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	<title>Significant Bits &#187; Final Fantasy XIII</title>
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	<link>http://www.significant-bits.com</link>
	<description>On videogame design and such.</description>
	<lastBuildDate>Wed, 01 Sep 2010 01:45:56 +0000</lastBuildDate>
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		<title>Localizing exclamations.</title>
		<link>http://www.significant-bits.com/localizing-exclamations</link>
		<comments>http://www.significant-bits.com/localizing-exclamations#comments</comments>
		<pubDate>Fri, 30 Jul 2010 15:08:51 +0000</pubDate>
		<dc:creator>The Management</dc:creator>
				<category><![CDATA[writing]]></category>
		<category><![CDATA[emotional]]></category>
		<category><![CDATA[exclamations]]></category>
		<category><![CDATA[FF XIII]]></category>
		<category><![CDATA[Final Fantasy XIII]]></category>
		<category><![CDATA[Japanese]]></category>
		<category><![CDATA[localization]]></category>
		<category><![CDATA[onomatopoeia]]></category>
		<category><![CDATA[sounds]]></category>
		<category><![CDATA[translation]]></category>
		<category><![CDATA[vocalizations]]></category>

		<guid isPermaLink="false">http://www.significant-bits.com/?p=2585</guid>
		<description><![CDATA[&#8220;Gnhhh!&#8221; &#8220;Whhhhaaaah!&#8221; &#8220;Bah&#8230;.ah&#8230;.gahhhhhh&#8230;&#8221; &#8220;Hmmmf!&#8221; &#8220;Ehiehhh&#8230;&#8221; &#8220;Mhaemm!&#8221; These grunts, sighs, squeals and miscellaneous other vocalizations compose roughly 1/4 of the dialogues in the early hours of Final Fantasy XIII. One one hand, they&#8217;re to be expected; Japan is known for its plethora of exclamations and onomatopoeiae. On the other &#8212; when translated literally &#8212; they make for a poor localization. These sounds [...]]]></description>
			<content:encoded><![CDATA[<p><img class="aligncenter size-full wp-image-2588" title="Final_Fantasy_XIII_header" src="http://www.significant-bits.com/wp-content/uploads/2010/07/Final_Fantasy_XIII_header.jpg" alt="Final Fantasy XIII header Localizing exclamations." width="644" height="150" /></p>
<p>&#8220;Gnhhh!&#8221;</p>
<p>&#8220;Whhhhaaaah!&#8221;</p>
<p>&#8220;Bah&#8230;.ah&#8230;.gahhhhhh&#8230;&#8221;</p>
<p>&#8220;Hmmmf!&#8221;</p>
<p>&#8220;Ehiehhh&#8230;&#8221;</p>
<p>&#8220;Mhaemm!&#8221;</p>
<p>These grunts, sighs, squeals and miscellaneous other vocalizations compose roughly 1/4 of the dialogues in the early hours of Final Fantasy XIII.</p>
<p>One one hand, they&#8217;re to be expected; Japan is known for its plethora of exclamations and <a href="http://www.japansugoi.com/wordpress/common-japanese-onomatopoeia-word-sounds-found-in-manga/">onomatopoeiae</a>. On the other &#8212; when translated literally &#8212; they make for a poor localization.</p>
<p>These sounds are often louder and longer than their English counterparts, or they simply have no equivalents. As such, they&#8217;re difficult to remove or replace and are usually left untouched. They&#8217;ve even become something of an accepted &#8220;quirk&#8221; among the more dedicated fans of Japanese media, but that doesn&#8217;t mean they couldn&#8217;t be handled in a friendlier fashion.</p>
<div id="attachment_2589" class="wp-caption aligncenter" style="width: 610px"><a href="http://www.significant-bits.com/wp-content/uploads/2010/07/FFXIII_Oerba_Dia_Vanille_16_9_by_Quick_Stop.jpg"><img class="size-full wp-image-2589" title="FFXIII_Oerba_Dia_Vanille_16_9_by_Quick_Stop" src="http://www.significant-bits.com/wp-content/uploads/2010/07/FFXIII_Oerba_Dia_Vanille_16_9_by_Quick_Stop.jpg" alt="Final Fantasy XIII Vanille." width="600" height="338" /></a><p class="wp-caption-text">I think the localization team for FFXIII wanted to give Vanille a unique voice -- much like the Björk-esque Fran in FFXII -- but the voice actress&#39; performance is a bit of a mess.</p></div>
<p style="text-align: center;">
<p>As things stand, vocalizations often come across as alien and awkward. They break the flow of conversation and the suspension of disbelief, and can leave a new audience feeling put off.</p>
<p>Sure, one can always argue for the purity and cultural authenticity of any given product, but that&#8217;s being a bit of a stick in the mud. Literal translations lack context and social nuances, and those fully familiar with them might as well experience the original versions. In order to make the products easily digestible by a different audience, though, some things need to change. FF XIII in particular is a title Square Enix wanted to be a global blockbuster, not just a Japanese game released to a niche audience outside of its home country, so it stands to reason that they&#8217;d want to iron out these kinks.</p>
<p>So how can this be done?</p>
<p>A couple of points:</p>
<ul>
<li>If possible, simply remove the exclamations altogether. The ones that could easily be cut are left in to keep things consistent and speed up the localization process, so getting rid of them shouldn&#8217;t be a big issue.</li>
<li>Use local equivalents of the vocalizations if available. For example, make a character surprised by a hand on his shoulder utter a short &#8220;Huh?&#8221; instead of the original, &#8220;Mnhaaa?&#8221;</li>
