LISA ASIA Forum - Localization Industry Standards Association
Presentation: Localizing Games & Interactive Media - How they differ from other software products
Suzhou, China. 29/07/2010
15. INFLUENCENotonlygames… Thereis a lot more Gamesforhealth EdumarketGames Business SimulationGames Militainment eLearning Simulation Games Alternative Reality Games Art Games OrganizationalDynamicGames
16. INFLUENCEYou and yourbusiness eLearning Video Games Interactive Entertainment is influencing our lifes much more than we are conscient of. Not only Entertainment Also how messages go from transmitter to recipient. Interactive Multimedia is a Communication Channel
19. 1. The Game Localization process: where does Localization fit in Game Development Production. HOW IS THE PRODUCT BUILT
20. GAME LOCALIZATION INMATURE PROCESS Whenlocalizationwas (is?) anafterthought GAME DEVELOPMENT PROCESS LOCALIZATION Procurement Translation Audio Linguistic Testing Engineering Reengeniering Recompilations Testing Testing Bug fixing Internationalization Text extraction Text expansion Cultural Review Localization Translation Audio Adaptation (cultural)
24. GAME LOCALIZATION MATURE PROCESS Localization as anearlystrategy GAME DEVELOPMENT PROCESS Localization related Engineering & Technical Procurement Internationalization Localization Testing International Launch
25. GAME LOCALIZATION MATURE PROCESS Localization as anearlystrategy GAME DEVELOPMENT PROCESS Localization related Engineering & Technical Procurement Internationalization Localization Testing International Launch
37. Special SkillsUnderstanding specificGame Universe Geek factor Each game has it’s own characteristics Not because you have translated a game, that you would know all about the next one (if you know about prepress… you can learn more, understand a new device, but your knowledge is solid and can be used). Be able to understand what the Users need, what they expect. Take decisions: There will always be a different opinion, still linguists many times need to set the standard.
38. Special SkillsUnderstanding Artificial Language LanguageEngineering Games translation demands special skills: Able to perform productively and make a picture of what is happening On the fly player messaging and variables Mage throws a spell on the soldier. [·PC·] throws [·item·] to [·NPC·] Le mage lance un sort sur le soldat. [·PC·] lance [·item·] sur [·NPC·] 1st (sort of a parenthesis) the game engine has to be able to generate a few changes to the translated text - > Powerful design and technology Translator has to understand what is going on in order to deliver what is needed. Translator has to understand the technology and know what the engine can or cannot do. (in these on the fly messages a linguist HAS to perform the job).
43. Simplicity and intuitive intelligibility of the interface (quick to learn).
44.
45. Localization is not only about language Usability in games = easy to use = natural = enjoyable Device controller for instance can vary: X button is the select button in Western Europe (X as a check) 0 button is the select button in some Asian countries (X as not good)
46.
47. Audio Localization might be imperative Difficult to drive or shoot in parallel to reading instructions
49. Usability Anecdote Massively multiplayer online game The surprising reason Asian MMOs are mouse-based Asian Games: Mouse controlled Western Games: Mouse & Keyboard
70. Top 10 (9+1) risks of gamelocalization Affects: Developer Publisher Localization Avoidby: MarketKnowledge & Research Dev: Quick changesmadeeasy Pub: Contingency (budget) Loc: Time
71. Top 10 (9+1) risks of gamelocalization Affects: Localization Avoidby: Loc: Contingency in planningGoodResourceAllocation
72. Top 10 (9+1) risks of gamelocalization Affects: Development Avoidby: i18n TrainingXtranslations (or MT) on Beta
73. Top 10 (9+1) risks of gamelocalization Affects: Localization Mitigateby: Knowledge of requirements Platformspecificglossaries
74. Top 10 (9+1) risks of gamelocalization Affects: Localization Mitigateby: Knowledge of Market Specific LOCAL resourcesallocated
75. Top 10 (9+1) risks of gamelocalization Affects: Localization Mitigate by: Approve content -> RecordVoice Talent selectionPlanning
76. Top 10 (9+1) risks of gamelocalization Affects: Localization Publisher Mitigate by: IP owner <> Publisher Communication Clear Glossaries
77. Top 10 (9+1) risks of gamelocalization Affects: Localization Publisher Mitigate by: Specific Market Knowledge Games are EntertainmentStrong Focus on LOCAL USER
78. Top 10 (9+1) risks of gamelocalization Affects: Development Localization Publisher Assign Contingency: Voice Recording Budget ?I18n issues: ex. Blood color (Germany)
80. Conclusion Interactive Media is more than just games Needed Improvements in the game localization industry: Content Management Systems & Global Content Management Systems Standards (although vs creativity) WYSIWYG tools? Globalization in Games Industry is challenging, complex and FUN
82. Thank You Pleasefeel free tocontact me withanyquestions:Víctor Alonso Lionvictor_alonso@pinknoise.es http://www.pinknoise.es
Notas del editor
What are videogames. I wouldfirst of allspend a few minutes tryingto define this . Or at leastto define my vision of whatthe so calledgameindustryis. Someprobablyrecognizetheseimages, thesemoments. Most of ushaveseen, played, orsawpeopleplayingvideogames. They are justhavingfun….Butthe “Games” industryisalso…/ much more….I honnestlybelievethatvideogamesison of themostimportanttestingfields of IT and thetechnologythatwillsurroundus more and more in thefuture.
