Adapting JRPGs into English Is More Difficult than It Sounds

This is an interesting and rather relevant article I stumbled upon while browsing through Kotaku, shedding some light on the much-talked-about issue of English-speaking regions not having access to those epic JRPGs that we simply wish we could play, or understand for that matter. Getting a JRPG out in English may sound like a straightforward task, but unfortunately that is not the case. A translation that's too literal will create a highly niche foreign market and a less-immersive gaming experience, whereas a non-literal translation would prove to be very difficult and time consuming for translators. Read on to find out the process of how localization actually works!



Via Kotaku

Maybe one day, when the rapture comes, every single Japanese game will be instantly translated and localized for English-speaking audiences, and then they will be transmitted into our brains so we can experience them without moving from our fluffy heaven cloud-couches. 
One day. 
Today, we are stuck with publishers, and we can do nothing but awe at just how much work the best localization companies put into their craft. Every time you play a Japanese game in English, remember that in order to make it happen, people had to translate, edit, copy-edit, license, bug-test, market, promote, and grind their way through millions and millions of words. The text in Animal Crossing: New Leaf, for example, is 2.4 million Japanese characters, Nintendo says. That's over a million English words. For one game. 
In other words, localization is tough. Google Translate this ain't. 
Earlier this week, a representative for the publisher XSEED asked if they could share some graphics to illustrate some of the challenges they have to face during the localization process. They wanted to give us a granular perspective, and show off some of the nitty-gritty details that take up so much of their time. 
"Sure!" I said. XSEED does some great work
So on today's Very Special Edition of Random Encounters, here's XSEED production assistant Brittany Avery giving us a look at some of the work they had to do in order to localize Rune Factory 4, the RPG/sim that came out for 3DS this week. There's some fascinating stuff here. Exploding text boxes! Misplaced pronouns! Renamed shop categories!


Random Encounters is a weekly column dedicated to all things JRPG. It runs every Friday at 3pm ET. You can reach Jason at jason@kotaku.com or on Twitter at @jasonschreier.

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