<li>Use actual words or sentences for sounds that have no local counterparts. A character crying out &#8220;Gwahhhhhhhhhhhh!&#8221; for three seconds after witnessing a car crash could easily be replaced with a quick &#8220;Oh my god!&#8221;</li>
<li>Meld the exclamations into the speech itself. I&#8217;m not an expert, but I noticed many of the vocalizations were isolated within the dialogue, whereas in English they&#8217;d part of it, e.g., &#8220;Mmmm, I don&#8217;t know about thaaaaaaaat.&#8221;</li>
<li>Finally, keep these points in mind when developing the game, and provide the team(s) with the tools necessary to port it. <a href="http://www.voice-o-matic.com/">Automated lip-synching</a> is already widely used, but I&#8217;m sure other functionality &#8212; or just the permission to alter the in-game cutscenes &#8212; would be appreciated.</li>
</ul>
<p>Of course there are more issues to consider as well &#8212; perhaps toning down on the dramatic, clenched-fist poses with characters uttering such phrases as &#8220;I&#8217;ll do my best!&#8221; &#8212; but those are a whole other topic&#8230;</p>
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		<title>The uncanny valley of videogames.</title>
		<link>http://www.significant-bits.com/the-uncanny-valley-of-videogames</link>
		<comments>http://www.significant-bits.com/the-uncanny-valley-of-videogames#comments</comments>
		<pubDate>Mon, 08 Jun 2009 23:21:08 +0000</pubDate>
		<dc:creator>The Management</dc:creator>
				<category><![CDATA[design]]></category>
		<category><![CDATA[abstraction]]></category>
		<category><![CDATA[Call of Duty]]></category>
		<category><![CDATA[CoD]]></category>
		<category><![CDATA[demo]]></category>
		<category><![CDATA[dissonance]]></category>
		<category><![CDATA[FF]]></category>
		<category><![CDATA[Final Fantasy XIII]]></category>
		<category><![CDATA[grand theft auto]]></category>
		<category><![CDATA[gta]]></category>
		<category><![CDATA[IV]]></category>
		<category><![CDATA[Physics]]></category>
		<category><![CDATA[realism]]></category>
		<category><![CDATA[Snow Bros.]]></category>
		<category><![CDATA[state]]></category>
		<category><![CDATA[Stree Fighter]]></category>
		<category><![CDATA[super mario bros]]></category>
		<category><![CDATA[uncanny]]></category>
		<category><![CDATA[valley]]></category>
		<category><![CDATA[XIII]]></category>

		<guid isPermaLink="false">http://www.significant-bits.com/?p=1348</guid>
		<description><![CDATA[I&#8217;ve recently praised the use of states and derided their absence, but it&#8217;s not a one-way street. To put it simply, states are great for abstractions. They fit unrealistic settings very well, and give us clear signs of what&#8217;s actually going on inside the game. They can also diminish the need for complex transitions while [...]]]></description>
			<content:encoded><![CDATA[<p style="text-align: center;"><img class="aligncenter size-full wp-image-1379" title="uvheader" src="http://www.significant-bits.com/wp-content/uploads/2009/06/uvheader.jpg" alt="uvheader The uncanny valley of videogames." width="622" height="100" /></p>
<p>I&#8217;ve recently <a href="http://www.significant-bits.com/what-made-those-old-2d-platformers-so-great">praised the use of states</a> and <a href="http://www.significant-bits.com/3-on-3-nhl-arcade-bits">derided their absence</a>, but it&#8217;s not a one-way street.</p>
<p>To put it simply, states are great for abstractions. They fit unrealistic settings very well, and give us clear signs of what&#8217;s actually going on inside the game. They can also diminish the need for complex transitions while making the best use out of limited resources. A clear benefit of this approach is gameplay that can rely on instant, i.e., twitch, responses. For example, a character in Street Fighter II can go from doing a leg sweep to a backflip in a split second without looking <em>too</em> awkward.</p>
<div id="attachment_1380" class="wp-caption alignright" style="width: 310px"><a href="http://www.significant-bits.com/wp-content/uploads/2009/06/zeldaww.jpg"><img class="size-full wp-image-1380" title="zeldaww" src="http://www.significant-bits.com/wp-content/uploads/2009/06/zeldaww.jpg" alt="zeldaww The uncanny valley of videogames." width="300" height="175" /></a><p class="wp-caption-text">Despite being a 3D game, Wind Waker -- like most Zelda titles -- made great use of state-based mechanics.</p></div>
<p>States are not directly tied to arcade titles, though, nor are they unfit for 3D games. The correlation here is between states and the lack of realism, not states and <a href="http://www.significant-bits.com/a-laymans-guide-to-projection-in-video-games">projection types</a>. The further a game gets away from what we know of real life, the more explanation and experimentation it requires. Sure, Super Mario Bros. might be pretty intuitive, but you can&#8217;t really tell how fast Mario can run and jump until you try it out yourself (or see it happen). Conversely, when initially approaching Call of Duty 4, there are many preconceptions for how the characters should move and animate because of their depictions.</p>