Somemayargueit’s a waste of time. Somemayarguethatthefactthatinteractiveentertainmentistaking so much time isnotreallygoodforour personal lifes and forourchildren’slife.Games are just …. these time wastersthat are takingourkidsout of theplaygrounds and takingtheir time fromstudyingoranyintellectualwork…My perspectiveisthatthisisnotreally true.
But still we have to understand that an average gamer would have spent 10000 hours /10000 hours education presential ediucation.This is of course not considering the fact that games are not for kids anymore and the age of the average gamer has increased considerably. But if we stick to this simplification, we have to find the values and benefits that this exercise will bring to our societies. Urgent optimism / Social Fabric (creating) / Blissful Productivity -> working hard on games is better than doing nothing /Epic Winning.This data and ideas source are from Jane McGonigal from the Institute from the Future. I really encourage you to check her presentation at ted .com
But still we have to understand that an average gamer would have spent 10000 hours /10000 hours education presential ediucation.Urgent optimism / Social Fabric (creating) / Blissful Productivity -> working hard on games is better than doing nothing /Epic Winning.This data and ideas source are from Jane McGonigal from the Institute from the Future. I really encourage you to check her presentation at ted .com
But still we have to understand that an average gamer would have spent 10000 hours /10000 hours education presential ediucation.Urgent optimism / Social Fabric (creating) / Blissful Productivity -> working hard on games is better than doing nothing /Epic Winning.This data and ideas source are from Jane McGonigal from the Institute from the Future. I really encourage you to check her presentation at ted .com
But still we have to understand that an average gamer would have spent 10000 hours /10000 hours education presential ediucation.Urgent optimism / Social Fabric (creating) / Blissful Productivity -> working hard on games is better than doing nothing /Epic Winning.This data and ideas source are from Jane McGonigal from the Institute from the Future. I really encourage you to check her presentation at ted .com
But still we have to understand that an average gamer would have spent 10000 hours /10000 hours education presential ediucation.Urgent optimism / Social Fabric (creating) / Blissful Productivity -> working hard on games is better than doing nothing /Epic Winning.This data and ideas source are from Jane McGonigal from the Institute from the Future. I really encourage you to check her presentation at ted .com
But it’s probably as a good testing field as any other…I believe that videogames are at the top of information technologySo…. Why should we care about interactive entertainment in the localization industry.
And why we care about games in the Localization industry. If we stick to content, Pong or Pacman do not have a lot of content to translateWhat matters to us is CONTENT and how it is built, in order to be able to localize it later. But we have seen a very quick evolution from no content to huge amounts of content
Evolution crearly goes to an exponential increase of content. More content , more globalization -> More and more localization needsGames today offer a huge amount of content.Even in terms of content created by the crowed, an example. The second largest wiki on the internet, after wikipedia, is the World of Warcraft Wiki. 80k articlesWhich is kind of amazing…. Think of it. People creating content and more content on information of a world that is not real….
Evolution crearly goes to an exponential increase of content. More content , more globalization -> More and more localization needsGames today offer a huge amount of content.Even in terms of content created by the crowed, an example. The second largest wiki on the internet, after wikipedia, is the World of Warcraft Wiki. 80k articlesWhich is kind of amazing…. Think of it. People creating content and more content on information of a world that is not real….
