Las Vegas FanFest, July 29 2023
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Healthcare localization also allows medical institutions and pharmaceutical companies to save a lot of operational capital. How? Well, one would not need to hire multilingual language experts such as translators and localization specialists
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Support local businesses. Support physical media. The Playstation and Nintendo online marketplaces will never give you this experience.
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