<p>Of course CoD4 isn&#8217;t a life simulation, but it does aim for what &#8220;feels&#8221; right and consistently follows its own rules. As does SMB, actually &#8212; both titles have a real sense of verisimilitude. One&#8217;s just more abstract than the other, and as a result can get away with being much less realistic.</p>
<p>Which leads me to my main point: as the fidelity of games approaches real life, state-based mechanics increasingly detract from that illusion.</p>
<p>But first, let&#8217;s take a look at two drastically different titles: Snow Bros. 2 and Grand Theft Auto IV.</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/gjFug23CaRk&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/gjFug23CaRk&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="425" height="344" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/Sr2oV0nEnQk&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="425" height="344" src="http://www.youtube.com/v/Sr2oV0nEnQk&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>In Snow Bros. 2, the enemies have a few basic states. There&#8217;s walk, jump, covered in snow (1/4, 2/4, 3/4, or fully), and a couple more. The physics behind movements are very basic, while the transitions are instant. As soon as an enemy gets hit with a shot, its visual representation changes to an animation that shows it on its back struggling to get free.</p>
<div id="attachment_1378" class="wp-caption alignleft" style="width: 310px"><a href="http://www.significant-bits.com/wp-content/uploads/2009/06/assassinscreedclimb.jpg"><img class="size-full wp-image-1378" title="assassinscreedclimb" src="http://www.significant-bits.com/wp-content/uploads/2009/06/assassinscreedclimb.jpg" alt="assassinscreedclimb The uncanny valley of videogames." width="300" height="150" /></a><p class="wp-caption-text">Say what you will about Assassin&#39;s Creed, but the way it allowed Altair to interact with his environment spoiled the audience of third-person action games.</p></div>
<p>In GTA IV, all game objects respond to a wide variety of variables. The cars don&#8217;t have a simple moving/idle/dead state, and their visual representation is a reflection of their physical properties. The cars accelerate on a curve and dip with each turn, while a drunken character&#8217;s skeleton animates him as he hangs on to the door handle.</p>
<p>Trying to apply the state mechanics of Snow Bros. 2 to GTA IV would result in ludicrous situations that would detract from its sense of realism. In fact, making the world feel more organic was one of the major improvement of GTA IV over GTA III.</p>
<p>And this gradual raising-of-the-bar is to be expected in videogames in general. Dialogues were once just text, with the occasional frame or two of a &#8220;talking head.&#8221; These days they&#8217;re fully voiced and lipsynced, and character models even emote and use body language. However, many games that rely on a realistic presentation still insist on state-based mechanics. I think one of the more notable examples of this is the upcoming Final Fantasy XIII.</p>
<p>Here&#8217;s a video of its demo:</p>
<p style="text-align: center;"><object classid="clsid:d27cdb6e-ae6d-11cf-96b8-444553540000" width="560" height="340" codebase="http://download.macromedia.com/pub/shockwave/cabs/flash/swflash.cab#version=6,0,40,0"><param name="allowFullScreen" value="true" /><param name="allowscriptaccess" value="always" /><param name="src" value="http://www.youtube.com/v/_qbr3IB92ms&amp;hl=en&amp;fs=1&amp;" /><param name="allowfullscreen" value="true" /><embed type="application/x-shockwave-flash" width="560" height="340" src="http://www.youtube.com/v/_qbr3IB92ms&amp;hl=en&amp;fs=1&amp;" allowscriptaccess="always" allowfullscreen="true"></embed></object></p>
<p>Various fans have praised this game&#8217;s detail and fidelity, providing glowing commentary on its rendering of hair and other such tidbits. Well, it is quite a long stretch from the deformed pixel art of the older titles, but it&#8217;s also a clear example of dissonance between visuals and mechanics. The player character&#8217;s movement has an instant acceleration, and, when she gets stuck on a wall, she performs that old running-man animation. The topography of the obstacle at the 0:52 mark is also quite complex, but its collidable surface is represented by a giant, invisible block. Furthermore, traversing this obstacle is done with a single button press that initiates an instant and perfect jump. This movement is entirely scripted, and it looks quite awkward and unreal when contrasted with the scope of the environment and the proportions of the character.</p>
<p>Now I&#8217;m not sure if this is technically an example of <a href="http://en.wikipedia.org/wiki/The_Uncanny">the uncanny</a>. After all, that phenomenon describes a feeling of unease brought on by an almost-but-not-quite-real object, and I don&#8217;t think anyone would describe the above example as being entirely realistic. Still, the uncanny concept deals with the contradictions between what&#8217;s expected and what&#8217;s witnessed, and I think high-fidelity games that rely on state-driven mechanics embody that point quite well.</p>
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