This content evolution brings us to the market evolution of videogames. The industry is not doing bad at all. We have all kinds of people playing games, from hardcore gamers, to social and casual gamers.This combined with the fact that the industry is not going bad….Cifers of the industry. Social evolutionCasual GamersSocial Network gamesAll ages, females too, children to eldery
And under my perspective. We mentioned before what values where videogames probably bringing. Games are having a big influence in many other industries that matter to us, localizers. The word GAME is appearing everywhere: more and more content of so called more standard or more serious content is absorbing methodologies, technology , approaches from games. It’s pretty obvious with things like:Simulation GamesEdumarket GamesGames-based learningGames for healthOrganizational Dynamic GamesArt GamesMilitainmentBusiness Simulation GameseLearning … which is probably a much interesting concept to those in the more traditional side of the localization industry. (I hope you allow me to refer to these). We are a content avid industry after all.
So if we take just one example of this long list. And accept that /We can argue that eLearning and videogames are converging. Students , but also coroporate learners (means yourselves, the people in your companies,), basically any person that needs to continuously improve : demand more and more interaction with the media where the knowledge is being transmitted.
But let’s get back on track
Basic games like we saw before, thisw pong game or pacman game with no localization needs, except maybe for tiny instructions and a FINISHTo basic social games in social networks with let’s say 1000 words to translate. To a triple A title with (30 movies)But you can have even more on big RPGs or MMOs. (Massive Multiplayer Online Games).How is all this built…
IfLocalizationisconsidered as anafterthought. Thesituationisdifficult. Fightwithseveralissues: - -Gameswherecreatedwithjustonesourcelanguage in mind. Localizationwassomethingthatwouldmaybehappen, IF thegamewas popular IF itwasselling ok, etc… Withthisapproach, thingslikesimshippingetc… are barelyimpossible. Localization as an afterthought =Typical issue to localize in short amount of time than necessaryLeads to low quality, etc…Simship is a challenge and important one: Piracy
If Localization is considered as an afterthought. The situation is difficult. Fight with several issues: - -
Drop by drop the Localization will happen smoothly.
Drop by drop the Localization will happen smoothly.
One of the statements that we hear when game Localization is mentioned is that the Game Localization does not require as much quality as more standard porducts do…I’m going to try to show you why Quality is crucial in games and why quality criteria can be comparable to the most demanding product.
Users clients are fans and emotionally bound to the productGame players are incredibly tough critics:Game users are fans. They play on a specific title because they chose to in their leisure time (and pay for it). This doesn't apply to any other non-entertainment industry localization.The first consequence of this is that a huge community of users is analyzing, criticizing, suggesting better translation, voice over or feature in regards to any possible tiny detail in a game.The second consequence is that players could really feel spoiled and disappointed if a game translation, voice over or functionality in a specific language is not working properly can give an example of the fast spread of information. Just imagine... For a game I was involved in there was a localized voice over part recorded directly by the publisher to launch a demo, in a kind of amateur way. This demo reached journalists who were supposed to simply have a quick overview of the game months before the official release. Even before the scripts reached the studios to record the final version, we already had specialized journalists calling us and asking if we were going to record the voice-over the way it was in the demo... comments on their website was full of angry fans, not understanding why voice over of the second version of the game was not going to be as good as the first one.For major MMORPG games, millions of users are interconnected, not only in the game itself but in mega huge communities in continuous movement and discussion. In addition, these fans are fond of their games. And the news about mistakes spreads quickly... Really, really, very fast.
Imagine you decide to launch a baseball game in France. Who will buy it? People who love baseball. Even if baseball is not an extremely popular game in the country. Users will know the terminology, and therefore will require that the correct terms are used in the game. If you are working on localizing such a game, you better send your linguists to a French baseball field if you don't want the result to be strongly criticized and have a very unhappy costumer at the end of the day.But it also happens with Virtual Reality. You have to be an expert in WWO or become one if you want to participate on a second release.
If not game will not sound appealing.
So who does all this. Who localizes this content. Please let me mention that just before starting to be involved in game localization in 2007, my previous projects where in the LifeScience industry, implementing a Globalization Content System and running the projects based on that process …. Well… it still find it harder to translate and localize games than that kind of material.
Mixture between technical and lingustic competency. Many types/words for sword in Chinese, no equivalent in other languages
Mixture between technical and lingustic competency.
Mixture between technical and lingustic competency.
Stong link in interactive media between Linguistic stuff / design /engineering. One of the areas that I include in the “big concept” of game localization is Usability. I strongly believe usability has a strong implication in the work game localizers perform.
