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Saying yes means quite a bit of work, and questions about when it will be done. A promise that people will be pissed off about if it's not kept.
Localization is also a legal matter. Do the localizers get paid? Will the sales be enough to compensate for it? Do the translators get a legal claim for compensation in some way? What if someone agrees to do it for free, over the course of 3 months, but ends up not doing it?
It sounds simple, and it's not a huge mess, but it's a medium sized mess.
I already see a bunch of things in the game now that are direct translations I'm assuming from Norwegian which don't make perfect sense in English, but you can fill in the blanks of the overall point he is getting across with descriptions and dialogue even though it isn't grammatically correct all the time.
Atom RPG had a ton of references and sayings I did not get due to the cultural differences. If you want a good localization, you need someone who can translate and change all the idioms, sayings, slang, etc, to match the language and customs. Even Canada and the US who both speak English have different sayings that wouldn't always make sense to each other.
Please stop separating localization from translation.
Any translation IS inherently localization. I say this as a professional translator for 8+ years.
The problems people bring up are just a sign of the translator not knowing the language beyond the bare minimum (i.e. how to construct it properly). Ideally you would want an editor (not a localizer) that would smooth out the initial translation (working in tandem with the translator to retain nuance and implications, should that be relevant).
I know this is slightly off-topic, but as a professional, I am extremely annoyed at the modern discourse on this topic.
Direct translation is not localization. Localization involves changing the text to be relatable to that countries sayings and making sure it is understandable. You said the editor is smoothing out the translation since it wouldn't make sense with just a translation in some cases since the translator may not have knowledge beyond the bare minimum. Many Japanese games get their jokes and language changed to make more sense to a North American audience. There is a difference. I say this as a professional with years of experience as well.
And a ton of money.
MAKE A FAN MADE AND GIVE IT TO THE DEV.
It will greatly accelerate his work.
I mean, it depends on which school of translation studies you subscribe to, but the works of classic Russian linguists and translators such as N. Garbovsky, K. Chukovsky, N. Gal, V. Komissarov, etc., all insist that, generally speaking, a professional translation is intended to convey the culture-specific jokes and linguistic realities into the language of translation.
Exceptions occur when, for instance, you leave the original system of measurements in place (like pounds when translating an American English text into a language with the metric system) to strengthen the reader's bond with the original culture. Everything else - from charactonyms to humour - has to be understood by the reader exactly in the same manner as if the reader were also the native speaker of the original language.
The division between translation and localization has never been a topic of the classic translation studies.