Hoft (1995) defines localization as "the process of creating or adapting an information product for use in a specific target country or specific target market“Products need to fit the needs of users not only in terms of language but also their cultural thought model, usage behaviors and cultural context.Cultural factors such as color, symbol and content perception are basis for effectiveness.interface is "usable" if it has:• Aesthetic appeal and gives satisfactionwhen using the product.If the product is not considered aestheticallyappealing, up-to-date andfancy (of course, it depends on aspecified context of use and is not thesame for games and office suite), thechances that a user will buy it arepoor. If a software product didn't passsuch face-control and was not bought,all the rest including functionality simplyloses meaning.• Simplicity and intuitive intelligibility ofthe interface (respectively, quicklearning capability). Nobody would likethe idea of sitting for several hours inorder to learn and memorize one andonly operation. If there are other programsthat give the same result andcan be mastered on the first attempt,one would prefer this more simple anduser-friendly system.• Ease and forethought of control elements,menu, dialog windows order,hot keys and so on which provide highspeed of work with the program.Due to this the program can be usedwith minimum time and effort consumption.For instance, in businessapplications this means higher laborefficiency of user.• Taking into account scientific recommendationswill provide little user fatigabilitywhen working with the program.Again, this means high labor efficiencyof the user within long time.Such advantage of the system is fundamentalfor many corporate customers.At last (but not least),• Friendliness and user support (and,consequently, minor user errors).This point is tightly related to the previousone. It is vital in such cases asmedical systems, systems of productionand transport control, accountingand analytical business applications, aswell as many others, where the priceof correcting a mistake can be too expensive.
User needs vary culturally: Emotional and motivational needs have a direct impact on the usability and success of a design. These needs can include, for example, environmental settings, cultural values, economic possibilities, and religious beliefs. Culture shapes the development of values and beliefs and therefore influences interaction with a product.Designing a product for a culture-specific target audience: users are the center of the design process. Identify all target cultures.Design and develop a global model that takes common designs into account.Bring in a culture-specific interface designer to revise the design.Conduct usability tests of culturally targeted versions.Standard Localization issues:Word wrappingHyphenation Length/ scalability of words on a screen - for example; words written in one language differ in length from words in another language. The design should also consider appropriate reading directions (for example, right-to-left in Arabic cultures) and use of justified text or navigation systems fixed on the left. Some countries have multiple official languages and therefore need multilanguage support.Functionalities: The same application functions do not necessarily apply to all cultures. For example, mobile phone users tend to do more than one thing at a time, so the navigation design should allow fast, simple movements with few navigational tools.To sum up:Communicate in the country's native language.Support natural writing symbols and punctuation.Support native dates, currency, weight scales, numbers, and addresses.Support natural activities and environments.Communicate in an inoffensive manner.
User needs vary culturally: Emotional and motivational needs have a direct impact on the usability and success of a design. These needs can include, for example, environmental settings, cultural values, economic possibilities, and religious beliefs. Culture shapes the development of values and beliefs and therefore influences interaction with a product.Designing a product for a culture-specific target audience: users are the center of the design process. Identify all target cultures.Design and develop a global model that takes common designs into account.Bring in a culture-specific interface designer to revise the design.Conduct usability tests of culturally targeted versions.Standard Localization issues:Word wrappingHyphenation Length/ scalability of words on a screen - for example; words written in one language differ in length from words in another language. The design should also consider appropriate reading directions (for example, right-to-left in Arabic cultures) and use of justified text or navigation systems fixed on the left. Some countries have multiple official languages and therefore need multilanguage support.Functionalities: The same application functions do not necessarily apply to all cultures. For example, mobile phone users tend to do more than one thing at a time, so the navigation design should allow fast, simple movements with few navigational tools.To sum up:Communicate in the country's native language.Support natural writing symbols and punctuation.Support native dates, currency, weight scales, numbers, and addresses.Support natural activities and environments.Communicate in an inoffensive manner.
Order and placementiskey:GTA: If you are driving and need to look at subtitles… that’s not going to work. - 1st instructionscannotappear at thebottom and thesecondon top and thingslikethat
http://multiplayerblog.mtv.com/2008/08/13/asian-mmos-mouse-based/Give up? It turns out Asian gamers want to smoke and game at the same time.There are big design differences between American and Asian-based MMOs, Perfect World product manager Jon Belliss told me yesterday, while showing off Chinese-born MMO,"Perfect World International."One difference is grinding. Asian gamers love grinding far more than the rest of the world. Additionally, they also play almost exclusively with the mouse. Western MMOs are typically controlled with a mouse and keyboard. For the longest time, Belliss couldn't figure out why this dichotomy existed.Then, he observed the answer himself -- cigarettes. A large portion of the MMO audience in Asia spend their time in crowded net cafes, where they chain smoke in one hand and grind to the next level, mouse-in hand, with the other.Does that explain why "StarCraft" is so popular over there, too?
I believe there are two very different groups of games that could be good examples of culturalization. None of the approaches is better than the other and the differentiation starts since the game design step. First of all games that are prepared with a culturalization point of view, as mentioned, since the early game design phase. These games are completely prepared to be as neutral as possible. The idea is to have a game that would work on every locale without much changes to the story. The second group is for games and localization processes that enable a good adaptation to the locale by the way they are developed. I’m thinking here of games with dense dialogs, a very heavy implication of the player in the story. Examples of these could be the Dragon Quest or Final Fantasy series from Square Enix. The games are very Japanese in their original form, lots of cultural mentions, quotes to Japanese legends and history.On a first step, a big effort is done in the adaptation into English. The translators (or should I say writers/copywriters?) adapt the game to the Western culture. Lots of changes need to be made. The people working on this adaptation needs to be very knowledgeable of both the Japanese and the Western culture. On a second step, these games are localized into other languages, let’s consider FIGS. There are always discussions whether English, as middle language approach, is worse for the final quality of the FIGS versions, and it would be better to localize into all locales directly from Japanese, but budgets and the lack of available resources, normally do not allow for this direct JA into FIGS localization.Back to the culturalization of this second group of games: They need to be developed with “localization in mind”. In the Dragon Quest example, many things are prepared in advance to permit a real localization: from complex macros for enabling different genders to a real openness from the developer to see the game story change from one locale to the other.
Images: Icons, symbols, and objects. Images form the visual language of a culture. This goes beyond simply avoiding taboos and offensive iconsComprehension of Western or English-based icons, symbols, clichés, slang, acronyms, and abbreviations may be difficult for local user groupsFor example, symbolism associated with animals varies all over the world.Colors: Colors have culture-dependent meanings, as do icons and graphics. The color red, for example, may be used to represent a warning or an error message, but in another culture it may be used to promote a positive experience. Colors in user interfaces are mostly used for distinguishing objects from one another and grouping or verifying certain values, but the target users must understand them similarly.Symbolism associated with animals varies all over the worldAudio:Never use music if you don´t know where is it coming from -> Could have sensible implications like Religious, etc…
Text / Audio /Usability/ Culture/ Technical (merge together to create a complex and compounded product).
The Multimedia factor: or How to project manage text, audio and interaction localization.Multimedia localization brings new challenges to the Localization proces and for the project management of localization projects. The basic analysis is to identifiy the risks: - If there is nothing you can do about a risk: Accept the risk and share it’s existance with stakeholders - If there is something you can do: - Avoid -Mitigate - Contingency
The Multimedia factor: or How to project manage text, audio and interaction localization.Multimedia localization brings new challenges to the Localization proces and for the project management of localization projects. The basic analysis is to identifiy the risks: - If there is nothing you can do about a risk: Accept the risk and share it’s existance with stakeholders - If there is something you can do: - Avoid -Mitigate - ContingencyAudioIn Audio activity you depend on voice: If one actor is casted you can’t normally change it. Star Talents might have a busy agenda. Use ProfessionalsAll your audio activities depend heavily in your translated content. Make sure: translation is right IP local choices are respected
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Piracy can be an issue.
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx
Risk Treatment TableAVOIDMITIGATECONTINGENCYACCEPT1. CAN'T RELEASE IN TARGET COUNTRYx 2. SIMSHIP NOT ACHIEVEDx 3. GAME ENGINE NOT INTERNATIONALIZEDx 4. FULL REL10N NEEDED DUE TO PLATFORM REVIEW (TRCs) x 5. WRONG CHOICE OF LOCALES x 6. AUDIO RE-RECORDING x 7. IP NOT RESPECTED x 8. TRANSLATION NOT APPEALING TO THE MARKET x 9. NOT ENOUGH LOCALIZATION FOR THE MARKET x + MANY MID-MINOR RISKS xxx